X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=add8540807d595cee96dc3184c12c28e6924a1f4;hp=afe2bd6666d57a7b79d2cc395a7fb4b844411f75;hb=2f01d67a925e01508b4f3ae3bdc1c44d14b85c8e;hpb=ed19a9f909b5a26dfde49d37c7622b6a385ea18d diff --git a/src/evaluate.cpp b/src/evaluate.cpp index afe2bd66..add85408 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -46,11 +46,9 @@ namespace { const int GrainSize = 8; // Evaluation weights, initialized from UCI options - int WeightMobilityMidgame, WeightMobilityEndgame; - int WeightPawnStructureMidgame, WeightPawnStructureEndgame; - int WeightPassedPawnsMidgame, WeightPassedPawnsEndgame; - int WeightKingSafety[2]; - int WeightSpace; + Score WeightMobility, WeightPawnStructure; + Score WeightPassedPawns, WeightSpace; + Score WeightKingSafety[2]; // Internal evaluation weights. These are applied on top of the evaluation // weights read from UCI parameters. The purpose is to be able to change @@ -58,90 +56,59 @@ namespace { // parameters at 100, which looks prettier. // // Values modified by Joona Kiiski - const int WeightMobilityMidgameInternal = 248; - const int WeightMobilityEndgameInternal = 271; - const int WeightPawnStructureMidgameInternal = 233; - const int WeightPawnStructureEndgameInternal = 201; - const int WeightPassedPawnsMidgameInternal = 252; - const int WeightPassedPawnsEndgameInternal = 259; - const int WeightKingSafetyInternal = 247; - const int WeightKingOppSafetyInternal = 259; - const int WeightSpaceInternal = 46; + const Score WeightMobilityInternal = make_score(248, 271); + const Score WeightPawnStructureInternal = make_score(233, 201); + const Score WeightPassedPawnsInternal = make_score(252, 259); + const Score WeightSpaceInternal = make_score( 46, 0); + const Score WeightKingSafetyInternal = make_score(247, 0); + const Score WeightKingOppSafetyInternal = make_score(259, 0); // Mobility and outposts bonus modified by Joona Kiiski // // Visually better to define tables constants typedef Value V; + #define S(mg, eg) make_score(mg, eg) // Knight mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly piecess. - const Value MidgameKnightMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 8 - V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38) - }; - - const Value EndgameKnightMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 8 - V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27) + const Score KnightMobilityBonus[] = { + S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3), + S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27) }; // Bishop mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. X-ray attacks through // queens are also included. - const Value MidgameBishopMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65), - // 8 9 10 11 12 13 14 15 - V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81) - }; - - const Value EndgameBishopMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60), - // 8 9 10 11 12 13 14 15 - V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76) + const Score BishopMobilityBonus[] = { + S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), + S( 31, 26), S( 45, 40), S(57, 52), S(65, 60), + S( 71, 65), S( 74, 69), S(76, 71), S(78, 73), + S( 79, 74), S( 80, 75), S(81, 76), S(81, 76) }; // Rook mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. X-ray attacks through // queens and rooks are also included. - const Value MidgameRookMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19), - // 8 9 10 11 12 13 14 15 - V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32) - }; - - const Value EndgameRookMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79), - // 8 9 10 11 12 13 14 15 - V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118) + const Score RookMobilityBonus[] = { + S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13), + S( 4, 29), S( 10, 46), S(14, 62), S(19, 79), + S( 23, 95), S( 26,106), S(27,111), S(28,114), + S( 29,116), S( 30,117), S(31,118), S(32,118) }; // Queen mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. - const Value MidgameQueenMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5), - // 8 9 10 11 12 13 14 15 - V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20), - // 16 17 18 19 20 21 22 23 - V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20), - // 24 25 26 27 28 29 30 31 - V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20) + const Score QueenMobilityBonus[] = { + S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8), + S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34), + S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S(20, 35) }; - const Value EndgameQueenMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19), - // 8 9 10 11 12 13 14 15 - V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35), - // 16 17 18 19 20 21 22 23 - V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35), - // 24 25 26 27 28 29 