X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=aeaa4336383960142e77260b7442d17659871bcb;hp=8e6d827eef25f27537cfc4a6e55615e054b03ce6;hb=bb58bc215c93a17cd6ee672eac5495b48e9f3d22;hpb=29bc1283841c8a935796159c6d3093ec879c246f diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 8e6d827e..aeaa4336 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -2,7 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad - Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad + Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -28,8 +28,7 @@ #include "evaluate.h" #include "material.h" #include "pawns.h" - -std::atomic Eval::Contempt; +#include "thread.h" namespace Trace { @@ -74,37 +73,37 @@ using namespace Trace; namespace { - const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB; - const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB; - const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB; - const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); + constexpr Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB; + constexpr Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB; + constexpr Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB; + constexpr Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); - const Bitboard KingFlank[FILE_NB] = { - QueenSide, QueenSide, QueenSide, + constexpr Bitboard KingFlank[FILE_NB] = { + QueenSide ^ FileDBB, QueenSide, QueenSide, CenterFiles, CenterFiles, - KingSide, KingSide, KingSide + KingSide, KingSide, KingSide ^ FileEBB }; // Threshold for lazy and space evaluation - const Value LazyThreshold = Value(1500); - const Value SpaceThreshold = Value(12222); + constexpr Value LazyThreshold = Value(1500); + constexpr Value SpaceThreshold = Value(12222); // KingAttackWeights[PieceType] contains king attack weights by piece type - const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; + constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 }; // Penalties for enemy's safe checks - const int QueenSafeCheck = 780; - const int RookSafeCheck = 880; - const int BishopSafeCheck = 435; - const int KnightSafeCheck = 790; + constexpr int QueenSafeCheck = 780; + constexpr int RookSafeCheck = 880; + constexpr int BishopSafeCheck = 435; + constexpr int KnightSafeCheck = 790; #define S(mg, eg) make_score(mg, eg) // 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[][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) }, + constexpr Score MobilityBonus[][32] = { + { 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) }, @@ -121,64 +120,58 @@ namespace { // Outpost[knight/bishop][supported by pawn] contains bonuses for minor // pieces if they occupy or can reach an outpost square, bigger if that // square is supported by a pawn. - const Score Outpost[][2] = { + constexpr Score Outpost[][2] = { { S(22, 6), S(36,12) }, // Knight { S( 9, 2), S(15, 5) } // Bishop }; // RookOnFile[semiopen/open] contains bonuses for each rook when there is // no (friendly) pawn on the rook file. - const 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. - const Score ThreatByMinor[PIECE_TYPE_NB] = { - S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120) + constexpr Score ThreatByMinor[PIECE_TYPE_NB] = { + S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120) }; - const Score ThreatByRook[PIECE_TYPE_NB] = { - S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38) + constexpr Score ThreatByRook[PIECE_TYPE_NB] = { + S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38) }; - // ThreatByKing[on one/on many] contains bonuses for king attacks on - // pawns or pieces which are not pawn-defended. - const Score ThreatByKing[] = { S(3, 65), S(9, 145) }; - // PassedRank[Rank] contains a bonus according to the rank of a passed pawn - const Score PassedRank[RANK_NB] = { - S(0, 0), S(5, 7), S(5, 13), S(32, 42), S(70, 70), S(172, 170), S(217, 269) + constexpr Score PassedRank[RANK_NB] = { + S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250) }; // PassedFile[File] contains a bonus according to the file of a passed pawn - const Score PassedFile[FILE_NB] = { - S( 9, 10), S(2, 10), S(1, -8), S(-20,-12), - S(-20,-12), S(1, -8), S(2, 10), S( 9, 10) + constexpr Score PassedFile[FILE_NB] = { + S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14), + S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7) }; - // PassedDanger[Rank] contains a term to weight the passed score - const int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 }; - - // KingProtector[PieceType-2] contains a penalty according to distance from king - const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) }; - // Assorted bonuses and penalties - const Score BishopPawns = S( 8, 12); - const Score CloseEnemies = S( 7, 