X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=964a3870b7ded986f721b46f35fab93f23332e77;hp=01b5aa5b8397f617b287eafe7ce60581b4690e47;hb=c08e05b494d54c7fc28621204382d77d3595d436;hpb=bf01bd07551dd4e2d68d82b305cc5d89a4c23bb0 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 01b5aa5b..964a3870 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -79,9 +79,9 @@ namespace { constexpr Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); constexpr Bitboard KingFlank[FILE_NB] = { - QueenSide, QueenSide, QueenSide, + QueenSide ^ FileDBB, QueenSide, QueenSide, CenterFiles, CenterFiles, - KingSide, KingSide, KingSide + KingSide, KingSide, KingSide ^ FileEBB }; // Threshold for lazy and space evaluation @@ -140,47 +140,41 @@ namespace { S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38) }; - // ThreatByKing[on one/on many] contains bonuses for king attacks on - // pawns or pieces which are not pawn-defended. - constexpr Score ThreatByKing[] = { S(3, 65), S(9, 145) }; - // PassedRank[Rank] contains a bonus according to the rank of a passed pawn constexpr Score PassedRank[RANK_NB] = { - S(0, 0), S(5, 7), S(5, 13), S(18, 23), S(74, 58), S(164, 166), S(268, 243) + S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250) }; // PassedFile[File] contains a bonus according to the file of a passed pawn constexpr Score PassedFile[FILE_NB] = { - S( 15, 7), S(-5, 14), S( 1, -5), S(-22,-11), - S(-22,-11), S( 1, -5), S(-5, 14), S( 15, 7) + S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14), + S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7) }; // PassedDanger[Rank] contains a term to weight the passed score - constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 6, 12, 21 }; - - // KingProtector[PieceType-2] contains a penalty according to distance from king - constexpr Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) }; + constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 }; // Assorted bonuses and penalties - constexpr Score BishopPawns = S( 3, 5); - constexpr Score CloseEnemies = S( 7, 0); - constexpr Score Connectivity = S( 3, 1); + constexpr Score BishopPawns = S( 3, 7); + constexpr Score CloseEnemies = S( 6, 0); constexpr Score CorneredBishop = S( 50, 50); constexpr Score Hanging = S( 52, 30); - constexpr Score HinderPassedPawn = S( 8, 1); + constexpr Score HinderPassedPawn = S( 8, 0); + constexpr Score KingProtector = S( 6, 6); constexpr Score KnightOnQueen = S( 21, 11); constexpr Score LongDiagonalBishop = S( 22, 0); constexpr Score MinorBehindPawn = S( 16, 0); - constexpr Score Overload = S( 10, 5); - constexpr Score PawnlessFlank = S( 20, 80); + constexpr Score Overload = S( 13, 6); + constexpr Score PawnlessFlank = S( 19, 84); constexpr Score RookOnPawn = S( 8, 24); constexpr Score SliderOnQueen = S( 42, 21); - constexpr Score ThreatByPawnPush = S( 47, 26); + constexpr Score ThreatByKing = S( 23, 76); + constexpr Score ThreatByPawnPush = S( 45, 40); constexpr Score ThreatByRank = S( 16, 3); - constexpr Score ThreatBySafePawn = S(175,168); + constexpr Score ThreatBySafePawn = S(173,102); constexpr Score TrappedRook = S( 92, 0); constexpr Score WeakQueen = S( 50, 10); - constexpr Score WeakUnopposedPawn = S( 5, 25); + constexpr Score WeakUnopposedPawn = S( 5, 29); #undef S @@ -330,9 +324,6 @@ namespace { mobility[Us] += MobilityBonus[Pt - 2][mob]; - // Penalty if the piece is far from the king - score -= KingProtector[Pt - 2] * distance(s, pos.square(Us)); - if (Pt == BISHOP || Pt == KNIGHT) { // Bonus if piece is on an outpost square or can reach one @@ -343,11 +334,13 @@ namespace { else if (bb &= b & ~pos.pieces(Us)) score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)]; - // Bonus when behind a pawn - if ( relative_rank(Us, s) < RANK_5 - && (pos.pieces(PAWN) & (s + pawn_push(Us)))) + // Knight and Bishop bonus for being right behind a pawn + if (shift(pos.pieces(PAWN)) & s) score += MinorBehindPawn; + // Penalty if the piece is far from the king + score -= KingProtector * distance(s, pos.square(Us)); + if (Pt == BISHOP) { // Penalty according to number of pawns on the same color square as the @@ -474,12 +467,12 @@ namespace { unsafeChecks &= mobilityArea[Them]; kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 102 * kingAttacksCount[Them] - + 191 * popcount(kingRing[Us] & weak) - + 143 * popcount(pos.blockers_for_king(Us) | unsafeChecks) - - 848 * !pos.count(Them) - - 9 * mg_value(score) / 8 - + 40; + + 69 * kingAttacksCount[Them] + + 185 * popcount(kingRing[Us] & weak) + + 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + - 873 * !pos.count(Them) + - 6 * mg_value(score) / 8 + - 2 ; // Transform the kingDanger units into a Score, and subtract it from the evaluation if (kingDanger > 0) @@ -520,7 +513,7 @@ namespace { constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); - Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats; + Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe; Score score = SCORE_ZERO; // Non-pawn