X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=a01a3c2c08c4b4089296129a0291734b548af04b;hp=6a6f98732d8bd87b777aaf881ae86d63d431c7f0;hb=9f5b709db7de800a931d3e4d78ada5f51001eeac;hpb=e236a0c6521c9d0c07e2fa9b392d2c10e009c86a diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6a6f9873..a01a3c2c 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -272,11 +272,11 @@ namespace { uint8_t BitCount8Bit[256]; // Function prototypes - void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei); - void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei); - void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei); - void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei); - void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei); + void evaluate_knight(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei); + void evaluate_bishop(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei); + void evaluate_rook(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei); + void evaluate_queen(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei); + void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei); void evaluate_passed_pawns(const Position &pos, EvalInfo &ei); void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, @@ -352,21 +352,23 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { // Evaluate pieces for (Color c = WHITE; c <= BLACK; c++) { + Bitboard pinned = pos.pinned_pieces(c); + // Knights for (int i = 0; i < pos.piece_count(c, KNIGHT); i++) - evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, ei); + evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, pinned, ei); // Bishops for (int i = 0; i < pos.piece_count(c, BISHOP); i++) - evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, ei); + evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, pinned, ei); // Rooks for (int i = 0; i < pos.piece_count(c, ROOK); i++) - evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, ei); + evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, pinned, ei); // Queens for(int i = 0; i < pos.piece_count(c, QUEEN); i++) - evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, ei); + evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, pinned, ei); // Special pattern: trapped bishops on a7/h7/a2/h2 Bitboard b = pos.bishops(c) & MaskA7H7[c]; @@ -483,7 +485,7 @@ Value quick_evaluate(const Position &pos) { assert(pos.is_ok()); static const - ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; + ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; Value mgv = pos.mg_value(); Value egv = pos.eg_value(); @@ -559,37 +561,53 @@ namespace { // evaluate_common() computes terms common to all pieces attack - int evaluate_common(const Position&p, const Bitboard& b, Color us, EvalInfo& ei, - int AttackWeight, const Value* mgBonus, const Value* egBonus, - Square s = SQ_NONE, const Value* OutpostBonus = NULL) { + template + int evaluate_common(const Position& p, const Bitboard& b, Color us, Bitboard pinned, EvalInfo& ei, Square s = SQ_NONE) { + + 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 Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 }; + int mob; Color them = opposite_color(us); + // Update attack info + ei.attackedBy[us][Piece] |= b; + // King attack if (b & ei.kingZone[us]) { ei.kingAttackersCount[us]++; - ei.kingAttackersWeight[us] += AttackWeight; + ei.kingAttackersWeight[us] += AttackWeight[Piece]; Bitboard bb = (b & ei.attackedBy[them][KING]); if (bb) ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb); } - // Remove squares protected by enemy pawns - Bitboard bb = (b & ~ei.attackedBy[them][PAWN]); + if (pinned && bit_is_set(pinned, s)) + mob = 0; + else + { + // Remove squares protected by enemy pawns + Bitboard bb = (b & ~ei.attackedBy[them][PAWN]); + + // Mobility + mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us)) + : count_1s(bb & ~p.pieces_of_color(us))); - // Mobility - int mob = count_1s_max_15(bb & ~p.pieces_of_color(us)); - ei.mgMobility += Sign[us] * mgBonus[mob]; - ei.egMobility += Sign[us] * egBonus[mob]; + ei.mgMobility += Sign[us] * MgBonus[Piece][mob]; + ei.egMobility += Sign[us] * EgBonus[Piece][mob]; + } // Bishop and Knight outposts - if (!OutpostBonus || !p.square_is_weak(s, them)) + if ( (Piece != BISHOP && Piece != KNIGHT) // compile time condition + || !p.square_is_weak(s, them)) return mob; // Initial