X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=6e33bb7215d0579e035915d20c40811dac8c8ae9;hp=a00dbf8afb952a8ebe89c4cb9903d56d6a98ebe8;hb=58c181de9a8f505e539b2e7811cf820175c73ebf;hpb=243a9f5484a14024ba1e081f827f2874a1c2b6c2 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index a00dbf8a..6e33bb72 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -75,7 +75,6 @@ namespace { Material::Entry* me; Pawns::Entry* pe; - Bitboard pinnedPieces[COLOR_NB]; Bitboard mobilityArea[COLOR_NB]; // attackedBy[color][piece type] is a bitboard representing all squares @@ -135,19 +134,13 @@ namespace { S(118,174), S(119,177), S(123,191), S(128,199) } }; - // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and - // bishops outposts, bigger if outpost piece is supported by a pawn. + // Outpost[knight/bishop][supported by pawn] contains bonuses for minor + // pieces if they can reach an outpost square, bigger if that square is + // supported by a pawn. If the minor piece occupies an outpost square + // then score is doubled. const Score Outpost[][2] = { - { S(43,11), S(65,20) }, // Knights - { S(20, 3), S(29, 8) } // Bishops - }; - - // ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for - // knights and bishops which can reach an outpost square in one move, bigger - // if outpost square is supported by a pawn. - const Score ReachableOutpost[][2] = { - { S(21, 5), S(35, 8) }, // Knights - { S( 8, 0), S(14, 4) } // Bishops + { S(22, 6), S(33, 9) }, // Knight + { S( 9, 2), S(14, 4) } // Bishop }; // RookOnFile[semiopen/open] contains bonuses for each rook when there is no @@ -223,7 +216,7 @@ namespace { const int KnightCheck = 924; // Threshold for lazy evaluation - const Value LazyEval = Value(1500); + const Value LazyThreshold = Value(1500); // eval_init() initializes king and attack bitboards for a given color // adding pawn attacks. To be done at the beginning of the evaluation. @@ -236,8 +229,6 @@ namespace { const Square Down = (Us == WHITE ? SOUTH : NORTH); const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); - ei.pinnedPieces[Us] = pos.pinned_pieces(Us); - // Find our pawns on the first two ranks, and those which are blocked Bitboard b = pos.pieces(Us, PAWN) & (shift(pos.pieces()) | LowRanks); @@ -289,7 +280,7 @@ namespace { : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)) : pos.attacks_from(s); - if (ei.pinnedPieces[Us] & s) + if (pos.pinned_pieces(Us) & s) b &= LineBB[pos.square(Us)][s]; ei.attackedBy2[Us] |= ei.attackedBy[Us][ALL_PIECES] & b; @@ -316,12 +307,12 @@ namespace { // Bonus for outpost squares bb = OutpostRanks & ~ei.pe->pawn_attacks_span(Them); if (bb & s) - score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)]; + score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)] * 2; else { bb &= b & ~pos.pieces(Us); if (bb) - score += ReachableOutpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)]; + score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)]; } // Bonus when behind a pawn @@ -435,7 +426,7 @@ namespace { kingDanger = std::min(807, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) + 101 * ei.kingAdjacentZoneAttacksCount[Them] + 235 * popcount(undefended) - + 134 * (popcount(b) + !!ei.pinnedPieces[Us]) + + 134 * (popcount(b) + !!pos.pinned_pieces(Us)) - 717 * !pos.count(Them) - 7 * mg_value(score) / 5 - 5; @@ -798,18 +789,6 @@ namespace { return sf; } - - Value lazy_eval(Value mg, Value eg) { - - if (mg > LazyEval && eg > LazyEval) - return LazyEval + ((mg + eg) / 2 - LazyEval) / 4; - - else if (mg < -LazyEval && eg < -LazyEval) - return -LazyEval + ((mg + eg) / 2 + LazyEval) / 4; - - return VALUE_ZERO; - } - } // namespace @@ -822,6 +801,7 @@ Value Eval::evaluate(const Position& pos) { assert(!pos.checkers()); Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO }; + Value v; EvalInfo ei; // Probe the material hash table @@ -841,11 +821,10 @@ Value Eval::evaluate(const Position& pos) { ei.pe = Pawns::probe(pos); score += ei.pe->pawns_score(); - // We have taken into account all cheap evaluation terms. - // If score exceeds a threshold return a lazy evaluation. - Value lazy = lazy_eval(mg_value(score), eg_value(score)); - if (lazy) - return pos.side_to_move() == WHITE ? lazy : -lazy; + // Early exit if score is high + v = (mg_value(score) + eg_value(score)) / 2; + if (abs(v) > LazyThreshold) + return pos.side_to_move() == WHITE ? v : -v; // Initialize attack and king safety bitboards eval_init(pos, ei); @@ -880,8 +859,8 @@ Value Eval::evaluate(const Position& pos) { ScaleFactor sf = evaluate_scale_factor(pos, ei, eg_value(score)); // Interpolate between a middlegame and a (scaled by 'sf') endgame score - Value v = mg_value(score) * int(ei.me->game_phase()) - + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL; + v = mg_value(score) * int(ei.me->game_phase()) + + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL; v /= int(PHASE_MIDGAME);