0); - const Score Hanging = S( 52, 30); - const Score HinderPassedPawn = S( 8, 1); - const Score LongRangedBishop = S( 22, 0); - const Score MinorBehindPawn = S( 16, 0); - const Score PawnlessFlank = S( 20, 80); - const Score RookOnPawn = S( 8, 24); - const Score ThreatByPawnPush = S( 47, 26); - const Score ThreatByRank = S( 16, 3); - const Score ThreatBySafePawn = S(175,168); - const Score ThreatOnQueen = S( 42, 21); - const Score TrappedBishopA1H1 = S( 50, 50); - const Score TrappedRook = S( 92, 0); - const Score WeakQueen = S( 50, 10); - const Score WeakUnopposedPawn = S( 5, 25); + constexpr Score BishopPawns = S( 3, 8); + constexpr Score CloseEnemies = S( 7, 0); + constexpr Score CorneredBishop = S( 50, 50); + constexpr Score Hanging = S( 62, 34); + constexpr Score KingProtector = S( 6, 7); + constexpr Score KnightOnQueen = S( 20, 12); + constexpr Score LongDiagonalBishop = S( 44, 0); + constexpr Score MinorBehindPawn = S( 16, 0); + constexpr Score Overload = S( 12, 6); + constexpr Score PawnlessFlank = S( 18, 94); + constexpr Score RestrictedPiece = S( 7, 6); + constexpr Score RookOnPawn = S( 10, 28); + constexpr Score SliderOnQueen = S( 49, 21); + constexpr Score ThreatByKing = S( 21, 84); + constexpr Score ThreatByPawnPush = S( 48, 42); + constexpr Score ThreatByRank = S( 14, 3); + constexpr Score ThreatBySafePawn = S(169, 99); + constexpr Score TrappedRook = S( 98, 5); + constexpr Score WeakQueen = S( 51, 10); + constexpr Score WeakUnopposedPawn = S( 14, 20); #undef S @@ -210,7 +203,7 @@ namespace { // attackedBy[color][piece type] is a bitboard representing all squares // attacked by a given color and piece type. Special "piece types" which - // are also calculated are QUEEN_DIAGONAL and ALL_PIECES. + // is also calculated is ALL_PIECES. Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; // attackedBy2[color] are the squares attacked by 2 pieces of a given color, @@ -228,18 +221,18 @@ namespace { // which attack a square in the kingRing of the enemy king. int kingAttackersCount[COLOR_NB]; - // kingAttackersWeight[color] is the sum of the "weights" of the pieces of the - // given color which attack a square in the kingRing of the enemy king. The - // weights of the individual piece types are given by the elements in the - // KingAttackWeights array. + // kingAttackersWeight[color] is the sum of the "weights" of the pieces of + // the given color which attack a square in the kingRing of the enemy king. + // The weights of the individual piece types are given by the elements in + // the KingAttackWeights array. int kingAttackersWeight[COLOR_NB]; - // kingAdjacentZoneAttacksCount[color] is the number of attacks by the given - // color to squares directly adjacent to the enemy king. Pieces which attack - // more than one square are counted multiple times. For instance, if there is + // kingAttacksCount[color] is the number of attacks by the given color to + // squares directly adjacent to the enemy king. Pieces which attack more + // than one square are counted multiple times. For instance, if there is // a white knight on g5 and black's king is on g8, this white knight adds 2 - // to kingAdjacentZoneAttacksCount[WHITE]. - int kingAdjacentZoneAttacksCount[COLOR_NB]; + // to kingAttacksCount[WHITE]. + int kingAttacksCount[COLOR_NB]; }; @@ -248,17 +241,17 @@ namespace { template template void Evaluation::initialize() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); - const Direction Down = (Us == WHITE ? SOUTH : NORTH); - const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); // Find our pawns that are blocked or on the first two ranks Bitboard b = pos.pieces(Us, PAWN) & (shift(pos.pieces()) | LowRanks); - // Squares occupied by those pawns, by our king, or controlled by enemy pawns + // Squares occupied by those pawns, by our king or queen, or controlled by enemy pawns // are excluded from the mobility area. - mobilityArea[Us] = ~(b | pos.square(Us) | pe->pawn_attacks(Them)); + mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them)); // Initialise attackedBy bitboards for kings and pawns attackedBy[Us][KING] = pos.attacks_from(pos.square(Us)); @@ -266,6 +259,8 @@ 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) { @@ -273,11 +268,15 @@ namespace { if (relative_rank(Us, pos.square(Us)) == RANK_1) kingRing[Us] |= shift(kingRing[Us]); - kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them)); - kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0; + if (file_of(pos.square(Us)) == FILE_H) + kingRing[Us] |= shift(kingRing[Us]); + + else if (file_of(pos.square(Us)) == FILE_A) + kingRing[Us] |= shift(kingRing[Us]); + + kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); + kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; } - else - kingRing[Us] = kingAttackersCount[Them] = 0; } @@ -285,9 +284,10 @@ namespace { template template Score Evaluation::pieces() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB - : Rank5BB | Rank4BB | Rank3BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB + : Rank5BB | Rank4BB | Rank3BB); const Square* pl = pos.squares(Us); Bitboard b, bb; @@ -296,9 +296,6 @@ namespace { attackedBy[Us][Pt] = 0; - if (Pt == QUEEN) - attackedBy[Us][QUEEN_DIAGONAL] = 0; - while ((s = *pl++) != SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks @@ -313,23 +310,17 @@ namespace { attackedBy[Us][Pt] |= b; attackedBy[Us][ALL_PIECES] |= b; - if (Pt == QUEEN) - attackedBy[Us][QUEEN_DIAGONAL] |= b & PseudoAttacks[BISHOP][s]; - if (b & kingRing[Them]) { kingAttackersCount[Us]++; kingAttackersWeight[Us] += KingAttackWeights[Pt]; - kingAdjacentZoneAttacksCount[Us] += popcount(b & attackedBy[Them][KING]); + kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]); } int mob = popcount(b & mobilityArea[Us]); mobility[Us] += MobilityBonus[Pt - 2][mob]; - // Penalty if the piece is far from the king - score -= KingProtector[Pt - 2] * distance(s, pos.square(Us)); - if (Pt == BISHOP || Pt == KNIGHT) { // Bonus if piece is on an outpost square or can reach one @@ -340,19 +331,25 @@ namespace { else if (bb &= b & ~pos.pieces(Us)) score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)]; - // Bonus when behind a pawn - if ( relative_rank(Us, s) < RANK_5 - && (pos.pieces(PAWN) & (s + pawn_push(Us)))) + // Knight and Bishop bonus for being right behind a pawn + if (shift(pos.pieces(PAWN)) & s) score += MinorBehindPawn; + // Penalty if the piece is far from the king + score -= KingProtector * distance(s, pos.square(Us)); + if (Pt == BISHOP) { - // Penalty according to number of pawns on the same color square as the bishop - score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s); + // Penalty according to number of pawns on the same color square as the + // bishop, bigger when the center files are blocked with pawns. + Bitboard blocked = pos.pieces(Us, PAWN) & shift(pos.pieces()); + + score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s) + * (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))) - score += LongRangedBishop; + if (more_than_one(attacks_bb(s, pos.pieces(PAWN)) & Center)) + score += LongDiagonalBishop; } // An important Chess960 pattern: A cornered bishop blocked by a friendly @@ -364,15 +361,15 @@ namespace { { Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); if (pos.piece_on(s + d) == make_piece(Us, PAWN)) - score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 - : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2 - : TrappedBishopA1H1; + score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4 + : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2 + : CorneredBishop; } } if (Pt == ROOK) { - // Bonus for aligning rook with with enemy pawns on the same rank/file + // Bonus for aligning rook with enemy pawns on the same rank/file if (relative_rank(Us, s) >= RANK_5) score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]); @@ -408,20 +405,29 @@ namespace { template template Score Evaluation::king() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB - : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB + : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); const Square ksq = pos.square(Us); - Bitboard weak, b, b1, b2, safe, unsafeChecks, pinned; + 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. + kingFlank = KingFlank[file_of(ksq)]; + b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp; + b2 = b1 & attackedBy2[Them]; + + int tropism = popcount(b1) + popcount(b2); // Main king safety evaluation if (kingAttackersCount[Them] > 1 - pos.count(Them)) { - int kingDanger = unsafeChecks = 0; + int kingDanger = 0; + unsafeChecks = 0; // Attacked squares defended at most once by our queen or king weak = attackedBy[Them][ALL_PIECES] @@ -464,40 +470,28 @@ namespace { // Unsafe or occupied checking squares will also be considered, as long as // the square is in the attacker's mobility area. unsafeChecks &= mobilityArea[Them]; - pinned = pos.blockers_for_king(Us) & pos.pieces(Us); kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 102 * kingAdjacentZoneAttacksCount[Them] - + 191 * popcount(kingRing[Us] & weak) - + 143 * popcount(pinned | unsafeChecks) - - 848 * !pos.count(Them) - - 9 * mg_value(score) / 8 - + 40; + + 69 * kingAttacksCount[Them] + + 185 * popcount(kingRing[Us] & weak) + + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + + tropism * tropism / 4 + - 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 - if (!(pos.pieces(PAWN) & KingFlank[file_of(ksq)])) + if (!