X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=9007e9c78a1d73e642e89e2ee07c90487fbc7f30;hp=acd5f0bdd18a43a528a1ae926d8e9b40ac0e0a7c;hb=2655f93c322c69c9ad85bd4be69d545c05e9260a;hpb=e677185567173a0b50f0ca47bd2496c5f814dab4 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index acd5f0bd..9007e9c7 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -207,7 +207,7 @@ namespace { ((1ULL << SQ_A8) | (1ULL << SQ_H8)) }; - // The SpaceMask[color] contains the area of the board which is consdered + // 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. @@ -529,31 +529,43 @@ namespace { // evaluate_mobility() computes mobility and attacks for every piece template - int evaluate_mobility(const Position& pos, const Bitboard& mob_bb, EvalInfo& ei) { + int evaluate_mobility(const Position& pos, Bitboard b, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus }; static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus }; + static const int lastIndex[] = { 0, 0, 8, 15, 15, 31 }; // Update attack info - ei.attackedBy[Us][Piece] |= mob_bb; + ei.attackedBy[Us][Piece] |= b; // King attacks - if (mob_bb & ei.kingZone[Us]) + if (b & ei.kingZone[Us]) { ei.kingAttackersCount[Us]++; ei.kingAttackersWeight[Us] += AttackWeight[Piece]; - Bitboard b = (mob_bb & ei.attackedBy[Them][KING]); - if (b) - ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(b); + Bitboard bb = (b & ei.attackedBy[Them][KING]); + if (bb) + ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); } // Remove squares protected by enemy pawns or occupied by our pieces - Bitboard b = mob_bb & ~ei.attackedBy[Them][PAWN] & ~pos.pieces_of_color(Us); + b &= ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); + + // The squares occupied by enemy pieces (not defended by pawns) will be + // counted two times instead of one. The shift (almost) guarantees that + // intersection of the shifted value with b is zero so that after or-ing + // the count of 1s bits is increased by the number of affected squares. + b |= Us == WHITE ? ((b & pos.pieces_of_color(Them)) >> 1) + : ((b & pos.pieces_of_color(Them)) << 1); // Mobility - int mob = (Piece != QUEEN ? count_1s_max_15(b) : count_1s(b)); + int mob = (Piece != QUEEN ? count_1s_max_15(b) + : count_1s(b)); + + if (mob > lastIndex[Piece]) + mob = lastIndex[Piece]; ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; @@ -592,7 +604,7 @@ namespace { template void evaluate_pieces(const Position& pos, EvalInfo& ei) { - Bitboard mob_bb; + Bitboard b; Square s, ksq; int mob; File f; @@ -603,16 +615,16 @@ namespace { while ((s = *ptr++) != SQ_NONE) { if (Piece == KNIGHT || Piece == QUEEN) - mob_bb = pos.attacks_from(s); + b = pos.attacks_from(s); else if (Piece == BISHOP) - mob_bb = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); + b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); else if (Piece == ROOK) - mob_bb = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); + b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); else assert(false); // Attacks and mobility - mob = evaluate_mobility(pos, mob_bb, ei); + mob = evaluate_mobility(pos, b, ei); // Bishop and knight outposts squares if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) @@ -877,138 +889,149 @@ namespace { } - // evaluate_passed_pawns() evaluates the passed pawns for both sides + // evaluate_passed_pawns() evaluates the passed pawns of the given color - void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + template + void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], EvalInfo& ei) { - bool hasUnstoppable[2] = {false, false}; - int movesToGo[2] = {100, 100}; + 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); - for (Color us = WHITE; us <= BLACK; us++) + while (b) { - Color them = opposite_color(us); - Square ourKingSq = pos.king_square(us); - Square theirKingSq = pos.king_square(them); - Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4; + Square s = pop_1st_bit(&b); - while (b) - { - Square s = pop_1st_bit(&b); + assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN)); + assert(pos.pawn_is_passed(Us, s)); - assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN)); - assert(pos.pawn_is_passed(us, s)); + int r = int(relative_rank(Us, s) - RANK_2); + int tr = Max(0, r * (r - 1)); - int r = int(relative_rank(us, s) - RANK_2); - int tr = Max(0, r * (r - 1)); - Square blockSq = s + pawn_push(us); + // 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); - // Base bonus based on rank - Value mbonus = Value(20 * tr); - Value ebonus = Value(10 + r * r * 10); + 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 king proximity - if (tr != 0) + // If the pawn is free to advance, increase bonus + if (pos.square_is_empty(blockSq)) { - 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); + // There are no enemy pawns in the pawn's path + b2 = squares_in_front_of(Us, s); - // If the pawn is free to advance, increase bonus - if (pos.square_is_empty(blockSq)) - { - b2 = squares_in_front_of(us, s); - b3 = b2 & ei.attacked_by(them); - b4 = b2 & ei.attacked_by(us); - - // 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.