enemies @@ -537,6 +530,9 @@ namespace { // Enemies not strongly protected and under our attack weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES]; + // Safe or protected squares + safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]; + // Bonus according to the kind of attacking pieces if (defended | weak) { @@ -547,27 +543,29 @@ namespace { score += ThreatByMinor[type_of(pos.piece_on(s))]; if (type_of(pos.piece_on(s)) != PAWN) score += ThreatByRank * (int)relative_rank(Them, s); + + else if (pos.blockers_for_king(Them) & s) + score += ThreatByRank * (int)relative_rank(Them, s) / 2; } - b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK]; + b = weak & attackedBy[Us][ROOK]; while (b) { Square s = pop_lsb(&b); score += ThreatByRook[type_of(pos.piece_on(s))]; if (type_of(pos.piece_on(s)) != PAWN) score += ThreatByRank * (int)relative_rank(Them, s); + + else if (pos.blockers_for_king(Them) & s) + score += ThreatByRank * (int)relative_rank(Them, s) / 2; } - b = weak & attackedBy[Us][KING]; - if (b) - score += ThreatByKing[more_than_one(b)]; + if (weak & attackedBy[Us][KING]) + score += ThreatByKing; score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]); - // Bonus for overload (non-pawn enemies attacked and defended exactly once) - b = nonPawnEnemies - & attackedBy[Us][ALL_PIECES] & ~attackedBy2[Us] - & attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them]; + b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES]; score += Overload * popcount(b); } @@ -575,48 +573,39 @@ namespace { if (pos.pieces(Us, ROOK, QUEEN)) score += WeakUnopposedPawn * pe->weak_unopposed(Them); - // Our safe or protected pawns - b = pos.pieces(Us, PAWN) - & (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]); - - safeThreats = pawn_attacks_bb(b) & nonPawnEnemies; - score += ThreatBySafePawn * popcount(safeThreats); - // Find squares where our pawns can push on the next move b = shift(pos.pieces(Us, PAWN)) & ~pos.pieces(); b |= shift(b & TRank3BB) & ~pos.pieces(); - // Keep only the squares which are not completely unsafe - b &= ~attackedBy[Them][PAWN] - & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]); + // Keep only the squares which are relatively safe + b &= ~attackedBy[Them][PAWN] & safe; // Bonus for safe pawn threats on the next move - b = pawn_attacks_bb(b) - & pos.pieces(Them) - & ~attackedBy[Us][PAWN]; - + b = pawn_attacks_bb(b) & pos.pieces(Them); score += ThreatByPawnPush * popcount(b); + // Our safe or protected pawns + b = pos.pieces(Us, PAWN) & safe; + + b = pawn_attacks_bb(b) & nonPawnEnemies; + score += ThreatBySafePawn * popcount(b); + // Bonus for threats on the next moves against enemy queen if (pos.count(Them) == 1) { Square s = pos.square(Them); - safeThreats = mobilityArea[Us] & ~stronglyProtected; + safe = mobilityArea[Us] & ~stronglyProtected; b = attackedBy[Us][KNIGHT] & pos.attacks_from(s); - score += KnightOnQueen * popcount(b & safeThreats); + score += KnightOnQueen * popcount(b & safe); b = (attackedBy[Us][BISHOP] & pos.attacks_from(s)) | (attackedBy[Us][ROOK ] & pos.attacks_from(s)); - score += SliderOnQueen * popcount(b & safeThreats & attackedBy2[Us]); + score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]); } - // Connectivity: ensure that knights, bishops, rooks, and queens are protected - b = (pos.pieces(Us) ^ pos.pieces(Us, PAWN, KING)) & attackedBy[Us][ALL_PIECES]; - score += Connectivity * popcount(b); - if (T) Trace::add(THREAT, Us, score); @@ -647,8 +636,8 @@ namespace { assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); - bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); - score -= HinderPassedPawn * popcount(bb); + if (forward_file_bb(Us, s) & pos.pieces(Them)) + score -= HinderPassedPawn; int r = relative_rank(Us, s); int w = PassedDanger[r]; @@ -771,9 +760,9 @@ namespace { && (pos.pieces(PAWN) & KingSide); // Compute the initiative bonus for the attacking side - int complexity = 8 * outflanking - + 8 * pe->pawn_asymmetry() + int complexity = 8 * pe->pawn_asymmetry() + 12 * pos.count() + + 12 * outflanking + 16 * pawnsOnBothFlanks + 48 * !pos.non_pawn_material() -136 ; @@ -801,20 +790,12 @@ namespace { // If scale is not already specific, scale down the endgame via general heuristics if (sf == SCALE_FACTOR_NORMAL) { - if (pos.opposite_bishops()) - { - // Endgame with opposite-colored bishops and no other pieces is almost a draw - if ( pos.non_pawn_material(WHITE) == BishopValueMg - && pos.non_pawn_material(BLACK) == BishopValueMg) - sf = 31; - - // Endgame with opposite-colored bishops, but also other pieces. Still - // a bit drawish, but not as drawish as with only the two bishops. - else - sf = 46; - } + if ( pos.opposite_bishops() + && pos.non_pawn_material(WHITE) == BishopValueMg + && pos.non_pawn_material(BLACK) == BishopValueMg) + sf = 31; else - sf = std::min(40 + 7 * pos.count(strongSide), sf); + sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count(strongSide), sf); } return ScaleFactor(sf);