bonus based on square Value v, bonus; - v = bonus = OutpostBonus[relative_square(us, s)]; + v = bonus = OutpostBonus[Piece][relative_square(us, s)]; // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece @@ -609,42 +627,34 @@ namespace { // evaluate_knight() assigns bonuses and penalties to a knight of a given // color on a given square. - void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) { + void evaluate_knight(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) { - Bitboard b = p.piece_attacks(s); - ei.attackedBy[us][KNIGHT] |= b; - - // King attack, mobility and outposts - evaluate_common(p, b, us, ei, KnightAttackWeight, MidgameKnightMobilityBonus, - EndgameKnightMobilityBonus, s, KnightOutpostBonus); + // Attacks, mobility and outposts + evaluate_common(p, p.piece_attacks(s), us, pinned, ei, s); } // evaluate_bishop() assigns bonuses and penalties to a bishop of a given // color on a given square. - void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) { + void evaluate_bishop(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) { Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us)); - ei.attackedBy[us][BISHOP] |= b; - // King attack, mobility and outposts - evaluate_common(p, b, us, ei, BishopAttackWeight, MidgameBishopMobilityBonus, - EndgameBishopMobilityBonus, s, BishopOutpostBonus); + // Attacks, mobility and outposts + evaluate_common(p, b, us, pinned, ei, s); } // evaluate_rook() assigns bonuses and penalties to a rook of a given // color on a given square. - void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) { + void evaluate_rook(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) { Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us)); - ei.attackedBy[us][ROOK] |= b; - // King attack and mobility - int mob = evaluate_common(p, b, us, ei, RookAttackWeight, MidgameRookMobilityBonus, - EndgameRookMobilityBonus); + // Attacks and mobility + int mob = evaluate_common(p, b, us, pinned, ei); // Rook on 7th rank Color them = opposite_color(us); @@ -703,14 +713,10 @@ namespace { // evaluate_queen() assigns bonuses and penalties to a queen of a given // color on a given square. - void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) { - - Bitboard b = p.piece_attacks(s); - ei.attackedBy[us][QUEEN] |= b; + void evaluate_queen(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) { - // King attack and mobility - evaluate_common(p, b, us, ei, QueenAttackWeight, MidgameQueenMobilityBonus, - EndgameQueenMobilityBonus); + // Attacks and mobility + evaluate_common(p, p.piece_attacks(s), us, pinned, ei); // Queen on 7th rank Color them = opposite_color(us); @@ -731,7 +737,7 @@ namespace { // evaluate_king() assigns bonuses and penalties to a king of a given // color on a given square. - void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) { + void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei) { int shelter = 0, sign = Sign[us]; @@ -814,7 +820,7 @@ namespace { && !bit_is_set(p.pinned_pieces(them), from) && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us)) && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us))) - + ei.mateThreat[them] = make_move(from, to); } } @@ -932,50 +938,53 @@ namespace { Value ebonus = Value(10 + r * r * 10); // Adjust bonus based on king proximity - 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); - - // If the pawn is free to advance, increase bonus - if (pos.square_is_empty(blockSq)) + if (tr != 0) { - b2 = squares_in_front_of(us, s); - b3 = b2 & ei.attacked_by(them); - b4 = b2 & ei.attacked_by(us); + 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); - // 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))) - b3 = b2; - - if ((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) + // If the pawn is free to advance, increase bonus + if (pos.square_is_empty(blockSq)) { - // There are no enemy pieces in the pawn's path! Are any of the - // squares in the pawn's path attacked by the enemy? - if (b3 == EmptyBoardBB) - // No enemy attacks, huge bonus! - ebonus += Value(tr * (b2 == b4 ? 17 : 15)); + 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.rooks_and_queens(them))) + b3 = b2; + + if ((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) + { + // There are no enemy pieces in the pawn's path! Are any of the + // squares in the pawn's path attacked by the enemy? + if (b3 == EmptyBoardBB) + // No enemy attacks, huge bonus! + ebonus += Value(tr * (b2 == b4 ? 