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(PAWN, them)) == EmptyBoardBB); - - // 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! - ebonus += Value(tr * (b2 == b4 ? 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)); - - // 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) - ebonus += Value(tr); - } - } + assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB); - // 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)) - ebonus += Value(r * 20); - else if (pos.attacks_from(s, them) & b2) - ebonus += Value(r * 12); + // Squares attacked by us + b4 = b2 & ei.attacked_by(Us); - // 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; + // Squares attacked or occupied by enemy pieces + b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); - 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 there is an enemy rook or queen attacking the pawn from behind, + // add all X-ray attacks by the rook or queen. + 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; - 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) - { - hasUnstoppable[us] = true; - movesToGo[us] = Min(movesToGo[us], mtg); - } - } + // 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)); + 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)); + + // 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) + ebonus += Value(tr); } - // 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, - // we try the following: Increase the value for rook pawns if the - // other side has no pieces apart from a knight, and decrease the - // value if the other side has a rook or queen. - if (square_file(s) == FILE_A || square_file(s) == FILE_H) + } // 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)) + ebonus += Value(r * 20); + 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 + // 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) { - if ( pos.non_pawn_material(them) <= KnightValueMidgame - && pos.piece_count(them, KNIGHT) <= 1) - ebonus += ebonus / 4; - else if (pos.pieces(ROOK, QUEEN, them)) - ebonus -= ebonus / 4; + 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] ? Min(movesToGo[Us], mtg) : mtg; } + } - // Add the scores for this pawn to the middle game and endgame eval. - ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame); - ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame); + // 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, + // we try the following: Increase the value for rook pawns if the + // other side has no pieces apart from a knight, and decrease the + // 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) + ebonus += ebonus / 4; + else if (pos.pieces(ROOK, QUEEN, Them)) + ebonus -= ebonus / 4; } - } + + // Add the scores for this pawn to the middle game and endgame eval. + ei.mgValue += apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame); + ei.egValue += apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame); + + } // while + } + + + // evaluate_passed_pawns() evaluates the passed pawns for both sides + + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + + int movesToGo[2] = {0, 0}; + + // Evaluate pawns for each color + evaluate_passed_pawns_of_color(pos, movesToGo, ei); + evaluate_passed_pawns_of_color(pos, movesToGo, ei); // Does either side have an unstoppable passed pawn? - if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK]) + if (movesToGo[WHITE] && !movesToGo[BLACK]) ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]); - else if (hasUnstoppable[BLACK] && !hasUnstoppable[WHITE]) + else if (movesToGo[BLACK] && !movesToGo[WHITE]) ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]); - else if (hasUnstoppable[BLACK] && hasUnstoppable[WHITE]) + else if (movesToGo[BLACK] && movesToGo[WHITE]) { // Both sides have unstoppable pawns! Try to find out who queens // first. We begin by transforming 'movesToGo' to the number of