(pos.pieces(PAWN) & kingFlank)) score -= PawnlessFlank; - // King tropism: firstly, find attacked squares in our king flank - b = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp; - - assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0); - assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b)); - - // Secondly, add the squares which are attacked twice in that flank and - // which are not defended by our pawns. - b = (Us == WHITE ? b << 4 : b >> 4) - | (b & attackedBy2[Them] & ~attackedBy[Us][PAWN]); - - score -= CloseEnemies * popcount(b); + // King tropism bonus, to anticipate slow motion attacks on our king + score -= CloseEnemies * tropism; if (T) Trace::add(KING, Us, score); @@ -511,26 +505,15 @@ namespace { template template Score Evaluation::threats() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); - const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); - Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats; + Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe, restricted; Score score = SCORE_ZERO; - // Non-pawn enemies attacked by a pawn + // Non-pawn enemies nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN); - weak = nonPawnEnemies & attackedBy[Us][PAWN]; - - if (weak) - { - // Our safe or protected pawns - b = pos.pieces(Us, PAWN) - & (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]); - - safeThreats = pawn_attacks_bb(b) & weak; - score += ThreatBySafePawn * popcount(safeThreats); - } // Squares strongly protected by the enemy, either because they defend the // square with a pawn, or because they defend the square twice and we don't. @@ -543,6 +526,9 @@ namespace { // Enemies not strongly protected and under our attack weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES]; + // Safe or protected squares + safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]; + // Bonus according to the kind of attacking pieces if (defended | weak) { @@ -555,7 +541,7 @@ namespace { score += ThreatByRank * (int)relative_rank(Them, s); } - b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK]; + b = weak & attackedBy[Us][ROOK]; while (b) { Square s = pop_lsb(&b); @@ -564,13 +550,22 @@ namespace { score += ThreatByRank * (int)relative_rank(Them, s); } + if (weak & attackedBy[Us][KING]) + score += ThreatByKing; + score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]); - b = weak & attackedBy[Us][KING]; - if (b) - score += ThreatByKing[more_than_one(b)]; + b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES]; + score += Overload * popcount(b); } + // Bonus for restricting their piece moves + restricted = attackedBy[Them][ALL_PIECES] + & ~attackedBy[Them][PAWN] + & ~attackedBy2[Them] + & attackedBy[Us][ALL_PIECES]; + score += RestrictedPiece * popcount(restricted); + // Bonus for enemy unopposed weak pawns if (pos.pieces(Us, ROOK, QUEEN)) score += WeakUnopposedPawn * pe->weak_unopposed(Them); @@ -579,23 +574,34 @@ namespace { b = shift(pos.pieces(Us, PAWN)) & ~pos.pieces(); b |= shift(b & TRank3BB) & ~pos.pieces(); - // Keep only the squares which are not completely unsafe - b &= ~attackedBy[Them][PAWN] - & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]); + // Keep only the squares which are relatively safe + b &= ~attackedBy[Them][PAWN] & safe; // Bonus for safe pawn threats on the next move - b = pawn_attacks_bb(b) - & pos.pieces(Them) - & ~attackedBy[Us][PAWN]; - + b = pawn_attacks_bb(b) & pos.pieces(Them); score += ThreatByPawnPush * popcount(b); - // Bonus for safe slider threats on the next move toward enemy queen - safeThreats = ~pos.pieces(Us) & ~attackedBy2[Them] & attackedBy2[Us]; - b = (attackedBy[Us][BISHOP] & attackedBy[Them][QUEEN_DIAGONAL]) - | (attackedBy[Us][ROOK ] & attackedBy[Them][QUEEN] & ~attackedBy[Them][QUEEN_DIAGONAL]); + // Our safe or protected pawns + b = pos.pieces(Us, PAWN) & safe; + + b = pawn_attacks_bb(b) & nonPawnEnemies; + score += ThreatBySafePawn * popcount(b); - score += ThreatOnQueen * popcount(b & safeThreats); + // Bonus for threats on the next moves against enemy queen + if (pos.count(Them) == 1) + { + Square s = pos.square(Them); + safe = mobilityArea[Us] & ~stronglyProtected; + + b = attackedBy[Us][KNIGHT] & pos.attacks_from(s); + + score += KnightOnQueen * popcount(b & safe); + + b = (attackedBy[Us][BISHOP] & pos.attacks_from(s)) + | (attackedBy[Us][ROOK ] & pos.attacks_from(s)); + + score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]); + } if (T) Trace::add(THREAT, Us, score); @@ -609,8 +615,8 @@ namespace { template template Score Evaluation::passed() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); auto king_proximity = [&](Color c, Square s) { return std::min(distance(pos.square(c), s), 5); @@ -627,16 +633,13 @@ namespace { assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); - bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); - score -= HinderPassedPawn * popcount(bb); - 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 @@ -677,12 +680,10 @@ namespace { bonus += make_score(k * w, k * w); } - else if (pos.pieces(Us) & blockSq) - bonus += make_score(w + r * 2, w + r * 2); - } // rr != 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. + // pawn push to become passed, or have a pawn in front of them. if ( !pos.pawn_passed(Us, s + Up) || (pos.pieces(PAWN) & forward_file_bb(Us, s))) bonus = bonus / 2; @@ -707,33 +708,27 @@ namespace { template template Score Evaluation::space() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard SpaceMask = - Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) - : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); - if (pos.non_pawn_material() < SpaceThreshold) return SCORE_ZERO; - // Find the safe squares for our pieces inside the area defined by - // SpaceMask. A square is unsafe if it is attacked by an enemy - // pawn, or if it is undefended and attacked by an enemy piece. + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Bitboard SpaceMask = + Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) + : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); + + // Find the available squares for our pieces inside the area defined by SpaceMask Bitboard safe = SpaceMask & ~pos.pieces(Us, PAWN) - & ~attackedBy[Them][PAWN] - & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]); + & ~attackedBy[Them][PAWN]; // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(Us, PAWN); behind |= (Us == WHITE ? behind >> 8 : behind << 8); behind |= (Us == WHITE ? behind >> 16 : behind << 16); - // Since SpaceMask[Us] is fully on our half of the board... - assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); - - // ...count safe + (behind & safe) with a single popcount. - int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); + int bonus = popcount(safe) + popcount(behind & safe); int weight = pos.count(Us) - 2 * pe->open_files(); + Score score = make_score(bonus * weight * weight / 16, 0); if (T) @@ -757,11 +752,12 @@ namespace { && (pos.pieces(PAWN) & KingSide); // Compute the initiative bonus for the attacking side - int complexity = 8 * outflanking - + 8 * pe->pawn_asymmetry() + int complexity = 8 * pe->pawn_asymmetry() + 12 * pos.count() + + 12 * outflanking + 16 * pawnsOnBothFlanks - -136 ; + + 48 * !pos.non_pawn_material() + -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 @@ -783,29 +779,16 @@ namespace { Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK; int sf = me->scale_factor(pos, strongSide); - // If we don't already have an unusual scale factor, check for certain - // types of endgames, and use a lower scale for those. - if (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN) + // If scale is not already specific, scale down the endgame via general heuristics + if (sf == SCALE_FACTOR_NORMAL) { - if (pos.opposite_bishops()) - { - // Endgame with opposite-colored bishops and no other pieces (ignoring pawns) - // is almost a draw, in case of KBP vs KB, it is even more a draw. - if ( pos.non_pawn_material(WHITE) == BishopValueMg - && pos.non_pawn_material(BLACK) == BishopValueMg) - sf = more_than_one(pos.pieces(PAWN)) ? 31 : 9; - - // Endgame with opposite-colored bishops, but also other pieces. Still - // a bit drawish, but not as drawish as with only the two bishops. - else - sf = 46; - } - // Endings where weaker side can place his king in front of the enemy's - // pawns are drawish. - else if ( abs(eg) <= BishopValueEg - && pos.count(strongSide) <= 2 - && !pos.pawn_passed(~strongSide, pos.square(~strongSide))) - sf = 37 + 7 * pos.count(strongSide); + if ( pos.opposite_bishops() + && pos.non_pawn_material(WHITE) == BishopValueMg + && pos.non_pawn_material(BLACK) == BishopValueMg) + sf = 8 + 4 * pe->pawn_asymmetry(); + else + sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count(strongSide), sf); + } return ScaleFactor(sf); @@ -832,7 +815,7 @@ namespace { // Initialize score by reading the incrementally updated scores included in // the position object (material + piece square tables) and the material // imbalance. Score is computed internally from the white point of view. - Score score = pos.psq_score() + me->imbalance() + Eval::Contempt; + Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt; // Probe the pawn hash table pe = Pawns::probe(pos); @@ -903,7 +886,7 @@ std::string Eval::trace(const Position& pos) { std::memset(scores, 0, sizeof(scores)); - Eval::Contempt = SCORE_ZERO; // Reset any dynamic contempt + pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt Value v = Evaluation(pos).value();