X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=889a0013ed7a816fe22cf2393c1ff8a928c6cb65;hp=d291e46b6c8c21c7816952adf89c311874cbcbc5;hb=c7dd9b8d0cb3f5e55e0456c247ac1fd3583be6be;hpb=918533dc06f8d5f9458e731d38ebdac1b96ef9eb diff --git a/src/evaluate.cpp b/src/evaluate.cpp index d291e46b..889a0013 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -23,13 +23,11 @@ //// #include -#include #include "bitcount.h" #include "evaluate.h" #include "material.h" #include "pawns.h" -#include "scale.h" #include "thread.h" #include "ucioption.h" @@ -40,6 +38,45 @@ namespace { + // Struct EvalInfo contains various information computed and collected + // by the evaluation functions. + struct EvalInfo { + + // Pointer to pawn hash table entry + PawnInfo* pi; + + // attackedBy[color][piece type] is a bitboard representing all squares + // attacked by a given color and piece type, attackedBy[color][0] contains + // all squares attacked by the given color. + Bitboard attackedBy[2][8]; + + // kingZone[color] is the zone around the enemy king which is considered + // by the king safety evaluation. This consists of the squares directly + // adjacent to the king, and the three (or two, for a king on an edge file) + // squares two ranks in front of the king. For instance, if black's king + // is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8, + // f7, g7, h7, f6, g6 and h6. + Bitboard kingZone[2]; + + // kingAttackersCount[color] is the number of pieces of the given color + // which attack a square in the kingZone of the enemy king. + int kingAttackersCount[2]; + + // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the + // given color which attack a square in the kingZone of the enemy king. The + // weights of the individual piece types are given by the variables + // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and + // KnightAttackWeight in evaluate.cpp + int kingAttackersWeight[2]; + + // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares + // directly adjacent to the king of the given color. Pieces which attack + // more than one square are counted multiple times. For instance, if black's + // king is on g8 and there's a white knight on g5, this knight adds + // 2 to kingAdjacentZoneAttacksCount[BLACK]. + int kingAdjacentZoneAttacksCount[2]; + }; + const int Sign[2] = { 1, -1 }; // Evaluation grain size, must be a power of 2 @@ -62,77 +99,54 @@ namespace { 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. - const Score KnightMobilityBonus[16] = { - S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3), - S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27) - }; - - // Bishop mobility bonus in middle game and endgame, indexed by the number - // of attacked squares not occupied by friendly pieces. X-ray attacks through - // queens are also included. - const Score BishopMobilityBonus[16] = { - S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), - S( 31, 26), S( 45, 40), S(57, 52), S(65, 60), - S( 71, 65), S( 74, 69), S(76, 71), S(78, 73), - S( 79, 74), S( 80, 75), S(81, 76), S(81, 76) + // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and + // end game, indexed by piece type and number of attacked squares not occupied + // by friendly pieces. + const Score MobilityBonus[][32] = { + {}, {}, + { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights + S( 31, 22), S( 38, 27), S( 38, 27) }, + { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops + S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73), + S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) }, + { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks + S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114), + S( 29,116), S( 30,117), S( 31,118), S(32,118) }, + { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens + S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34), + S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S( 20, 35) } }; - // Rook mobility bonus in middle game and endgame, indexed by the number - // of attacked squares not occupied by friendly pieces. X-ray attacks through - // queens and rooks are also included. - const Score RookMobilityBonus[16] = { - S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13), - S( 4, 29), S( 10, 46), S(14, 62), S(19, 79), - S( 23, 95), S( 26,106), S(27,111), S(28,114), - S( 29,116), S( 30,117), S(31,118), S(32,118) - }; - - // Queen mobility bonus in middle game and endgame, indexed by the number - // of attacked squares not occupied by friendly pieces. - const Score QueenMobilityBonus[32] = { - S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8), - S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34), - S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S(20, 35) - }; - - // Pointers table to access mobility tables through piece type - const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, - RookMobilityBonus, QueenMobilityBonus, 0, 0 }; - - // Outpost bonuses for knights and bishops, indexed by square (from white's - // point of view). - const