X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=a3f42dbef7ab4ef8c48b7a0afbc2fcd132dc8194;hp=23ab62ec5ab178123612d14fea547c3e36daad06;hb=cf893bcded1ae2d0cdf95caa7a41a020fe450cbd;hpb=06175c6055400dca1bbeef20956f35938046d104 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 23ab62ec..a3f42dbe 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -88,7 +88,7 @@ namespace { // kingRing[color] is the zone around the 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) + // adjacent to the king, and (only for a king on its first rank) the // squares two ranks in front of the king. For instance, if black's king // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8, // f7, g7, h7, f6, g6 and h6. @@ -117,15 +117,15 @@ 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. - const Score MobilityBonus[4][32] = { + const 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(-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) }, - { S(-60,-77), S(-26,-20), S(-11, 27), S( -6, 57), S( -3, 69), S( -1, 82), // Rooks - S( 10,109), S( 16,121), S( 24,131), S( 25,143), S( 32,155), S( 32,163), - S( 43,167), S( 48,171), S( 56,173) }, + { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks + S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165), + S( 46,166), S( 48,169), S( 58,171) }, { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104), S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136), @@ -144,7 +144,7 @@ namespace { // RookOnFile[semiopen/open] contains bonuses for each rook when there is no // friendly pawn on the rook file. - const Score RookOnFile[2] = { S(20, 7), S(45, 20) }; + const Score RookOnFile[] = { S(20, 7), S(45, 20) }; // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to // which piece type attacks which one. Attacks on lesser pieces which are @@ -159,7 +159,7 @@ namespace { // ThreatByKing[on one/on many] contains bonuses for king attacks on // pawns or pieces which are not pawn-defended. - const Score ThreatByKing[2] = { S(3, 62), S(9, 138) }; + const Score ThreatByKing[] = { S(3, 62), S(9, 138) }; // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns. // We don't use a Score because we process the two components independently. @@ -174,14 +174,8 @@ namespace { S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10) }; - // Protector[PieceType-2][distance] contains a protecting bonus for our king, - // indexed by piece type and distance between the piece and the king. - const Score Protector[4][8] = { - { S(0, 0), S( 7, 9), S( 7, 1), S( 1, 5), S(-10,-4), S( -1,-4), S( -7,-3), S(-16,-10) }, // Knight - { S(0, 0), S(11, 8), S(-7,-1), S(-1,-2), S( -1,-7), S(-11,-3), S( -9,-1), S(-16, -1) }, // Bishop - { S(0, 0), S(10, 0), S(-2, 2), S(-5, 4), S( -6, 2), S(-14,-3), S( -2,-9), S(-12, -7) }, // Rook - { S(0, 0), S( 3,-5), S( 2,-5), S(-4, 0), S( -9,-6), S(-4, 7), S(-13,-7), S(-10, -7) } // Queen - }; + // KingProtector[PieceType-2] contains a bonus according to distance from king + const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) }; // Assorted bonuses and penalties used by evaluation const Score MinorBehindPawn = S( 16, 0); @@ -211,13 +205,14 @@ namespace { const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; // Penalties for enemy's safe checks - const int QueenCheck = 745; - const int RookCheck = 688; - const int BishopCheck = 588; - const int KnightCheck = 924; + const int QueenCheck = 780; + const int RookCheck = 880; + const int BishopCheck = 435; + const int KnightCheck = 790; - // Threshold for lazy evaluation - const Value LazyThreshold = Value(1500); + // Threshold for lazy and space evaluation + const Value LazyThreshold = Value(1500); + const Value SpaceThreshold = Value(12222); // eval_init() initializes king and attack bitboards for a given color // adding pawn attacks. To be done at the beginning of the evaluation. @@ -247,7 +242,10 @@ namespace { // Init our king safety tables only if we are going to use them if (pos.non_pawn_material(Them) >= QueenValueMg) { - ei.kingRing[Us] = b | shift(b); + ei.kingRing[Us] = b; + if (relative_rank(Us, pos.square(Us)) == RANK_1) + ei.kingRing[Us] |= shift(b); + ei.kingAttackersCount[Them] = popcount(b & ei.pe->pawn_attacks(Them)); ei.kingAdjacentZoneAttacksCount[Them] = ei.kingAttackersWeight[Them] = 0; } @@ -262,8 +260,8 @@ namespace { template Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) { - const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1)); const Color Them = (Us == WHITE ? BLACK : WHITE); + const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1)); const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB : Rank5BB | Rank4BB | Rank3BB); const Square* pl = pos.squares(Us); @@ -296,10 +294,10 @@ namespace { int mob = popcount(b & ei.mobilityArea[Us]); - mobility[Us] += MobilityBonus[Pt-2][mob]; + mobility[Us] += MobilityBonus[Pt - 2][mob]; // Bonus for this piece as a king protector - score += Protector[Pt-2][distance(s, pos.square(Us))]; + score += KingProtector[Pt - 2] * distance(s, pos.square(Us)); if (Pt == BISHOP || Pt == KNIGHT) { @@ -423,12 +421,12 @@ namespace { // number and types of the enemy's attacking pieces, the number of // attacked and undefended squares around our king and the quality of // the pawn shelter (current 'score' value). - kingDanger = std::min(807, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) - + 101 * ei.kingAdjacentZoneAttacksCount[Them] - + 235 * popcount(undefended) - + 134 * (popcount(b) + !!pos.pinned_pieces(Us)) - - 717 * !pos.count(Them) - - 7 * mg_value(score) / 5 - 5; + kingDanger = ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them] + + 102 * ei.kingAdjacentZoneAttacksCount[Them] + + 201 * popcount(undefended) + + 143 * (popcount(b) + !!pos.pinned_pieces(Us)) + - 848 * !pos.count(Them) + - 28 * mg_value(score) / 25 - 5; // Analyse the safe enemy's checks which are possible on next move safe = ~pos.pieces(Them); @@ -477,7 +475,7 @@ namespace { // Transform the kingDanger units into a Score, and substract it from the evaluation if (kingDanger > 0) - score -= make_score(kingDanger * kingDanger / 4096, 0); + score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); } // King tropism: firstly, find squares that opponent attacks in our king flank @@ -531,10 +529,10 @@ namespace { safeThreats = (shift(b) | shift(b)) & weak; + score += ThreatBySafePawn * popcount(safeThreats); + if (weak ^ safeThreats) score += ThreatByHangingPawn; - - score += ThreatBySafePawn * popcount(safeThreats); } // Squares strongly protected by the opponent, either because they attack the @@ -617,7 +615,7 @@ namespace { { Square s = pop_lsb(&b); - assert(!(pos.pieces(PAWN) & forward_bb(Us, s))); + assert(!(pos.pieces(Them, PAWN) & forward_bb(Us, s + pawn_push(Us)))); bb = forward_bb(Us, s) & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); score -= HinderPassedPawn * popcount(bb); @@ -674,8 +672,8 @@ namespace { } // rr != 0 // Scale down bonus for candidate passers which need more than one - // pawn push to become passed. - if (!pos.pawn_passed(Us, s + pawn_push(Us))) + // pawn push to become passed or have a pawn in front of them. + if (!pos.pawn_passed(Us, s + pawn_push(Us)) || (pos.pieces(PAWN) & forward_bb(Us, s))) mbonus /= 2, ebonus /= 2; score += make_score(mbonus, ebonus) + PassedFile[file_of(s)]; @@ -839,7 +837,7 @@ Value Eval::evaluate(const Position& pos) { - evaluate_passer_pawns(pos, ei); // Evaluate space for both sides, only during opening - if (pos.non_pawn_material() >= 12222) + if (pos.non_pawn_material() >= SpaceThreshold) score += evaluate_space(pos, ei) - evaluate_space(pos, ei); @@ -862,7 +860,7 @@ Value Eval::evaluate(const Position& pos) { Trace::add(IMBALANCE, ei.me->imbalance()); Trace::add(PAWN, ei.pe->pawns_score()); Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]); - if (pos.non_pawn_material() >= 12222) + if (pos.non_pawn_material() >= SpaceThreshold) Trace::add(SPACE, evaluate_space(pos, ei) , evaluate_space(pos, ei)); Trace::add(TOTAL, score);