X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=6c563f72cf1cddf509dfcbb9e2c2f1c145948e88;hp=6c4e927ac804b4fa5296f7ecf06e529c0f81bea9;hb=6181e01c2a6a40c82c6b76036cc7ba25c952fbe4;hpb=9fc602bae74b8e09bd45ace3b42a8ce84d56b23c diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6c4e927a..6c563f72 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -46,9 +46,11 @@ namespace { const int GrainSize = 8; // Evaluation weights, initialized from UCI options - Score WeightMobility, WeightPawnStructure; - Score WeightPassedPawns, WeightSpace; - Score WeightKingSafety[2]; + enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem }; + Score Weights[6]; + + typedef Value V; + #define S(mg, eg) make_score(mg, eg) // Internal evaluation weights. These are applied on top of the evaluation // weights read from UCI parameters. The purpose is to be able to change @@ -56,19 +58,9 @@ namespace { // parameters at 100, which looks prettier. // // Values modified by Joona Kiiski - const Score WeightMobilityInternal = make_score(248, 271); - const Score WeightPawnStructureInternal = make_score(233, 201); - const Score WeightPassedPawnsInternal = make_score(252, 259); - const Score WeightSpaceInternal = make_score( 46, 0); - const Score WeightKingSafetyInternal = make_score(247, 0); - const Score WeightKingOppSafetyInternal = make_score(259, 0); - - // Mobility and outposts bonus modified by Joona Kiiski - - typedef Value V; - #define S(mg, eg) make_score(mg, eg) - - CACHE_LINE_ALIGNMENT + const Score WeightsInternal[] = { + S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0) + }; // Knight mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly piecess. @@ -138,28 +130,22 @@ namespace { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 }; - // ThreatBonus[][] contains bonus according to which piece type - // attacks which one. - #define Z S(0, 0) - + // ThreatBonus[attacking][attacked] contains bonus according to which + // piece type attacks which one. const Score ThreatBonus[8][8] = { - { Z, Z, Z, Z, Z, Z, Z, Z }, // not used - { Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks - { Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks - { Z, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks - { Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN attacks - { Z, Z, Z, Z, Z, Z, Z, Z }, // not used - { Z, Z, Z, Z, Z, Z, Z, Z }, // not used - { Z, Z, Z, Z, Z, Z, Z, Z } // not used + {}, {}, + { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT + { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP + { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK + { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN }; // ThreatedByPawnPenalty[] contains a penalty according to which piece // type is attacked by an enemy pawn. const Score ThreatedByPawnPenalty[8] = { - Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z + S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118) }; - #undef Z #undef S // Bonus for unstoppable passed pawns @@ -211,28 +197,21 @@ namespace { (1ULL< Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); + template + void init_attack_tables(const Position& pos, EvalInfo& ei); + template void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); @@ -276,7 +257,10 @@ namespace { template void evaluate_space(const Position& pos, EvalInfo& ei); + template void evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + + void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei); void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei); inline Score apply_weight(Score v, Score weight); @@ -304,6 +288,8 @@ namespace { template Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { + ScaleFactor factor[2]; + assert(pos.is_ok()); assert(threadID >= 0 && threadID < MAX_THREADS); assert(!pos.is_check()); @@ -324,30 +310,16 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { return ei.mi->evaluate(pos); // After get_material_info() call that modifies them - ScaleFactor factor[2]; factor[WHITE] = ei.mi->scale_factor(pos, WHITE); factor[BLACK] = ei.mi->scale_factor(pos, BLACK); // Probe the pawn hash table ei.pi = PawnTable[threadID]->get_pawn_info(pos); - ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure); - - // Initialize king attack bitboards and king attack zones for both sides - ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.king_square(WHITE)); - ei.attackedBy[BLACK][KING] = pos.attacks_from(pos.king_square(BLACK)); - ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8); - ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8); - - // Initialize pawn attack bitboards for both sides - ei.attackedBy[WHITE][PAWN] = ei.pi->pawn_attacks(WHITE); - ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK); - Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING]; - Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING]; - if (b1) - ei.kingAttackersCount[WHITE] = count_1s_max_15(b1)/2; + ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); - if (b2) - ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; + // Initialize attack bitboards with pawns evaluation + init_attack_tables(pos, ei); + init_attack_tables(pos, ei); // Evaluate pieces evaluate_pieces_of_color(pos, ei); @@ -359,23 +331,24 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { evaluate_king(pos, ei); evaluate_king(pos, ei); - // Evaluate tactical threats, we need full attack info + // Evaluate tactical threats, we need full attack info including king evaluate_threats(pos, ei); evaluate_threats(pos, ei); - // Evaluate passed pawns. We evaluate passed pawns for both sides at once, - // because we need to know which side promotes first in positions where - // both sides have an unstoppable passed pawn. To be called after all attacks - // are computed, included king. - if (ei.pi->passed_pawns()) - evaluate_passed_pawns(pos, ei); + // Evaluate passed pawns, we need full attack info including king + evaluate_passed_pawns(pos, ei); + evaluate_passed_pawns(pos, ei); + + // If one side has only a king, check whether exsists any unstoppable passed pawn + if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK)) + evaluate_unstoppable_pawns(pos, ei); Phase phase = ei.mi->game_phase(); // Middle-game specific evaluation terms if (phase > PHASE_ENDGAME) { - // Pawn storms in positions with opposite castling. + // Pawn storms in positions with opposite castling if ( square_file(pos.king_square(WHITE)) >= FILE_E && square_file(pos.king_square(BLACK)) <= FILE_D) @@ -395,7 +368,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // Mobility - ei.value += apply_weight(ei.mobility, WeightMobility); + ei.value += apply_weight(ei.mobility, Weights[Mobility]); // If we don't already have an unusual scale factor, check for opposite // colored bishop endgames, and use a lower scale for those @@ -427,11 +400,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // Interpolate between the middle game and the endgame score - Color stm = pos.side_to_move(); - - Value v = Sign[stm] * scale_by_game_phase(ei.value, phase, factor); - - return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v); + return Sign[pos.side_to_move()] * scale_by_game_phase(ei.value, phase, factor); } } // namespace @@ -478,28 +447,46 @@ void quit_eval() { void read_weights(Color us) { - Color them = opposite_color(us); + // King safety is asymmetrical. Our king danger level is weighted by + // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness". + const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem); + const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs); - WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal); - WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal); - WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal); - WeightSpace = weight_option("Space", "Space", WeightSpaceInternal); - WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal); - WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal); + Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]); + Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]); + Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]); + Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]); + Weights[kingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); + Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); // If running in analysis mode, make sure we use symmetrical king safety. We do this - // by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average. + // by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average. if (get_option_value_bool("UCI_AnalyseMode")) - { - WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; - WeightKingSafety[them] = WeightKingSafety[us]; - } + Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2; + init_safety(); } namespace { + // init_king_tables() initializes king bitboards for both sides adding + // pawn attacks. To be done before other evaluations. + + template + void init_attack_tables(const Position& pos, EvalInfo& ei) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); + + Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.king_square(Them)); + ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8)); + ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); + b &= ei.attackedBy[Us][PAWN]; + if (b) + ei.kingAttackersCount[Us] = count_1s_max_15(b) / 2; + } + + // evaluate_outposts() evaluates bishop and knight outposts squares template @@ -557,7 +544,7 @@ namespace { if (b & ei.kingZone[Us]) { ei.kingAttackersCount[Us]++; - ei.kingAttackersWeight[Us] += AttackWeight[Piece]; + ei.kingAttackersWeight[Us] += KingAttackWeights[Piece]; Bitboard bb = (b & ei.attackedBy[Them][KING]); if (bb) ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); @@ -575,7 +562,7 @@ namespace { ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece]; // Bishop and knight outposts squares - if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) + if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us)) evaluate_outposts(pos, ei, s); // Special patterns: trapped bishops on a7/h7/a2/h2 @@ -703,180 +690,106 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe; - Square from, to; + Bitboard undefended, b, b1, b2, safe; bool sente; - int attackUnits, count, shelter = 0; - const Square s = pos.king_square(Us); + int attackUnits, shelter = 0; + const Square ksq = pos.king_square(Us); // King shelter - if (relative_rank(Us, s) <= RANK_4) + if (relative_rank(Us, ksq) <= RANK_4) { - shelter = ei.pi->get_king_shelter(pos, Us, s); + shelter = ei.pi->get_king_shelter(pos, Us, ksq); ei.value += Sign[Us] * make_score(shelter, 0); } // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. if ( pos.piece_count(Them, QUEEN) >= 1 - && ei.kingAttackersCount[Them] >= 2 - && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame + && ei.kingAttackersCount[Them] >= 2 + && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame && ei.kingAdjacentZoneAttacksCount[Them]) { - // Is it the attackers turn to move? - sente = (Them == pos.side_to_move()); - - // Find the attacked squares around the king which has no defenders - // apart from the king itself - undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING); - undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT) - | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK) - | ei.attacked_by(Us, QUEEN)); - - // Initialize the 'attackUnits' variable, which is used later on as an - // index to the SafetyTable[] array. The initial value is based on the - // number and types of the attacking pieces, the number of attacked and - // undefended squares around the king, the square of the king, and the - // quality of the pawn shelter. - attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) - + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) - + InitKingDanger[relative_square(Us, s)] - - (shelter >> 5); - - // Analyse safe queen contact checks - b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them); - if (b) - { - attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) - | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK); - - b &= attackedByOthers; - - // Squares attacked by the queen and supported by another enemy piece and - // not defended by other pieces but our king. + // Is it the attackers turn to move? + sente = (Them == pos.side_to_move()); + + // Find the attacked squares around the king which has no defenders + // apart from the king itself + undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING); + undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT) + | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK) + | ei.attacked_by(Us, QUEEN)); + + // Initialize the 'attackUnits' variable, which is used later on as an + // index to the KingDangerTable[] array. The initial value is based on + // the number and types of the enemy's attacking pieces, the number of + // attacked and undefended squares around our king, the square of the + // king, and the quality of the pawn shelter. + attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) + + InitKingDanger[relative_square(Us, ksq)] + - shelter / 32; + + // Analyse enemy's safe queen contact checks. First find undefended + // squares around the king attacked by enemy queen... + b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them); if (b) { - // The bitboard b now contains the squares available for safe queen - // contact checks. - count = count_1s_max_15(b); - attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1); - - // Is there a mate threat? - if (QueenContactMates && !pos.is_check()) - { - escapeSquares = pos.attacks_from(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers; - occ = pos.occupied_squares(); - while (b) - { - to = pop_1st_bit(&b); - - // Do we have escape squares from queen contact check attack ? - if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s]))) - { - // We have a mate, unless the queen is pinned or there - // is an X-ray attack through the queen. - for (int i = 0; i < pos.piece_count(Them, QUEEN); i++) - { - from = pos.piece_list(Them, QUEEN, i); - if ( bit_is_set(pos.attacks_from(from), to) - && !bit_is_set(pos.pinned_pieces(Them), from) - && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us)) - && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us))) - - // Set