30 31 - V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35) - }; + // Pointers table to access mobility tables through piece type + const Score* MobilityBonus[] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, RookMobilityBonus, QueenMobilityBonus }; // Outpost bonuses for knights and bishops, indexed by square (from white's // point of view). @@ -173,14 +140,12 @@ namespace { const Value UnstoppablePawnValue = Value(0x500); // Rooks and queens on the 7th rank (modified by Joona Kiiski) - const Value MidgameRookOn7thBonus = Value(47); - const Value EndgameRookOn7thBonus = Value(98); - const Value MidgameQueenOn7thBonus = Value(27); - const Value EndgameQueenOn7thBonus = Value(54); + const Score RookOn7thBonus = make_score(47, 98); + const Score QueenOn7thBonus = make_score(27, 54); // Rooks on open files (modified by Joona Kiiski) - const Value RookOpenFileBonus = Value(43); - const Value RookHalfOpenFileBonus = Value(19); + const Score RookOpenFileBonus = make_score(43, 43); + const Score RookHalfOpenFileBonus = make_score(19, 19); // Penalty for rooks trapped inside a friendly king which has lost the // right to castle. @@ -188,7 +153,7 @@ namespace { // Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by // enemy pawns. - const Value TrappedBishopA7H7Penalty = Value(300); + const Score TrappedBishopA7H7Penalty = make_score(300, 300); // Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black) const Bitboard MaskA7H7[2] = { @@ -199,7 +164,7 @@ namespace { // 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 Value TrappedBishopA1H1Penalty = Value(100); + const Score TrappedBishopA1H1Penalty = make_score(100, 100); // Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black) const Bitboard MaskA1H1[2] = { @@ -225,12 +190,14 @@ namespace { /// the strength of the attack are added up into an integer, which is used /// as an index to SafetyTable[]. - // Attack weights for each piece type + // Attack weights for each piece type and table indexed on piece type const int QueenAttackWeight = 5; const int RookAttackWeight = 3; const int BishopAttackWeight = 2; const int KnightAttackWeight = 2; + const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; + // Bonuses for safe checks, initialized from UCI options int QueenContactCheckBonus, DiscoveredCheckBonus; int QueenCheckBonus, RookCheckBonus, BishopCheckBonus, KnightCheckBonus; @@ -241,6 +208,30 @@ namespace { // Bonus for having a mate threat, initialized from UCI options int MateThreatBonus; + // ThreatBonus[][] contains bonus according to which piece type + // attacks which one. + #define Z make_score(0, 0) + + const Score ThreatBonus[8][8] = { + { Z, Z, Z, Z, Z, Z, Z, Z }, // not used + { Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks + { Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks + { Z, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks + { Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN attacks + { Z, Z, Z, Z, Z, Z, Z, Z }, // not used + { Z, Z, Z, Z, Z, Z, Z, Z }, // not used + { Z, Z, Z, Z, Z, Z, Z, Z } // not used + }; + + // ThreatedByPawnPenalty[] contains a penalty according to which piece + // type is attacked by an enemy pawn. + const Score ThreatedByPawnPenalty[8] = { + Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z + }; + + #undef Z + #undef S + // InitKingDanger[] contains bonuses based on the position of the defending // king. const int InitKingDanger[64] = { @@ -276,15 +267,18 @@ namespace { template void evaluate_king(const Position& pos, EvalInfo& ei); + template + void evaluate_threats(const Position& pos, EvalInfo& ei); + template void evaluate_space(const Position& pos, EvalInfo& ei); void evaluate_passed_pawns(const Position& pos, EvalInfo& ei); void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei); void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei); - inline Value apply_weight(Value v, int w); - Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]); - int weight_option(const std::string& opt, int weight); + inline Score apply_weight(Score v, Score weight); + Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]); + Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); void init_safety(); } @@ -309,18 +303,17 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { assert(pos.is_ok()); assert(threadID >= 0 && threadID < THREAD_MAX); + assert(!pos.is_check()); memset(&ei, 0, sizeof(EvalInfo)); // Initialize by reading the incrementally updated scores included in the // position object (material + piece square tables) - ei.mgValue = pos.mg_value(); - ei.egValue = pos.eg_value(); + ei.value = pos.value(); // Probe the material hash table ei.mi = MaterialTable[threadID]->get_material_info(pos); - ei.mgValue += ei.mi->material_value(); - ei.egValue += ei.mi->material_value(); + ei.value += ei.mi->material_value(); // If we have a specialized evaluation function for the current material // configuration, call it and return @@ -334,8 +327,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Probe the pawn hash table ei.pi = PawnTable[threadID]->get_pawn_info(pos); - ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame); - ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame); + ei.value += apply_weight(ei.pi->value(), WeightPawnStructure); // Initialize king attack bitboards and king attack zones for both sides ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.king_square(WHITE)); @@ -364,9 +356,14 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { evaluate_king(pos, ei); evaluate_king(pos, ei); + // Evaluate tactical threats, we need full attack info + evaluate_threats(pos, ei); + evaluate_threats(pos, ei); + // Evaluate passed pawns. We evaluate passed pawns for both sides at once, // because we need to know which side promotes first in positions where - // both sides have an unstoppable passed pawn. + // both sides have an unstoppable passed pawn. To be called after all attacks + // are computed, included king. if (ei.pi->passed_pawns()) evaluate_passed_pawns(pos, ei); @@ -379,14 +376,12 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { if ( square_file(pos.king_square(WHITE)) >= FILE_E && square_file(pos.king_square(BLACK)) <= FILE_D) - ei.mgValue += ei.pi->queenside_storm_value(WHITE) - - ei.pi->kingside_storm_value(BLACK); + ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0); else if ( square_file(pos.king_square(WHITE)) <= FILE_D && square_file(pos.king_square(BLACK)) >= FILE_E) - ei.mgValue += ei.pi->kingside_storm_value(WHITE) - - ei.pi->queenside_storm_value(BLACK); + ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0); // Evaluate space for both sides if (ei.mi->space_weight() > 0) @@ -397,15 +392,14 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // Mobility - ei.mgValue += apply_weight(ei.mgMobility, WeightMobilityMidgame); - ei.egValue += apply_weight(ei.egMobility, WeightMobilityEndgame); + ei.value += apply_weight(ei.mobility, WeightMobility); // If we don't already have an unusual scale factor, check for opposite // colored bishop endgames, and use a lower scale for those if ( phase < PHASE_MIDGAME && pos.opposite_colored_bishops() - && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) - || (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) + && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > Value(0)) + || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < Value(0)))) { ScaleFactor sf; @@ -432,7 +426,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Interpolate between the middle game and the endgame score Color stm = pos.side_to_move(); - Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor); + Value v = Sign[stm] * scale_by_game_phase(ei.value, phase, factor); return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v); } @@ -450,12 +444,10 @@ Value quick_evaluate(const Position &pos) { static const ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; - Value mgv = pos.mg_value(); - Value egv = pos.eg_value(); Phase ph = pos.game_phase(); Color stm = pos.side_to_move(); - return Sign[stm] * scale_by_game_phase(mgv, egv, ph, sf); + return Sign[stm] * scale_by_game_phase(pos.value(), ph, sf); } @@ -503,15 +495,12 @@ void read_weights(Color us) { Color them = opposite_color(us); - WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal); - WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal); - WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal); - WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal); - WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal); - WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal); - WeightSpace = weight_option("Space", WeightSpaceInternal); - WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); - WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); + WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal); + WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal); + WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal); + WeightSpace = weight_option("Space", "Space", WeightSpaceInternal); + WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal); + WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal); // If running in analysis mode, make sure we use symmetrical king safety. We do this // by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average. @@ -529,13 +518,9 @@ namespace { // evaluate_mobility() computes mobility and attacks for every piece template - int evaluate_mobility(const Position& pos, Bitboard b, EvalInfo& ei) { + int evaluate_mobility(Bitboard b, Bitboard mob_area, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); - 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 int lastIndex[] = { 0, 0, 8, 15, 15, 31 }; // Update attack info ei.attackedBy[Us][Piece] |= b; @@ -550,25 +535,11 @@ namespace { ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); } - // Remove