X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=9ebd8748d4759b56bd20c952c0b2922d8c37ea9c;hp=ac8bde741a385650f9a8155025fbfd99f03c5746;hb=4111f36f45fbb5da68142a0be1b4d033d50e7d93;hpb=e846a9306d6108fb24cb216689867777ac2b0c4f diff --git a/src/evaluate.cpp b/src/evaluate.cpp index ac8bde74..9ebd8748 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -102,8 +102,8 @@ namespace { // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game, // indexed by piece type and number of attacked squares in the mobility area. constexpr Score MobilityBonus[][32] = { - { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights - S( 22, 26), S( 29, 29), S( 36, 29) }, + { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights + S( 22, 23), S( 28, 27), S( 33, 33) }, { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86), S( 91, 88), S( 98, 97) }, @@ -127,17 +127,17 @@ namespace { // RookOnFile[semiopen/open] contains bonuses for each rook when there is // no (friendly) pawn on the rook file. - constexpr Score RookOnFile[] = { S(20, 7), S(45, 20) }; + constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) }; // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to // which piece type attacks which one. Attacks on lesser pieces which are // pawn-defended are not considered. constexpr Score ThreatByMinor[PIECE_TYPE_NB] = { - S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120) + S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120) }; constexpr Score ThreatByRook[PIECE_TYPE_NB] = { - S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38) + S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38) }; // PassedRank[Rank] contains a bonus according to the rank of a passed pawn @@ -151,30 +151,26 @@ namespace { 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, 7, 11, 20 }; - // Assorted bonuses and penalties constexpr Score BishopPawns = S( 3, 7); constexpr Score CloseEnemies = S( 6, 0); constexpr Score CorneredBishop = S( 50, 50); constexpr Score Hanging = S( 57, 32); - 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 LongDiagonalBishop = S( 46, 0); constexpr Score MinorBehindPawn = S( 16, 0); constexpr Score Overload = S( 13, 6); constexpr Score PawnlessFlank = S( 19, 84); - constexpr Score RookOnPawn = S( 10, 30); + constexpr Score RookOnPawn = S( 10, 29); constexpr Score SliderOnQueen = S( 42, 21); - constexpr Score ThreatByKing = S( 23, 76); + constexpr Score ThreatByKing = S( 22, 78); constexpr Score ThreatByPawnPush = S( 45, 40); constexpr Score ThreatByRank = S( 16, 3); constexpr Score ThreatBySafePawn = S(173,102); - constexpr Score TrappedRook = S( 92, 0); + constexpr Score TrappedRook = S( 96, 5); constexpr Score WeakQueen = S( 50, 10); - constexpr Score WeakUnopposedPawn = S( 5, 29); + constexpr Score WeakUnopposedPawn = S( 15, 19); #undef S @@ -262,6 +258,8 @@ namespace { attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN]; attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN]; + kingRing[Us] = kingAttackersCount[Them] = 0; + // Init our king safety tables only if we are going to use them if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg) { @@ -278,8 +276,6 @@ namespace { kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; } - else - kingRing[Us] = kingAttackersCount[Them] = 0; } @@ -351,7 +347,7 @@ namespace { * (1 + popcount(blocked & CenterFiles)); // Bonus for bishop on a long diagonal which can "see" both center squares - if (more_than_one(Center & (attacks_bb(s, pos.pieces(PAWN)) | s))) + if (more_than_one(attacks_bb(s, pos.pieces(PAWN)) & Center)) score += LongDiagonalBishop; } @@ -416,13 +412,13 @@ namespace { Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks; // King shelter and enemy pawns storm - Score score = pe->king_safety(pos, ksq); + Score score = pe->king_safety(pos); // Find the squares that opponent attacks in our king flank, and the squares - // which are attacked twice in that flank but not defended by our pawns. + // which are attacked twice in that flank. kingFlank = KingFlank[file_of(ksq)]; b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp; - b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN]; + b2 = b1 & attackedBy2[Them]; int tropism = popcount(b1) + popcount(b2); @@ -477,19 +473,16 @@ namespace { kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] + 69 * kingAttacksCount[Them] + 185 * popcount(kingRing[Us] & weak) - + 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + 4 * tropism - 873 * !pos.count(Them) - 6 * mg_value(score) / 8 + + mg_value(mobility[Them] - mobility[Us]) - 30; // Transform the kingDanger units into a Score, and subtract it from the evaluation if (kingDanger > 0) - { - int mobilityDanger = mg_value(mobility[Them] - mobility[Us]); - kingDanger = std::max(0, kingDanger + mobilityDanger); score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); - } } // Penalty when our king is on a pawnless flank @@ -545,9 +538,6 @@ 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 = weak & attackedBy[Us][ROOK]; @@ -557,9 +547,6 @@ namespace { 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; } if (weak & attackedBy[Us][KING]) @@ -638,16 +625,13 @@ namespace { assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); - if (forward_file_bb(Us, s) & pos.pieces(Them)) - score -= HinderPassedPawn; - int r = relative_rank(Us, s); - int w = PassedDanger[r]; Score bonus = PassedRank[r]; - if (w) + if (r > RANK_3) { + int w = (r-2) * (r-2) + 2; Square blockSq = s + Up; // Adjust bonus based on the king's proximity @@ -688,9 +672,7 @@ namespace { bonus += make_score(k * w, k * w); } - else if (pos.pieces(Us) & blockSq) - bonus += make_score(w + r * 2, w + r * 2); - } // w != 0 + } // rank > RANK_3 // Scale down bonus for candidate passers which need more than one // pawn push to become passed, or have a pawn in front of them. @@ -758,12 +740,16 @@ namespace { int outflanking = distance(pos.square(WHITE), pos.square(BLACK)) - distance(pos.square(WHITE), pos.square(BLACK)); + bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide) + && (pos.pieces(PAWN) & KingSide); + // Compute the initiative bonus for the attacking side int complexity = 8 * pe->pawn_asymmetry() + 12 * pos.count() + 12 * outflanking + + 16 * pawnsOnBothFlanks + 48 * !pos.non_pawn_material() - -110 ; + -118 ; // Now apply the bonus: note that we find the attacking side by extracting // the sign of the endgame value, and that we carefully cap the bonus so @@ -791,9 +777,10 @@ namespace { if ( pos.opposite_bishops() && pos.non_pawn_material(WHITE) == BishopValueMg && pos.non_pawn_material(BLACK) == BishopValueMg) - sf = 31; + sf = 8 + 4 * pe->pawn_asymmetry(); else sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count(strongSide), sf); + } return ScaleFactor(sf);