the mate threat move - ei.mateThreat[Them] = make_move(from, to); - } - } - } - } + // ...then remove squares not supported by another enemy piece + b &= ( ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) + | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK)); + if (b) + attackUnits += QueenContactCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); } - } - - // Analyse safe distance checks - safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us)); - - if (QueenCheckBonus > 0 || RookCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; - // Queen checks - b2 = b & ei.attacked_by(Them, QUEEN); - if (b2) - attackUnits += QueenCheckBonus * count_1s_max_15(b2); + // Analyse enemy's safe distance checks for sliders and knights + safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us)); - // Rook checks - b2 = b & ei.attacked_by(Them, ROOK); - if (b2) - attackUnits += RookCheckBonus * count_1s_max_15(b2); - } - if (QueenCheckBonus > 0 || BishopCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; + b1 = pos.attacks_from(ksq) & safe; + b2 = pos.attacks_from(ksq) & safe; - // Queen checks - b2 = b & ei.attacked_by(Them, QUEEN); - if (b2) - attackUnits += QueenCheckBonus * count_1s_max_15(b2); - - // Bishop checks - b2 = b & ei.attacked_by(Them, BISHOP); - if (b2) - attackUnits += BishopCheckBonus * count_1s_max_15(b2); - } - if (KnightCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; + // Enemy queen safe checks + b = (b1 | b2) & ei.attacked_by(Them, QUEEN); + if (b) + attackUnits += QueenCheckBonus * count_1s_max_15(b); - // Knight checks - b2 = b & ei.attacked_by(Them, KNIGHT); - if (b2) - attackUnits += KnightCheckBonus * count_1s_max_15(b2); - } + // Enemy rooks safe checks + b = b1 & ei.attacked_by(Them, ROOK); + if (b) + attackUnits += RookCheckBonus * count_1s_max_15(b); - // Analyse discovered checks (only for non-pawns right now, consider - // adding pawns later). - if (DiscoveredCheckBonus) - { - b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); - if (b) - attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); - } + // Enemy bishops safe checks + b = b2 & ei.attacked_by(Them, BISHOP); + if (b) + attackUnits += BishopCheckBonus * count_1s_max_15(b); - // Has a mate threat been found? We don't do anything here if the - // side with the mating move is the side to move, because in that - // case the mating side will get a huge bonus at the end of the main - // evaluation function instead. - if (ei.mateThreat[Them] != MOVE_NONE) - attackUnits += MateThreatBonus; - - // Ensure that attackUnits is between 0 and 99, in order to avoid array - // out of bounds errors. - attackUnits = Min(99, Max(0, attackUnits)); - - // Finally, extract the king safety score from the SafetyTable[] array. - // Add the score to the evaluation, and also to ei.futilityMargin. The - // reason for adding the king safety score to the futility margin is - // that the king safety scores can sometimes be very big, and that - // capturing a single attacking piece can therefore result in a score - // change far bigger than the value of the captured piece. - Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]); - ei.value -= Sign[Us] * v; - ei.futilityMargin[Us] += mg_value(v); + // Enemy knights safe checks + b = pos.attacks_from(ksq) & ei.attacked_by(Them, KNIGHT) & safe; + if (b) + attackUnits += KnightCheckBonus * count_1s_max_15(b); + + // To index KingDangerTable[] attackUnits must be in [0, 99] range + attackUnits = Min(99, Max(0, attackUnits)); + + // Finally, extract the king danger score from the KingDangerTable[] + // array and subtract the score from evaluation. Set also ei.kingDanger[] + // value that will be used for pruning because this value can sometimes + // be very big, and so capturing a single attacking piece can therefore + // result in a score change far bigger than the value of the captured piece. + ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits]; + ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]); } } - // evaluate_passed_pawns() evaluates the passed pawns of the given color + // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], Square pawnToGo[], EvalInfo& ei) { + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard b2, b3, b4; - Square ourKingSq = pos.king_square(Us); - Square theirKingSq = pos.king_square(Them); - Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us); + Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns; + Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us); while (b) { @@ -886,93 +799,65 @@ namespace { assert(pos.pawn_is_passed(Us, s)); int r = int(relative_rank(Us, s) - RANK_2); - int tr = Max(0, r * (r - 1)); + int tr = r * (r - 1); // Base bonus based on rank Value mbonus = Value(20 * tr); Value ebonus = Value(10 + r * r * 10); - // Adjust bonus based on king proximity if (tr) { Square blockSq = s + pawn_push(Us); - ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr); - ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr); - ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr); + // Adjust bonus based on kings proximity + ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr); + ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr); + ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr); // If the pawn is free to advance, increase bonus if (pos.square_is_empty(blockSq)) { - // There are no enemy pawns in the pawn's path - b2 = squares_in_front_of(Us, s); - - assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB); + squaresToQueen = squares_in_front_of(Us, s); + defendedSquares = squaresToQueen & ei.attacked_by(Us); - // Squares attacked by us - b4 = b2 & ei.attacked_by(Us); - - // Squares attacked or occupied by enemy pieces - b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); + // There are no enemy pawns in the pawn's path + assert(!(squaresToQueen & pos.pieces(PAWN, Them))); // If there is an enemy rook or queen attacking the pawn from behind, - // add all X-ray attacks by the rook or queen. + // add all X-ray attacks by the rook or queen. Otherwise consider only + // the squares in the pawn's path attacked or occupied by the enemy. if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)) && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) - b3 = b2; + unsafeSquares = squaresToQueen; + else + unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); - // Are any of the squares in the pawn's path attacked or occupied by the enemy? - if (b3 == EmptyBoardBB) - // No enemy attacks or pieces, huge bonus! - // Even bigger if we protect the pawn's path - ebonus += Value(tr * (b2 == b4 ? 17 : 15)); + // If there aren't enemy attacks or pieces along the path to queen give + // huge bonus. Even bigger if we protect the pawn's path. + if (!unsafeSquares) + ebonus += Value(tr * (squaresToQueen == defendedSquares ? 17 : 15)); else // OK, there are enemy attacks or pieces (but not pawns). Are those // squares which are attacked by the enemy also attacked by us ? // If yes, big bonus (but smaller than when there are no enemy attacks), // if no, somewhat smaller bonus. - ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8)); + ebonus += Value(tr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8)); // At last, add a small bonus when there are no *friendly* pieces // in the pawn's path. - if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB) + if (!(squaresToQueen & pos.pieces_of_color(Us))) ebonus += Value(tr); } } // tr != 0 - // If the pawn is supported by a friendly pawn, increase bonus - b2 = pos.pieces(PAWN, Us) & neighboring_files_bb(s); - if (b2 & rank_bb(s)) + // Increase the bonus if the passed pawn is supported by a friendly pawn + // on the same rank and a bit smaller if it's on the previous rank. + supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(s); + if (supportingPawns & rank_bb(s)) ebonus += Value(r * 20); - else if (pos.attacks_from(s, Them) & b2) + else if (supportingPawns & rank_bb(s - pawn_push(Us))) ebonus += Value(r * 12); - // If the other side has only a king, check whether the pawn is - // unstoppable - if (pos.non_pawn_material(Them) == Value(0)) - { - Square qsq; - int d; - - qsq = relative_square(Us, make_square(square_file(s), RANK_8)); - d = square_distance(s, qsq) - - square_distance(theirKingSq, qsq) - + (Us != pos.side_to_move()); - - if (d < 0) - { - int mtg = RANK_8 - relative_rank(Us, s); - int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares()); - mtg += blockerCount; - d += blockerCount; - if (d < 0 && (!movesToGo[Us] || movesToGo[Us] > mtg)) - { - movesToGo[Us] = mtg; - pawnToGo[Us] = s; - } - } - } - // Rook pawns are a special case: They are sometimes worse, and // sometimes better than other passed pawns. It is difficult to find // good rules for determining whether they are good or bad. For now, @@ -988,23 +873,50 @@ namespace { ebonus -= ebonus / 4; } - // Add the scores for this pawn to the middle game and endgame eval. - ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns); + // Add the scores for this pawn to the middle game and endgame eval + ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]); } // while } - // evaluate_passed_pawns() evaluates the passed pawns for both sides + // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides - void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { int movesToGo[2] = {0, 0}; Square pawnToGo[2] = {SQ_NONE, SQ_NONE}; - // Evaluate pawns for each color - evaluate_passed_pawns_of_color(pos, movesToGo, pawnToGo, ei); - evaluate_passed_pawns_of_color(pos, movesToGo, pawnToGo, ei); + for (Color c = WHITE; c <= BLACK; c++) + { + // Skip evaluation if other side has non-pawn pieces + if (pos.non_pawn_material(opposite_color(c))) + continue; + + Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(c); + + while (b) + { + Square s = pop_1st_bit(&b); + Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8)); + int d = square_distance(s, queeningSquare) + - square_distance(pos.king_square(opposite_color(c)), queeningSquare) + + int(c != pos.side_to_move()); + + if (d < 0) + { + int mtg = RANK_8 - relative_rank(c, s); + int blockerCount = count_1s_max_15(squares_in_front_of(c, s) & pos.occupied_squares()); + mtg += blockerCount; + d += blockerCount; + if (d < 0 && (!movesToGo[c] || movesToGo[c] > mtg)) + { + movesToGo[c] = mtg; + pawnToGo[c] = s; + } + } + } + } // Neither side has an unstoppable passed pawn? if (!(movesToGo[WHITE] | movesToGo[BLACK])) @@ -1134,14 +1046,12 @@ namespace { // Find the safe squares for our pieces inside the area defined by // SpaceMask[us]. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. - Bitboard safeSquares = SpaceMask[Us] & ~pos.pieces(PAWN, Us) & ~ei.attacked_by(Them, PAWN) - & ~(~ei.attacked_by(Us) & ei.attacked_by(Them)); + & (ei.attacked_by(Us) | ~ei.attacked_by(Them)); - // Find all squares which are at most three squares behind some friendly - // pawn. + // Find all squares which are at most three squares behind some friendly pawn Bitboard behindFriendlyPawns = pos.pieces(PAWN, Us); behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8); behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16); @@ -1149,7 +1059,7 @@ namespace { int space = count_1s_max_15(safeSquares) + count_1s_max_15(behindFriendlyPawns & safeSquares); - ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace); + ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]); } @@ -1182,57 +1092,36 @@ namespace { Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) { - Score uciWeight = make_score(get_option_value_int(mgOpt), get_option_value_int(egOpt)); - - // Convert to integer to prevent overflow - int mg = mg_value(uciWeight); - int eg = eg_value(uciWeight); + // Scale option value from 100 to 256 + int mg = get_option_value_int(mgOpt) * 256 / 100; + int eg = get_option_value_int(egOpt) * 256 / 100; - mg = (mg * 0x100) / 100; - eg = (eg * 0x100) / 100; - mg = (mg * mg_value(internalWeight)) / 0x100; - eg = (eg * eg_value(internalWeight)) / 0x100; - return make_score(mg, eg); + return apply_weight(make_score(mg, eg), internalWeight); } // init_safety() initizes the king safety evaluation, based on UCI - // parameters. It is called from read_weights(). + // parameters. It is called from read_weights(). void init_safety() { - QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus"); - QueenCheckBonus = get_option_value_int("Queen Check Bonus"); - RookCheckBonus = get_option_value_int("Rook Check Bonus"); - BishopCheckBonus = get_option_value_int("Bishop Check Bonus"); - KnightCheckBonus = get_option_value_int("Knight Check Bonus"); - DiscoveredCheckBonus = get_option_value_int("Discovered Check Bonus"); - MateThreatBonus = get_option_value_int("Mate Threat Bonus"); - - int maxSlope = get_option_value_int("King Safety Max Slope"); - int peak = get_option_value_int("King Safety Max Value") * 256 / 100; - double a = get_option_value_int("King Safety Coefficient") / 100.0; - double b = get_option_value_int("King Safety X Intercept"); - bool quad = (get_option_value_string("King Safety Curve") == "Quadratic"); - bool linear = (get_option_value_string("King Safety Curve") == "Linear"); + const Value MaxSlope = Value(30); + const Value Peak = Value(1280); + Value t[100]; + // First setup the base table for (int i = 0; i < 100; i++) { - if (i < b) - SafetyTable[i] = Value(0); - else if (quad) - SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); - else if (linear) - SafetyTable[i] = Value((int)(100 * a * (i - b))); - } + t[i] = Value(int(0.4 * i * i)); - for (int i = 0; i < 100; i++) - { - if (SafetyTable[i+1] - SafetyTable[i] > maxSlope) - for (int j = i + 1; j < 100; j++) - SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope); + if (i > 0) + t[i] = Min(t[i], t[i - 1] + MaxSlope); - if (SafetyTable[i] > Value(peak)) - SafetyTable[i] = Value(peak); + t[i] = Min(t[i], Peak); } + + // Then apply the weights and get the final KingDangerTable[] array + for (Color c = WHITE; c <= BLACK; c++) + for (int i = 0; i < 100; i++) + KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]); } }