X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=85665a4344de241382f68210b31041eeee1d01fb;hp=c1df7c861a58c101531b1111b384bba77ae479c3;hb=a7cb05b1eba0114dfc4dd666b15c245d73a4bcd4;hpb=e41602b721c59f1456432f2f8cc8a1b22345659f diff --git a/src/evaluate.cpp b/src/evaluate.cpp index c1df7c86..85665a43 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -43,7 +43,7 @@ namespace { const int Sign[2] = { 1, -1 }; // Evaluation grain size, must be a power of 2 - const int GrainSize = 4; + const int GrainSize = 8; // Evaluation weights, initialized from UCI options int WeightMobilityMidgame, WeightMobilityEndgame; @@ -58,16 +58,18 @@ namespace { // parameters at 100, which looks prettier. // // Values modified by Joona Kiiski - const int WeightMobilityMidgameInternal = 0x0FA; - const int WeightMobilityEndgameInternal = 0x10A; - const int WeightPawnStructureMidgameInternal = 0x0EC; - const int WeightPawnStructureEndgameInternal = 0x0CD; - const int WeightPassedPawnsMidgameInternal = 0x108; - const int WeightPassedPawnsEndgameInternal = 0x109; - const int WeightKingSafetyInternal = 0x0F7; - const int WeightKingOppSafetyInternal = 0x101; - const int WeightSpaceInternal = 0x02F; - + const int WeightMobilityMidgameInternal = 248; + const int WeightMobilityEndgameInternal = 271; + const int WeightPawnStructureMidgameInternal = 233; + const int WeightPawnStructureEndgameInternal = 201; + const int WeightPassedPawnsMidgameInternal = 252; + const int WeightPassedPawnsEndgameInternal = 259; + const int WeightKingSafetyInternal = 247; + const int WeightKingOppSafetyInternal = 259; + const int WeightSpaceInternal = 46; + + // Mobility and outposts bonus modified by Joona Kiiski + // // Visually better to define tables constants typedef Value V; @@ -75,12 +77,12 @@ namespace { // of attacked squares not occupied by friendly piecess. const Value MidgameKnightMobilityBonus[] = { // 0 1 2 3 4 5 6 7 8 - V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30) + V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38) }; const Value EndgameKnightMobilityBonus[] = { // 0 1 2 3 4 5 6 7 8 - V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30) + V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27) }; // Bishop mobility bonus in middle game and endgame, indexed by the number @@ -88,16 +90,16 @@ namespace { // queens are also included. const Value MidgameBishopMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66), + V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65), // 8 9 10 11 12 13 14 15 - V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83) + V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81) }; const Value EndgameBishopMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66), + V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60), // 8 9 10 11 12 13 14 15 - V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83) + V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76) }; // Rook mobility bonus in middle game and endgame, indexed by the number @@ -105,40 +107,40 @@ namespace { // queens and rooks are also included. const Value MidgameRookMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21), + V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19), // 8 9 10 11 12 13 14 15 - V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33) + V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32) }; const Value EndgameRookMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54), + V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79), // 8 9 10 11 12 13 14 15 - V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83) + V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118) }; // Queen mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. const Value MidgameQueenMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4), + V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5), // 8 9 10 11 12 13 14 15 - V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16), + V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20), // 16 17 18 19 20 21 22 23 - V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16), + V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20), // 24 25 26 27 28 29 30 31 - V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16) + V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20) }; const Value EndgameQueenMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15), + V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19), // 8 9 10 11 12 13 14 15 - V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30), + V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35), // 16 17 18 19 20 21 22 23 - V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30), + V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35), // 24 25 26 27 28 29 30 31 - V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30) + V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35) }; // Outpost bonuses for knights and bishops, indexed by square (from white's @@ -147,10 +149,10 @@ namespace { // A B C D E F G H V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 - V(0), V(0), V(5),V(10),V(10), V(5), V(0), V(0), // 3 - V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4 - V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5 - V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6 + V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), // 3 + V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), // 4 + V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), // 5 + V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), // 6 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 }; @@ -161,7 +163,7 @@ namespace { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4 - V(0),V(10),V(20),V(20),V(20),V(20),V(10), V(0), // 5 + V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), // 5 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 @@ -170,13 +172,13 @@ namespace { // Bonus for unstoppable passed pawns const Value UnstoppablePawnValue = Value(0x500); - // Rooks and queens on the 7th rank + // Rooks and queens on the 7th rank (modified by Joona Kiiski) const Value MidgameRookOn7thBonus = Value(47); const Value EndgameRookOn7thBonus = Value(98); const Value MidgameQueenOn7thBonus = Value(27); const Value EndgameQueenOn7thBonus = Value(54); - // Rooks on open files + // Rooks on open files (modified by Joona Kiiski) const Value RookOpenFileBonus = Value(43); const Value RookHalfOpenFileBonus = Value(19); @@ -264,9 +266,6 @@ namespace { const int PawnTableSize = 16384; const int MaterialTableSize = 1024; - // Array which gives the number of nonzero bits in an 8-bit integer - uint8_t BitCount8Bit[256]; - // Function prototypes template Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); @@ -282,7 +281,7 @@ namespace { EvalInfo &ei); void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us, EvalInfo &ei); - + template void evaluate_space(const Position &p, Color us, EvalInfo &ei); inline Value apply_weight(Value v, int w); Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]); @@ -324,8 +323,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Probe the material hash table ei.mi = MaterialTable[threadID]->get_material_info(pos); - ei.mgValue += ei.mi->mg_value(); - ei.egValue += ei.mi->eg_value(); + ei.mgValue += ei.mi->material_value(); + ei.egValue += ei.mi->material_value(); // If we have a specialized evaluation function for the current material // configuration, call it and return @@ -343,16 +342,21 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame); // Initialize king attack bitboards and king attack zones for both sides - ei.attackedBy[WHITE][KING] = pos.piece_attacks(pos.king_square(WHITE)); - ei.attackedBy[BLACK][KING] = pos.piece_attacks(pos.king_square(BLACK)); + 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] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB); - ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB); - ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2; - ei.kingAttackersCount[BLACK] = count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2; + ei.attackedBy[WHITE][PAWN] = ((pos.pieces(PAWN, WHITE) << 9) & ~FileABB) | ((pos.pieces(PAWN, WHITE) << 7) & ~FileHBB); + ei.attackedBy[BLACK][PAWN] = ((pos.pieces(PAWN, BLACK) >> 7) & ~FileABB) | ((pos.pieces(PAWN, BLACK) >> 9) & ~FileHBB); + 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; + + if (b2) + ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; // Evaluate pieces for (Color c = WHITE; c <= BLACK; c++) @@ -401,8 +405,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Evaluate space for both sides if (ei.mi->space_weight() > 0) { - evaluate_space(pos, WHITE, ei); - evaluate_space(pos, BLACK, ei); + evaluate_space(pos, WHITE, ei); + evaluate_space(pos, BLACK, ei); } } @@ -491,12 +495,6 @@ void init_eval(int threads) { if (!MaterialTable[i]) MaterialTable[i] = new MaterialInfoTable(MaterialTableSize); } - - for (Bitboard b = 0ULL; b < 256ULL; b++) - { - assert(count_1s(b) == int(uint8_t(count_1s(b)))); - BitCount8Bit[b] = (uint8_t)count_1s(b); - } } @@ -530,6 +528,14 @@ void read_weights(Color us) { WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); + // 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. + if (get_option_value_bool("UCI_AnalyseMode")) { + WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; + WeightKingSafety[them] = WeightKingSafety[us]; + } + WeightSpace = weight_option("Space", WeightSpaceInternal); init_safety(); @@ -584,10 +590,10 @@ namespace { // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece - if (bonus && (p.pawn_attacks(them, s) & p.pawns(us))) + if (bonus && (p.attacks_from(s, them) & p.pieces(PAWN, us))) { - if ( p.knights(them) == EmptyBoardBB - && (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB) + if ( p.pieces(KNIGHT, them) == EmptyBoardBB + && (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, them)) == EmptyBoardBB) bonus += bonus + bonus / 2; else bonus += bonus / 2; @@ -614,11 +620,11 @@ namespace { s = pos.piece_list(us, Piece, i); if (Piece == KNIGHT || Piece == QUEEN) - b = pos.piece_attacks(s); + b = pos.attacks_from(s); else if (Piece == BISHOP) - b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us)); + b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, us)); else if (Piece == ROOK) - b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us)); + b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, us)); else assert(false); @@ -699,10 +705,6 @@ namespace { } } - inline Bitboard shiftRowsDown(const Bitboard& b, int num) { - - return b >> (num << 3); - } // evaluate_king<>() assigns bonuses and penalties to a king of a given color. @@ -715,19 +717,7 @@ namespace { // King shelter if (relative_rank(us, s) <= RANK_4) { - // Shelter cache lookup - shelter = ei.pi->kingShelter(us, s); - if (shelter == -1) - { - shelter = 0; - Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s); - Rank r = square_rank(s); - for (int i = 1; i < 4; i++) - shelter += BitCount8Bit[shiftRowsDown(pawns, r+i*sign) & 0xFF] * (128 >> i); - - // Cache shelter value in pawn info - ei.pi->setKingShelter(us, s, shelter); - } + shelter = ei.pi->get_king_shelter(p, us, s); ei.mgValue += sign * Value(shelter); } @@ -783,7 +773,7 @@ namespace { if (QueenContactMates && !p.is_check()) { Bitboard escapeSquares = - p.piece_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers; + p.attacks_from(s) & ~p.pieces_of_color(us) & ~attackedByOthers; while (b) { @@ -795,10 +785,10 @@ namespace { for (int i = 0; i < p.piece_count(them, QUEEN); i++) { from = p.piece_list(them, QUEEN, i); - if ( bit_is_set(p.piece_attacks(from), to) + if ( bit_is_set(p.attacks_from(from), to) && !bit_is_set(p.pinned_pieces(them), from) - && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us)) - && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.bishops_and_queens(us))) + && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, us)) + && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, us))) ei.mateThreat[them] = make_move(from, to); } @@ -811,7 +801,7 @@ namespace { // Analyse safe distance checks if (QueenCheckBonus > 0 || RookCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); // Queen checks b2 = b & ei.attacked_by(them, QUEEN); @@ -825,7 +815,7 @@ namespace { } if (QueenCheckBonus > 0 || BishopCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); // Queen checks b2 = b & ei.attacked_by(them, QUEEN); @@ -839,7 +829,7 @@ namespace { } if (KnightCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); // Knight checks b2 = b & ei.attacked_by(them, KNIGHT); @@ -851,7 +841,7 @@ namespace { // adding pawns later). if (DiscoveredCheckBonus) { - b = p.discovered_check_candidates(them) & ~p.pawns(); + b = p.discovered_check_candidates(them) & ~p.pieces(PAWN); if (b) attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1); } @@ -899,7 +889,7 @@ namespace { Color them = opposite_color(us); Square ourKingSq = pos.king_square(us); Square theirKingSq = pos.king_square(them); - Bitboard b = ei.pi->passed_pawns() & pos.pawns(us), b2, b3, b4; + Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4; while (b) { @@ -933,14 +923,14 @@ namespace { // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s) - && (squares_behind(us, s) & pos.rooks_and_queens(them))) + && (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them))) b3 = b2; // Squares attacked or occupied by enemy pieces b3 |= (b2 & pos.pieces_of_color(them)); // There are no enemy pawns in the pawn's path - assert((b2 & pos.pieces_of_color_and_type(them, PAWN)) == EmptyBoardBB); + assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB); // Are any of the squares in the pawn's path attacked or occupied by the enemy? if (b3 == EmptyBoardBB) @@ -961,10 +951,10 @@ namespace { } // If the pawn is supported by a friendly pawn, increase bonus - b2 = pos.pawns(us) & neighboring_files_bb(s); + b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s); if (b2 & rank_bb(s)) ebonus += Value(r * 20); - else if (pos.pawn_attacks(them, s) & b2) + else if (pos.attacks_from(s, them) & b2) ebonus += Value(r * 12); // If the other side has only a king, check whether the pawn is @@ -1003,7 +993,7 @@ namespace { if ( pos.non_pawn_material(them) <= KnightValueMidgame && pos.piece_count(them, KNIGHT) <= 1) ebonus += ebonus / 4; - else if (pos.rooks_and_queens(them)) + else if (pos.pieces(ROOK, QUEEN, them)) ebonus -= ebonus / 4; } @@ -1115,7 +1105,7 @@ namespace { // squares one, two or three squares behind a friendly pawn are counted // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. - + template void evaluate_space(const Position &pos, Color us, EvalInfo &ei) { Color them = opposite_color(us); @@ -1125,13 +1115,13 @@ namespace { // pawn, or if it is undefended and attacked by an enemy piece. Bitboard safeSquares = SpaceMask[us] - & ~pos.pawns(us) + & ~pos.pieces(PAWN, us) & ~ei.attacked_by(them, PAWN) & ~(~ei.attacked_by(us) & ei.attacked_by(them)); // Find all squares which are at most three squares behind some friendly // pawn. - Bitboard behindFriendlyPawns = pos.pawns(us); + Bitboard behindFriendlyPawns = pos.pieces(PAWN, us); if (us == WHITE) { behindFriendlyPawns |= (behindFriendlyPawns >> 8); @@ -1143,8 +1133,8 @@ namespace { behindFriendlyPawns |= (behindFriendlyPawns << 16); } - int space = count_1s_max_15(safeSquares) - + count_1s_max_15(behindFriendlyPawns & safeSquares); + int space = count_1s_max_15(safeSquares) + + count_1s_max_15(behindFriendlyPawns & safeSquares); ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); }