Value KnightOutpostBonus[64] = { - // 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(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 - }; - - const Value BishopOutpostBonus[64] = { + // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and + // bishops, indexed by piece type and square (from white's point of view). + const Value OutpostBonus[][64] = { + { // 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(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(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 + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), + V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), + V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), + V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, + { + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), + V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), + V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), + V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) } }; - // ThreatBonus[attacking][attacked] contains bonus according to which - // piece type attacks which one. - const Score ThreatBonus[8][8] = { + // ThreatBonus[attacking][attacked] contains threat bonuses according to + // which piece type attacks which one. + const Score ThreatBonus[][8] = { {}, {}, { 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 @@ -140,17 +154,14 @@ namespace { { 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] = { + // ThreatedByPawnPenalty[PieceType] contains a penalty according to which + // piece type is attacked by an enemy pawn. + const Score ThreatedByPawnPenalty[] = { S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118) }; #undef S - // Bonus for unstoppable passed pawns - const Value UnstoppablePawnValue = Value(0x500); - // Rooks and queens on the 7th rank (modified by Joona Kiiski) const Score RookOn7thBonus = make_score(47, 98); const Score QueenOn7thBonus = make_score(27, 54); @@ -163,47 +174,26 @@ namespace { // right to castle. const Value TrappedRookPenalty = Value(180); - // Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by - // enemy pawns. - const Score TrappedBishopA7H7Penalty = make_score(300, 300); - - // Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black) - const Bitboard MaskA7H7[2] = { - ((1ULL << SQ_A7) | (1ULL << SQ_H7)), - ((1ULL << SQ_A2) | (1ULL << SQ_H2)) - }; - - // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by - // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only - // happen in Chess960 games. - const Score TrappedBishopA1H1Penalty = make_score(100, 100); - - // Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black) - const Bitboard MaskA1H1[2] = { - ((1ULL << SQ_A1) | (1ULL << SQ_H1)), - ((1ULL << SQ_A8) | (1ULL << SQ_H8)) - }; - - // The SpaceMask[color] contains the area of the board which is considered + // The SpaceMask[Color] contains the area of the board which is considered // by the space evaluation. In the middle game, each side is given a bonus // based on how many squares inside this area are safe and available for // friendly minor pieces. const Bitboard SpaceMask[2] = { - (1ULL< - Value do_evaluate(const Position& pos, EvalInfo& ei); + Value do_evaluate(const Position& pos, Value margins[]); template void init_attack_tables(const Position& pos, EvalInfo& ei); template - void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); template - void evaluate_king(const Position& pos, EvalInfo& ei); + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); template - void evaluate_threats(const Position& pos, EvalInfo& ei); + Score evaluate_threats(const Position& pos, EvalInfo& ei); template int evaluate_space(const Position& pos, EvalInfo& ei); template - void evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + Score 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); Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); @@ -273,108 +257,115 @@ namespace { //// Functions //// + +/// Prefetches in pawn hash tables + +void prefetchPawn(Key key, int threadID) { + + PawnTable[threadID]->prefetch(key); +} + /// evaluate() is the main evaluation function. It always computes two /// values, an endgame score and a middle game score, and interpolates /// between them based on the remaining material. -Value evaluate(const Position& pos, EvalInfo& ei) { +Value evaluate(const Position& pos, Value margins[]) { - return CpuHasPOPCNT ? do_evaluate(pos, ei) - : do_evaluate(pos, ei); + return CpuHasPOPCNT ? do_evaluate(pos, margins) + : do_evaluate(pos, margins); } namespace { template -Value do_evaluate(const Position& pos, EvalInfo& ei) { +Value do_evaluate(const Position& pos, Value margins[]) { + EvalInfo ei; ScaleFactor factor[2]; + Score w_mob, b_mob; assert(pos.is_ok()); assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS); assert(!pos.is_check()); - memset(&ei, 0, sizeof(EvalInfo)); - // Initialize by reading the incrementally updated scores included in the - // position object (material + piece square tables) - ei.value = pos.value(); + // position object (material + piece square tables). + Score value = pos.value(); + + // margins[color] stores the uncertainty estimation of position's evaluation + // and typically is used by the search for pruning decisions. + margins[WHITE] = margins[BLACK] = VALUE_ZERO; // Probe the material hash table - ei.mi = MaterialTable[pos.thread()]->get_material_info(pos); - ei.value += ei.mi->material_value(); + MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos); + value += mi->material_value(); // If we have a specialized evaluation function for the current material - // configuration, call it and return - if (ei.mi->specialized_eval_exists()) - return ei.mi->evaluate(pos); + // configuration, call it and return. + if (mi->specialized_eval_exists()) + return mi->evaluate(pos); // After get_material_info() call that modifies them - factor[WHITE] = ei.mi->scale_factor(pos, WHITE); - factor[BLACK] = ei.mi->scale_factor(pos, BLACK); + factor[WHITE] = mi->scale_factor(pos, WHITE); + factor[BLACK] = mi->scale_factor(pos, BLACK); // Probe the pawn hash table ei.pi = PawnTable[pos.thread()]->get_pawn_info(pos); - ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); + value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); // Initialize attack bitboards with pawns evaluation init_attack_tables(pos, ei); init_attack_tables(pos, ei); - // Evaluate pieces - evaluate_pieces_of_color(pos, ei); - evaluate_pieces_of_color(pos, ei); + // Evaluate pieces and mobility + value += evaluate_pieces_of_color(pos, ei, w_mob) + - evaluate_pieces_of_color(pos, ei, b_mob); + + value += apply_weight(w_mob - b_mob, Weights[Mobility]); - // Kings. Kings are evaluated after all other pieces for both sides, - // because we need complete attack information for all pieces when computing + // Evaluate kings after all other pieces for both sides, because we + // need complete attack information for all pieces when computing // the king safety evaluation. - evaluate_king(pos, ei); - evaluate_king(pos, ei); + value += evaluate_king(pos, ei, margins) + - evaluate_king(pos, ei, margins); // Evaluate tactical threats, we need full attack info including king - evaluate_threats(pos, ei); - evaluate_threats(pos, ei); + value += evaluate_threats(pos, ei) + - evaluate_threats(pos, ei); // Evaluate passed pawns, we need full attack info including king - evaluate_passed_pawns(pos, ei); - evaluate_passed_pawns(pos, ei); + value += 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(); + Phase phase = mi->game_phase(); // Middle-game specific evaluation terms if (phase > PHASE_ENDGAME) { - // Pawn storms in positions with opposite castling + // Evaluate pawn storms in positions with opposite castling if ( square_file(pos.king_square(WHITE)) >= FILE_E && square_file(pos.king_square(BLACK)) <= FILE_D) - ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0); + value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0); else if ( square_file(pos.king_square(WHITE)) <= FILE_D && square_file(pos.king_square(BLACK)) >= FILE_E) - ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0); + value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0); // Evaluate space for both sides - if (ei.mi->space_weight() > 0) + if (mi->space_weight() > 0) { int s = evaluate_space(pos, ei) - evaluate_space(pos, ei); - ei.value += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]); + value += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]); } } - // Mobility - 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 if ( phase < PHASE_MIDGAME && pos.opposite_colored_bishops() - && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > Value(0)) - || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < Value(0)))) + && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(value) > VALUE_ZERO) + || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(value) < VALUE_ZERO))) { ScaleFactor sf; @@ -399,7 +390,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) { } // Interpolate between the middle game and the endgame score - return Sign[pos.side_to_move()] * scale_by_game_phase(ei.value, phase, factor); + return Sign[pos.side_to_move()] * scale_by_game_phase(value, phase, factor); } } // namespace @@ -421,9 +412,9 @@ void init_eval(int threads) { continue; } if (!PawnTable[i]) - PawnTable[i] = new PawnInfoTable(PawnTableSize); + PawnTable[i] = new PawnInfoTable(); if (!MaterialTable[i]) - MaterialTable[i] = new MaterialInfoTable(MaterialTableSize); + MaterialTable[i] = new MaterialInfoTable(); } } @@ -481,21 +472,22 @@ namespace { 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; + ei.kingAttackersCount[Us] = b ? count_1s_max_15(b) / 2 : 0; + ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; } // evaluate_outposts() evaluates bishop and knight outposts squares template - void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { + Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); + assert (Piece == BISHOP || Piece == KNIGHT); + // Initial bonus based