squares protected by enemy pawns or occupied by our pieces - b &= ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); - - // The squares occupied by enemy pieces (not defended by pawns) will be - // counted two times instead of one. The shift (almost) guarantees that - // intersection of the shifted value with b is zero so that after or-ing - // the count of 1s bits is increased by the number of affected squares. - b |= Us == WHITE ? ((b & pos.pieces_of_color(Them)) >> 1) - : ((b & pos.pieces_of_color(Them)) << 1); - // Mobility - int mob = (Piece != QUEEN ? count_1s_max_15(b) - : count_1s(b)); + int mob = (Piece != QUEEN ? count_1s_max_15(b & mob_area) + : count_1s(b & mob_area)); - if (mob > lastIndex[Piece]) - mob = lastIndex[Piece]; - - ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; - ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; + ei.mobility += Sign[Us] * MobilityBonus[Piece][mob]; return mob; } @@ -594,8 +565,7 @@ namespace { else bonus += bonus / 2; } - ei.mgValue += Sign[Us] * bonus; - ei.egValue += Sign[Us] * bonus; + ei.value += Sign[Us] * make_score(bonus, bonus); } @@ -612,6 +582,9 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); const Square* ptr = pos.piece_list_begin(Us, Piece); + // Do not include in mobility squares protected by enemy pawns or occupied by our pieces + const Bitboard mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); + while ((s = *ptr++) != SQ_NONE) { if (Piece == KNIGHT || Piece == QUEEN) @@ -624,7 +597,12 @@ namespace { assert(false); // Attacks and mobility - mob = evaluate_mobility(pos, b, ei); + mob = evaluate_mobility(b, mob_area, ei); + + // Decrease score if we are attacked by an enemy pawn. Remaining part + // of threat evaluation must be done later when we have full attack info. + if (bit_is_set(ei.attackedBy[Them][PAWN], s)) + ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece]; // Bishop and knight outposts squares if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) @@ -647,8 +625,7 @@ namespace { if ( relative_rank(Us, s) == RANK_7 && relative_rank(Us, pos.king_square(Them)) == RANK_8) { - ei.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); - ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); + ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); } } @@ -660,15 +637,9 @@ namespace { if (ei.pi->file_is_half_open(Us, f)) { if (ei.pi->file_is_half_open(Them, f)) - { - ei.mgValue += Sign[Us] * RookOpenFileBonus; - ei.egValue += Sign[Us] * RookOpenFileBonus; - } + ei.value += Sign[Us] * RookOpenFileBonus; else - { - ei.mgValue += Sign[Us] * RookHalfOpenFileBonus; - ei.egValue += Sign[Us] * RookHalfOpenFileBonus; - } + ei.value += Sign[Us] * RookHalfOpenFileBonus; } // Penalize rooks which are trapped inside a king. Penalize more if @@ -684,8 +655,8 @@ namespace { { // Is there a half-open file between the king and the edge of the board? if (!ei.pi->has_open_file_to_right(Us, square_file(ksq))) - ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[Us] * (TrappedRookPenalty - mob * 16); + ei.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + : (TrappedRookPenalty - mob * 16), 0); } else if ( square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq) @@ -693,14 +664,47 @@ namespace { { // Is there a half-open file between the king and the edge of the board? if (!ei.pi->has_open_file_to_left(Us, square_file(ksq))) - ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[Us] * (TrappedRookPenalty - mob * 16); + ei.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + : (TrappedRookPenalty - mob * 16), 0); } } } } + // evaluate_threats<>() assigns bonuses according to the type of attacking piece + // and the type of attacked one. + + template + void evaluate_threats(const Position& pos, EvalInfo& ei) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); + + Bitboard b; + Score bonus = make_score(0, 0); + + // Enemy pieces not defended by a pawn and under our attack + Bitboard weakEnemies = pos.pieces_of_color(Them) + & ~ei.attackedBy[Them][PAWN] + & ei.attackedBy[Us][0]; + if (!weakEnemies) + return; + + // Add bonus according to type of attacked enemy pieces and to the + // type of attacking piece, from knights to queens. Kings are not + // considered because are already special handled in king evaluation. + for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++) + { + b = ei.attackedBy[Us][pt1] & weakEnemies; + if (b) + for (PieceType pt2 = PAWN; pt2 < KING; pt2++) + if (b & pos.pieces(pt2)) + bonus += ThreatBonus[pt1][pt2]; + } + ei.value += Sign[Us] * bonus; + } + + // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the // pieces of a given color. @@ -732,7 +736,7 @@ namespace { if (relative_rank(Us, s) <= RANK_4) { shelter = ei.pi->get_king_shelter(pos, Us, s); - ei.mgValue += Sign[Us] * Value(shelter); + ei.value += Sign[Us] * make_score(shelter, 0); } // King safety. This is quite complicated, and