17 : 15)); + else + // OK, there are enemy attacks. 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)); + } else - // OK, there are enemy attacks. 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)); - } - else - { - // There are some enemy pieces in the pawn's path. While this is - // sad, we still assign a moderate bonus if all squares in the path - // which are either occupied by or attacked by enemy pieces are - // also attacked by us. - if (((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB) - ebonus += Value(tr * 6); + { + // There are some enemy pieces in the pawn's path. While this is + // sad, we still assign a moderate bonus if all squares in the path + // which are either occupied by or attacked by enemy pieces are + // also attacked by us. + if (((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB) + ebonus += Value(tr * 6); + } + // 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); } - // 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); } // If the pawn is supported by a friendly pawn, increase bonus @@ -1018,8 +1027,8 @@ 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 // FIXME should be <= ??? - && pos.piece_count(them, KNIGHT) == 1) + if( pos.non_pawn_material(them) <= KnightValueMidgame + && pos.piece_count(them, KNIGHT) <= 1) ebonus += ebonus / 4; else if(pos.rooks_and_queens(them)) ebonus -= ebonus / 4; @@ -1067,14 +1076,13 @@ namespace { void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, EvalInfo &ei) { - assert(square_is_ok(s)); assert(pos.piece_on(s) == bishop_of_color(us)); 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) == pawn_of_color(opposite_color(us)) + if ( pos.piece_on(b6) == piece_of_color_and_type(opposite_color(us), PAWN) && pos.see(s, b6) < 0 && pos.see(s, b8) < 0) { @@ -1091,38 +1099,40 @@ namespace { void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us, EvalInfo &ei) { - Piece pawn = pawn_of_color(us); + 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) == bishop_of_color(us)); - if(square_file(s) == FILE_A) { - b2 = relative_square(us, SQ_B2); - b3 = relative_square(us, SQ_B3); - c3 = relative_square(us, SQ_C3); + 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); + 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) { - Value penalty; + if (pos.piece_on(b2) == pawn) + { + Value penalty; - if(!pos.square_is_empty(b3)) - penalty = 2*TrappedBishopA1H1Penalty; - else if(pos.piece_on(c3) == pawn) - penalty = TrappedBishopA1H1Penalty; - else - penalty = TrappedBishopA1H1Penalty / 2; + if (!pos.square_is_empty(b3)) + penalty = 2*TrappedBishopA1H1Penalty; + else if (pos.piece_on(c3) == pawn) + penalty = TrappedBishopA1H1Penalty; + else + penalty = TrappedBishopA1H1Penalty / 2; - ei.mgValue -= Sign[us] * penalty; - ei.egValue -= Sign[us] * penalty; + ei.mgValue -= Sign[us] * penalty; + ei.egValue -= Sign[us] * penalty; } - } @@ -1138,31 +1148,32 @@ namespace { Color them = opposite_color(us); // Find the safe squares for our pieces inside the area defined by - // SpaceMask[us]. A square is unsafe it is attacked by an enemy + // SpaceMask[us]. A square is unsafe it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. - Bitboard safeSquares = - SpaceMask[us] & ~pos.pawns(us) & ~ei.attacked_by(them, PAWN) - & ~(~ei.attacked_by(us) & ei.attacked_by(them)); + Bitboard safeSquares = SpaceMask[us] + & ~pos.pawns(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); - if(us == WHITE) { - behindFriendlyPawns |= (behindFriendlyPawns >> 8); - behindFriendlyPawns |= (behindFriendlyPawns >> 16); + if (us == WHITE) + { + behindFriendlyPawns |= (behindFriendlyPawns >> 8); + behindFriendlyPawns |= (behindFriendlyPawns >> 16); } - else { - behindFriendlyPawns |= (behindFriendlyPawns << 8); - behindFriendlyPawns |= (behindFriendlyPawns << 16); + else + { + behindFriendlyPawns |= (behindFriendlyPawns << 8); + 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); + ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); } @@ -1203,6 +1214,7 @@ namespace { // an UCI-configurable weight with an internal weight. int compute_weight(int uciWeight, int internalWeight) { + uciWeight = (uciWeight * 0x100) / 100; return (uciWeight * internalWeight) / 0x100; } @@ -1255,5 +1267,4 @@ namespace { SafetyTable[i] = Value(peak); } } - }