X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=acda65fb45ab7002bda6bb36cb1f1599abe8dff5;hp=dedecfd16c73defa50fefb664189189cf8a898cd;hb=907f912463693683f785b5171c84740640d4b120;hpb=6c9f4cf36f54a2437c843ebe0184a3356da9d82a diff --git a/src/evaluate.cpp b/src/evaluate.cpp index dedecfd1..acda65fb 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -150,23 +150,24 @@ namespace { S(0, 0), S(0, 0), S(80, 119), S(80, 119), S(117, 199), S(127, 218) }; - // Hanging contains a bonus for each enemy hanging piece - const Score Hanging = S(23, 20); - - #undef S - - const Score RookOnPawn = make_score(10, 28); - const Score RookOpenFile = make_score(43, 21); - const Score RookSemiopenFile = make_score(19, 10); - const Score BishopPawns = make_score( 8, 12); - const Score MinorBehindPawn = make_score(16, 0); - const Score TrappedRook = make_score(90, 0); - const Score Unstoppable = make_score( 0, 20); + // Assorted bonuses and penalties used by evaluation + const Score KingOnOne = S(2 , 58); + const Score KingOnMany = S(6 ,125); + const Score RookOnPawn = S(10, 28); + const Score RookOpenFile = S(43, 21); + const Score RookSemiOpenFile = S(19, 10); + const Score BishopPawns = S( 8, 12); + const Score MinorBehindPawn = S(16, 0); + const Score TrappedRook = S(92, 0); + const Score Unstoppable = S( 0, 20); + const Score Hanging = S(23, 20); // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only // happen in Chess960 games. - const Score TrappedBishopA1H1 = make_score(50, 50); + const Score TrappedBishopA1H1 = S(50, 50); + + #undef S // SpaceMask[Color] contains the area of the board which is considered // by the space evaluation. In the middlegame, each side is given a bonus @@ -220,7 +221,7 @@ namespace { ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); // Init king safety tables only if we are going to use them - if (pos.count(Us) && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg) + if (pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg) { ei.kingRing[Them] = b | shift_bb(b); b &= ei.attackedBy[Us][PAWN]; @@ -255,7 +256,7 @@ namespace { bonus += bonus / 2; } - return make_score(bonus, bonus); + return make_score(bonus * 2, bonus / 2); } @@ -338,7 +339,7 @@ namespace { // Give a bonus for a rook on a open or semi-open file if (ei.pi->semiopen_file(Us, file_of(s))) - score += ei.pi->semiopen_file(Them, file_of(s)) ? RookOpenFile : RookSemiopenFile; + score += ei.pi->semiopen_file(Them, file_of(s)) ? RookOpenFile : RookSemiOpenFile; if (mob > 3 || ei.pi->semiopen_file(Us, file_of(s))) continue; @@ -350,7 +351,7 @@ namespace { if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1) && !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq))) - score -= (TrappedRook - make_score(mob * 8, 0)) * (1 + !pos.can_castle(Us)); + score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us)); } // An important Chess960 pattern: A cornered bishop blocked by a friendly @@ -413,7 +414,8 @@ namespace { attackUnits = std::min(20, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount(undefended)) + 2 * (ei.pinnedPieces[Us] != 0) - - mg_value(score) / 32; + - mg_value(score) / 32 + - !pos.count(Them) * 15; // Analyse the enemy's safe queen contact checks. Firstly, find the // undefended squares around the king that are attacked by the enemy's @@ -496,8 +498,17 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard b, weakEnemies; + Bitboard b, weakEnemies, protectedEnemies; Score score = SCORE_ZERO; + enum { Minor, Major }; + + // Protected enemies + protectedEnemies = (pos.pieces(Them) ^ pos.pieces(Them,PAWN)) + & ei.attackedBy[Them][PAWN] + & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]); + + if (protectedEnemies) + score += Threat[Minor][type_of(pos.piece_on(lsb(protectedEnemies)))]; // Enemies not defended by a pawn and under our attack weakEnemies = pos.pieces(Them) @@ -509,15 +520,19 @@ namespace { { b = weakEnemies & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]); if (b) - score += Threat[0][type_of(pos.piece_on(lsb(b)))]; + score += Threat[Minor][type_of(pos.piece_on(lsb(b)))]; b = weakEnemies & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]); if (b) - score += Threat[1][type_of(pos.piece_on(lsb(b)))]; + score += Threat[Major][type_of(pos.piece_on(lsb(b)))]; b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES]; if (b) score += more_than_one(b) ? Hanging * popcount(b) : Hanging; + + b = weakEnemies & ei.attackedBy[Us][KING]; + if (b) + score += more_than_one(b) ? KingOnMany : KingOnOne; } if (Trace) @@ -566,22 +581,18 @@ namespace { // If the pawn is free to advance, then increase the bonus if (pos.empty(blockSq)) { - squaresToQueen = forward_bb(Us, s); - - // If there is an enemy rook or queen attacking the pawn from behind, - // add all X-ray attacks by the rook or queen. Otherwise consider only - // the squares in the pawn's path attacked or occupied by the enemy. - if ( unlikely(forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN)) - && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from(s))) - unsafeSquares = squaresToQueen; - else - unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); - - if ( unlikely(forward_bb(Them, s) & pos.pieces(Us, ROOK, QUEEN)) - && (forward_bb(Them, s) & pos.pieces(Us, ROOK, QUEEN) & pos.attacks_from(s))) - defendedSquares = squaresToQueen; - else - defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES]; + // If there is a rook or queen attacking/defending the pawn from behind, + // consider all the squaresToQueen. Otherwise consider only the squares + // in the pawn's path attacked or occupied by the enemy. + defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s); + + Bitboard bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from(s); + + if (!(pos.pieces(Us) & bb)) + defendedSquares &= ei.attackedBy[Us][ALL_PIECES]; + + if (!(pos.pieces(Them) & bb)) + unsafeSquares &= ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them); // If there aren't any enemy attacks, assign a big bonus. Otherwise // assign a smaller bonus if the block square isn't attacked. @@ -597,6 +608,8 @@ namespace { mbonus += k * rr, ebonus += k * rr; } + else if (pos.pieces(Us) & blockSq) + mbonus += rr * 3 + r * 2 + 3, ebonus += rr + r * 2; } // rr != 0 if (pos.count(Us) < pos.count(Them)) @@ -613,13 +626,13 @@ namespace { } - // evaluate_unstoppable_pawns() scores the most advanced among the passed and - // candidate pawns. In case both players have no pieces but pawns, this is - // somewhat related to the possibility that pawns are unstoppable. + // evaluate_unstoppable_pawns() scores the most advanced passed pawn. In case + // both players have no pieces but pawns, this is somewhat related to the + // possibility that pawns are unstoppable. Score evaluate_unstoppable_pawns(Color us, const EvalInfo& ei) { - Bitboard b = ei.pi->passed_pawns(us) | ei.pi->candidate_pawns(us); + Bitboard b = ei.pi->passed_pawns(us); return b ? Unstoppable * int(relative_rank(us, frontmost_sq(us, b))) : SCORE_ZERO; } @@ -680,7 +693,7 @@ namespace { // If we have a specialized evaluation function for the current material // configuration, call it and return. if (ei.mi->specialized_eval_exists()) - return ei.mi->evaluate(pos); + return ei.mi->evaluate(pos) + Eval::Tempo; // Probe the pawn hash table ei.pi = Pawns::probe(pos, thisThread->pawnsTable); @@ -750,8 +763,10 @@ namespace { // Endgame with opposite-colored bishops, but also other pieces. Still // a bit drawish, but not as drawish as with only the two bishops. sf = ScaleFactor(50 * sf / SCALE_FACTOR_NORMAL); - } else if ( ei.pi->pawn_span(strongSide) <= 1 && - !pos.pawn_passed(~strongSide, pos.king_square(~strongSide))) { + } else if ( abs(eg_value(score)) <= BishopValueEg + && ei.pi->pawn_span(strongSide) <= 1 + && !pos.pawn_passed(~strongSide, pos.king_square(~strongSide))) { + // Endings where weaker side can be place his king in front of the opponent's pawns are drawish. sf = ScaleFactor(ScalePawnSpan[ei.pi->pawn_span(strongSide)]); } } @@ -778,7 +793,7 @@ namespace { Tracing::sf = sf; } - return pos.side_to_move() == WHITE ? v : -v; + return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; } @@ -857,7 +872,7 @@ namespace Eval { /// of the position always from the point of view of the side to move. Value evaluate(const Position& pos) { - return do_evaluate(pos) + Tempo; + return do_evaluate(pos); }