is almost certainly far @@ -879,12 +883,12 @@ namespace { // that the king safety scores can sometimes be very big, and that // capturing a single attacking piece can therefore result in a score // change far bigger than the value of the captured piece. - Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]); + Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]); - ei.mgValue -= Sign[Us] * v; + ei.value -= Sign[Us] * v; if (Us == pos.side_to_move()) - ei.futilityMargin += v; + ei.futilityMargin += mg_value(v); } } @@ -892,7 +896,7 @@ namespace { // evaluate_passed_pawns() evaluates the passed pawns of the given color template - void evaluate_passed_pawns_of_color(const Position& pos, bool hasUnstoppable[], int movesToGo[], EvalInfo& ei) { + void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], Square pawnToGo[], EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -910,15 +914,16 @@ namespace { int r = int(relative_rank(Us, s) - RANK_2); int tr = Max(0, r * (r - 1)); - Square blockSq = s + pawn_push(Us); // Base bonus based on rank Value mbonus = Value(20 * tr); Value ebonus = Value(10 + r * r * 10); // Adjust bonus based on king proximity - if (tr != 0) + if (tr) { + Square blockSq = s + pawn_push(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); @@ -926,29 +931,31 @@ namespace { // If the pawn is free to advance, increase bonus if (pos.square_is_empty(blockSq)) { + // There are no enemy pawns in the pawn's path b2 = squares_in_front_of(Us, s); - b3 = b2 & ei.attacked_by(Them); + + assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB); + + // Squares attacked by us b4 = b2 & ei.attacked_by(Us); + // Squares attacked or occupied by enemy pieces + b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); + // 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.pieces(ROOK, QUEEN, Them))) + if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)) + && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) b3 = b2; - // Squares attacked or occupied by enemy pieces - b3 |= (b2 & pos.pieces_of_color(Them)); - - // There are no enemy pawns in the pawn's path - assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB); - // Are any of the squares in the pawn's path attacked or occupied by the enemy? if (b3 == EmptyBoardBB) // No enemy attacks or pieces, huge bonus! + // Even bigger if we protect the pawn's path ebonus += Value(tr * (b2 == b4 ? 17 : 15)); else // OK, there are enemy attacks or pieces (but not pawns). Are those - // squares which are attacked by the enemy also attacked by us? + // 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)); @@ -985,10 +992,10 @@ namespace { int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares()); mtg += blockerCount; d += blockerCount; - if (d < 0) + if (d < 0 && (!movesToGo[Us] || movesToGo[Us] > mtg)) { - hasUnstoppable[Us] = true; - movesToGo[Us] = Min(movesToGo[Us], mtg); + movesToGo[Us] = mtg; + pawnToGo[Us] = s; } } } @@ -1009,8 +1016,7 @@ namespace { } // Add the scores for this pawn to the middle game and endgame eval. - ei.mgValue += apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame); - ei.egValue += apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame); + ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns); } // while } @@ -1020,39 +1026,59 @@ namespace { void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { - bool hasUnstoppable[2] = {false, false}; - int movesToGo[2] = {100, 100}; + int movesToGo[2] = {0, 0}; + Square pawnToGo[2] = {SQ_NONE, SQ_NONE}; // Evaluate pawns for each color - evaluate_passed_pawns_of_color(pos, hasUnstoppable, movesToGo, ei); - evaluate_passed_pawns_of_color(pos, hasUnstoppable, movesToGo, ei); - - // Does either side have an unstoppable passed pawn? - if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK]) - ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]); - else if (hasUnstoppable[BLACK] && !hasUnstoppable[WHITE]) - ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]); - else if (hasUnstoppable[BLACK] && hasUnstoppable[WHITE]) + evaluate_passed_pawns_of_color(pos, movesToGo, pawnToGo, ei); + evaluate_passed_pawns_of_color(pos, movesToGo, pawnToGo, ei); + + // Neither side has an unstoppable passed pawn? + if (!