on square - Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] - : KnightOutpostBonus[relative_square(Us, s)]); + Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)]; // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece @@ -507,23 +499,26 @@ namespace { else bonus += bonus / 2; } - ei.value += Sign[Us] * make_score(bonus, bonus); + return make_score(bonus, bonus); } // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template - void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) { + Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard no_mob_area) { Bitboard b; Square s, ksq; int mob; File f; + Score bonus = SCORE_ZERO; const Color Them = (Us == WHITE ? BLACK : WHITE); const Square* ptr = pos.piece_list_begin(Us, Piece); + ei.attackedBy[Us][Piece] = 0; + while ((s = *ptr++) != SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks @@ -553,34 +548,23 @@ namespace { mob = (Piece != QUEEN ? count_1s_max_15(b & no_mob_area) : count_1s(b & no_mob_area)); - ei.mobility += Sign[Us] * MobilityBonus[Piece][mob]; + mobility += MobilityBonus[Piece][mob]; // Decrease score if we are attacked by an enemy pawn. Remaining part // of threat evaluation must be done later when we have full attack info. if (bit_is_set(ei.attackedBy[Them][PAWN], s)) - ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece]; + bonus -= ThreatedByPawnPenalty[Piece]; // Bishop and knight outposts squares 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 - // and trapped bishops on a1/h1/a8/h8 in Chess960. - if (Piece == BISHOP) - { - if (bit_is_set(MaskA7H7[Us], s)) - evaluate_trapped_bishop_a7h7(pos, s, Us, ei); - - if (Chess960 && bit_is_set(MaskA1H1[Us], s)) - evaluate_trapped_bishop_a1h1(pos, s, Us, ei); - } + bonus += evaluate_outposts(pos, ei, s); // Queen or rook on 7th rank if ( (Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) == RANK_7 && relative_rank(Us, pos.king_square(Them)) == RANK_8) { - ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); + bonus += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); } // Special extra evaluation for rooks @@ -591,9 +575,9 @@ namespace { if (ei.pi->file_is_half_open(Us, f)) { if (ei.pi->file_is_half_open(Them, f)) - ei.value += Sign[Us] * RookOpenFileBonus; + bonus += RookOpenFileBonus; else - ei.value += Sign[Us] * RookHalfOpenFileBonus; + bonus += RookHalfOpenFileBonus; } // Penalize rooks which are trapped inside a king. Penalize more if @@ -609,8 +593,8 @@ namespace { { // Is there a half-open file between the king and the edge of the board? if (!ei.pi->has_open_file_to_right(Us, square_file(ksq))) - ei.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); + bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + : (TrappedRookPenalty - mob * 16), 0); } else if ( square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq) @@ -618,11 +602,12 @@ namespace { { // Is there a half-open file between the king and the edge of the board? if (!ei.pi->has_open_file_to_left(Us, square_file(ksq))) - ei.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); + bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + : (TrappedRookPenalty - mob * 16), 0); } } } + return bonus; } @@ -630,19 +615,19 @@ namespace { // and the type of attacked one. template - void evaluate_threats(const Position& pos, EvalInfo& ei) { + Score evaluate_threats(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b; - Score bonus = make_score(0, 0); + Score bonus = SCORE_ZERO; // Enemy pieces not defended by a pawn and under our attack Bitboard weakEnemies = pos.pieces_of_color(Them) & ~ei.attackedBy[Them][PAWN] & ei.attackedBy[Us][0]; if (!weakEnemies) - return; + return SCORE_ZERO; // Add bonus according to type of attacked enemy pieces and to the // type of attacking piece, from knights to queens. Kings are not @@ -655,7 +640,7 @@ namespace { if (b & pos.pieces(pt2)) bonus += ThreatBonus[pt1][pt2]; } - ei.value += Sign[Us] * bonus; + return bonus; } @@ -663,43 +648,44 @@ namespace { // pieces of a given color. template - void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); + Score bonus = SCORE_ZERO; + + mobility = SCORE_ZERO; + // Do not include in mobility squares protected by enemy pawns or occupied by our pieces const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); - evaluate_pieces(pos, ei, no_mob_area); - evaluate_pieces(pos, ei, no_mob_area); - evaluate_pieces(pos, ei, no_mob_area); - evaluate_pieces(pos, ei, no_mob_area); + bonus += evaluate_pieces(pos, ei, mobility, no_mob_area); + bonus += evaluate_pieces(pos, ei, mobility, no_mob_area); + bonus += evaluate_pieces(pos, ei, mobility, no_mob_area); + bonus += evaluate_pieces(pos, ei, mobility, no_mob_area); // Sum up all attacked squares ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; + return bonus; } // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - void evaluate_king(const Position& pos, EvalInfo& ei) { + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard undefended, b, b1, b2, safe; bool sente; - int attackUnits, shelter = 0; + int attackUnits; const Square ksq = pos.king_square(Us); // King shelter - if (relative_rank(Us, ksq) <= RANK_4) - { - shelter = ei.pi->get_king_shelter(pos, Us, ksq); - ei.value += Sign[Us] * make_score(shelter, 0); - } + Score bonus = ei.pi->king_shelter(pos, Us, ksq); // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. @@ -713,10 +699,10 @@ namespace { // 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)); + undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING]; + undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN]); // Initialize the 'attackUnits' variable, which is used later on as an // index to the KingDangerTable[] array. The initial value is based on @@ -726,43 +712,43 @@ namespace { 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; + - mg_value(ei.pi->king_shelter(pos, Us, ksq)) / 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); + b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them); if (b) { // ...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)); + b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] + | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); if (b) attackUnits += QueenContactCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); } // Analyse enemy's safe distance checks for sliders and knights - safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us)); + safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]); b1 = pos.attacks_from(ksq) & safe; b2 = pos.attacks_from(ksq) & safe; // Enemy queen safe checks - b = (b1 | b2) & ei.attacked_by(Them, QUEEN); + b = (b1 | b2) & ei.attackedBy[Them][QUEEN]; if (b) attackUnits += QueenCheckBonus * count_1s_max_15(b); // Enemy rooks safe checks - b = b1 & ei.attacked_by(Them, ROOK); + b = b1 & ei.attackedBy[Them][ROOK]; if (b) attackUnits += RookCheckBonus * count_1s_max_15(b); // Enemy bishops safe checks - b = b2 & ei.attacked_by(Them, BISHOP); + b = b2 & ei.attackedBy[Them][BISHOP]; if (b) attackUnits += BishopCheckBonus * count_1s_max_15(b); // Enemy knights safe checks - b = pos.attacks_from(ksq) & ei.attacked_by(Them, KNIGHT) & safe; + b = pos.attacks_from(ksq) & ei.attackedBy[Them][KNIGHT] & safe; if (b) attackUnits += KnightCheckBonus * count_1s_max_15(b); @@ -770,28 +756,32 @@ namespace { 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[] + // array and subtract the score from evaluation. Set also margins[] // 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]); + bonus -= KingDangerTable[Us][attackUnits]; + margins[Us] += mg_value(KingDangerTable[Us][attackUnits]); } + return bonus; } // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); + Score bonus = SCORE_ZERO; Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns; - Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us); + Bitboard b = ei.pi->passed_pawns(Us); - while (b) - { + if (!b) + return SCORE_ZERO; + + do { Square s = pop_1st_bit(&b); assert(pos.pawn_is_passed(Us, s)); @@ -816,16 +806,16 @@ namespace { if (pos.square_is_empty(blockSq)) { squaresToQueen = squares_in_front_of(Us, s); - defendedSquares = squaresToQueen & ei.attacked_by(Us); + defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; // If there is an enemy rook or queen attacking the pawn from behind, // 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))) + && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) unsafeSquares = squaresToQueen; else - unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); + unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them)); // 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. @@ -861,173 +851,17 @@ namespace { // value if the other side has a rook or queen. if (square_file(s) == FILE_A || square_file(s) == FILE_H) { - if ( pos.non_pawn_material(Them) <= KnightValueMidgame - && pos.piece_count(Them, KNIGHT) <= 1) + if (pos.non_pawn_material(Them) <= KnightValueMidgame) ebonus += ebonus / 4; else if (pos.pieces(ROOK, QUEEN, Them)) ebonus -= ebonus / 4; } + bonus += make_score(mbonus, ebonus); - // 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_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides + } while (b); - void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { - - int movesToGo[2] = {0, 0}; - Square pawnToGo[2] = {SQ_NONE, SQ_NONE}; - - 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) - - (relative_rank(c, s) == RANK_2) // Double pawn push - - square_distance(pos.king_square(opposite_color(c)), queeningSquare) - + int(c != pos.side_to_move()); - - // Do we protect the path to queening ? - bool pathDefended = (ei.attacked_by(c) & squares_in_front_of(c, s)) == squares_in_front_of(c, s); - - if (d < 0 || pathDefended) - { - 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 || pathDefended) && (!movesToGo[c] || movesToGo[c] > mtg)) - { - movesToGo[c] = mtg; - pawnToGo[c] = s; - } - } - } - } - - // Neither side has an unstoppable passed pawn? - if (!