(movesToGo[WHITE] | movesToGo[BLACK])) + return; + + // Does only one side have an unstoppable passed pawn? + if (!movesToGo[WHITE] || !movesToGo[BLACK]) { - // Both sides have unstoppable pawns! Try to find out who queens + Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK; + ei.value += make_score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide]))); + } + else + { // Both sides have unstoppable pawns! Try to find out who queens // first. We begin by transforming 'movesToGo' to the number of // plies until the pawn queens for both sides. movesToGo[WHITE] *= 2; movesToGo[BLACK] *= 2; movesToGo[pos.side_to_move()]--; - // If one side queens at least three plies before the other, that - // side wins. - if (movesToGo[WHITE] <= movesToGo[BLACK] - 3) - ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2)); - else if (movesToGo[BLACK] <= movesToGo[WHITE] - 3) - ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2)); - - // We could also add some rules about the situation when one side - // queens exactly one ply before the other: Does the first queen - // check the opponent's king, or attack the opponent's queening square? - // This is slightly tricky to get right, because it is possible that - // the opponent's king has moved somewhere before the first pawn queens. + Color winnerSide = movesToGo[WHITE] < movesToGo[BLACK] ? WHITE : BLACK; + Color loserSide = opposite_color(winnerSide); + + // If one side queens at least three plies before the other, that side wins + if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3) + ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); + + // If one side queens one ply before the other and checks the king or attacks + // the undefended opponent's queening square, that side wins. To avoid cases + // where the opponent's king could move somewhere before first pawn queens we + // consider only free paths to queen for both pawns. + else if ( !(squares_in_front_of(WHITE, pawnToGo[WHITE]) & pos.occupied_squares()) + && !(squares_in_front_of(BLACK, pawnToGo[BLACK]) & pos.occupied_squares())) + { + assert(movesToGo[loserSide] - movesToGo[winnerSide] == 1); + + Square winnerQSq = relative_square(winnerSide, make_square(square_file(pawnToGo[winnerSide]), RANK_8)); + Square loserQSq = relative_square(loserSide, make_square(square_file(pawnToGo[loserSide]), RANK_8)); + + Bitboard b = pos.occupied_squares(); + clear_bit(&b, pawnToGo[winnerSide]); + clear_bit(&b, pawnToGo[loserSide]); + b = queen_attacks_bb(winnerQSq, b); + + if ( (b & pos.pieces(KING, loserSide)) + ||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq))) + ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); + } } } @@ -1073,8 +1099,7 @@ namespace { && pos.see(s, b6) < 0 && pos.see(s, b8) < 0) { - ei.mgValue -= Sign[us] * TrappedBishopA7H7Penalty; - ei.egValue -= Sign[us] * TrappedBishopA7H7Penalty; + ei.value -= Sign[us] * TrappedBishopA7H7Penalty; } } @@ -1108,17 +1133,16 @@ namespace { if (pos.piece_on(b2) == pawn) { - Value penalty; + Score penalty; if (!pos.square_is_empty(b3)) - penalty = 2*TrappedBishopA1H1Penalty; + 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.value -= Sign[us] * penalty; } } @@ -1152,14 +1176,14 @@ namespace { 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.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace); } - // apply_weight() applies an evaluation weight to a value + // apply_weight() applies an evaluation weight to a value trying to prevent overflow - inline Value apply_weight(Value v, int w) { - return (v*w) / 0x100; + inline Score apply_weight(Score v, Score w) { + return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, (int(eg_value(v)) * eg_value(w)) / 0x100); } @@ -1167,29 +1191,36 @@ namespace { // score, based on game phase. It also scales the return value by a // ScaleFactor array. - Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]) { + Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) { - assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE); - assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE); + assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE); + assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE); assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME); - ev = apply_scale_factor(ev, sf[(ev > Value(0) ? WHITE : BLACK)]); + Value ev = apply_scale_factor(eg_value(v), sf[(eg_value(v) > Value(0) ? WHITE : BLACK)]); - Value result = Value(int((mv * ph + ev * (128 - ph)) / 128)); - return Value(int(result) & ~(GrainSize - 1)); + int result = (mg_value(v) * ph + ev * (128 - ph)) / 128; + return Value(result & ~(GrainSize - 1)); } // weight_option() computes the value of an evaluation weight, by combining - // an UCI-configurable weight with an internal weight. + // two UCI-configurable weights (midgame and endgame) with an internal weight. - int weight_option(const std::string& opt, int internalWeight) { + Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) { - int uciWeight = get_option_value_int(opt); - uciWeight = (uciWeight * 0x100) / 100; - return (uciWeight * internalWeight) / 0x100; - } + Score uciWeight = make_score(get_option_value_int(mgOpt), get_option_value_int(egOpt)); + + // Convert to integer to prevent overflow + int mg = mg_value(uciWeight); + int eg = eg_value(uciWeight); + mg = (mg * 0x100) / 100; + eg = (eg * 0x100) / 100; + mg = (mg * mg_value(internalWeight)) / 0x100; + eg = (eg * eg_value(internalWeight)) / 0x100; + return make_score(mg, eg); + } // init_safety() initizes the king safety evaluation, based on UCI // parameters. It is called from read_weights().