(movesToGo[WHITE] | movesToGo[BLACK])) - return; - - // Does only one side have an unstoppable passed pawn? - if (!movesToGo[WHITE] || !movesToGo[BLACK]) - { - Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK; - ei.value += make_score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide]))); - } - else - { // Both sides have unstoppable pawns! Try to find out who queens - // first. We begin by transforming 'movesToGo' to the number of - // plies until the pawn queens for both sides. - movesToGo[WHITE] *= 2; - movesToGo[BLACK] *= 2; - movesToGo[pos.side_to_move()]--; - - Color winnerSide = movesToGo[WHITE] < movesToGo[BLACK] ? WHITE : BLACK; - Color loserSide = opposite_color(winnerSide); - - // If one side queens at least three plies before the other, that side wins - if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3) - ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); - - // If one side queens one ply before the other and checks the king or attacks - // the undefended opponent's queening square, that side wins. To avoid cases - // where the opponent's king could move somewhere before first pawn queens we - // consider only free paths to queen for both pawns. - else if ( !(squares_in_front_of(WHITE, pawnToGo[WHITE]) & pos.occupied_squares()) - && !(squares_in_front_of(BLACK, pawnToGo[BLACK]) & pos.occupied_squares())) - { - assert(movesToGo[loserSide] - movesToGo[winnerSide] == 1); - - Square winnerQSq = relative_square(winnerSide, make_square(square_file(pawnToGo[winnerSide]), RANK_8)); - Square loserQSq = relative_square(loserSide, make_square(square_file(pawnToGo[loserSide]), RANK_8)); - - Bitboard b = pos.occupied_squares(); - clear_bit(&b, pawnToGo[winnerSide]); - clear_bit(&b, pawnToGo[loserSide]); - b = queen_attacks_bb(winnerQSq, b); - - if ( (b & pos.pieces(KING, loserSide)) - ||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq))) - ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); - } - } - } - - - // evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7 - // (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty - // if it is. - - void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) { - - assert(square_is_ok(s)); - assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); - - Square b6 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B6 : SQ_G6); - Square b8 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B8 : SQ_G8); - - if ( pos.piece_on(b6) == piece_of_color_and_type(opposite_color(us), PAWN) - && pos.see(s, b6) < 0 - && pos.see(s, b8) < 0) - { - ei.value -= Sign[us] * TrappedBishopA7H7Penalty; - } - } - - - // evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1 - // (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for - // black), and assigns a penalty if it is. This pattern can obviously - // only occur in Chess960 games. - - void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei) { - - Piece pawn = piece_of_color_and_type(us, PAWN); - Square b2, b3, c3; - - assert(Chess960); - assert(square_is_ok(s)); - assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); - - if (square_file(s) == FILE_A) - { - b2 = relative_square(us, SQ_B2); - b3 = relative_square(us, SQ_B3); - c3 = relative_square(us, SQ_C3); - } - else - { - b2 = relative_square(us, SQ_G2); - b3 = relative_square(us, SQ_G3); - c3 = relative_square(us, SQ_F3); - } - - if (pos.piece_on(b2) == pawn) - { - Score penalty; - - if (!pos.square_is_empty(b3)) - penalty = 2 * TrappedBishopA1H1Penalty; - else if (pos.piece_on(c3) == pawn) - penalty = TrappedBishopA1H1Penalty; - else - penalty = TrappedBishopA1H1Penalty / 2; - - ei.value -= Sign[us] * penalty; - } + // Add the scores to the middle game and endgame eval + return apply_weight(bonus, Weights[PassedPawns]); } @@ -1047,8 +881,8 @@ namespace { // pawn, or if it is undefended and attacked by an enemy piece. Bitboard safe = SpaceMask[Us] & ~pos.pieces(PAWN, Us) - & ~ei.attacked_by(Them, PAWN) - & (ei.attacked_by(Us) | ~ei.attacked_by(Them)); + & ~ei.attackedBy[Them][PAWN] + & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]); // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(PAWN, Us); @@ -1066,9 +900,8 @@ namespace { } - // scale_by_game_phase() interpolates between a middle game and an endgame - // score, based on game phase. It also scales the return value by a - // ScaleFactor array. + // scale_by_game_phase() interpolates between a middle game and an endgame score, + // based on game phase. It also scales the return value by a ScaleFactor array. Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) { @@ -1076,9 +909,11 @@ namespace { assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE); assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME); - Value ev = apply_scale_factor(eg_value(v), sf[(eg_value(v) > Value(0) ? WHITE : BLACK)]); + Value eg = eg_value(v); + ScaleFactor f = sf[eg > VALUE_ZERO ? WHITE : BLACK]; + Value ev = Value((eg * int(f)) / SCALE_FACTOR_NORMAL); - int result = (mg_value(v) * ph + ev * (128 - ph)) / 128; + int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128; return Value(result & ~(GrainSize - 1)); }