X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=b0bebce6256e10c0868380530023eabca1b98521;hp=554d9ae38695a19653d6daa45c699df3d07f1643;hb=2c237da54647bb7526f3512bea183eb44919cdda;hpb=e0d91f4c44c10c1f46ef95234ce15e9123866fe1 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 554d9ae3..b0bebce6 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. @@ -115,23 +115,22 @@ namespace { #define V(v) Value(v) #define S(mg, eg) make_score(mg, eg) - // MobilityBonus[PieceType][attacked] contains bonuses for middle and end game, + // 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(-56,-54), S( -9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights - S( 22, 26), S( 30, 28), S( 36, 29) }, - { S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops - S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86), - S( 92, 90), S( 97, 94) }, - { S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks - S( 8,109), S( 14,120), S( 21,128), S( 23,143), S( 31,154), S( 32,160), - S( 43,165), S( 49,168), S( 59,169) }, - { S(-40,-35), S(-25,-12), S( 2, 7), S( 4, 19), S( 14, 37), S( 24, 55), // Queens - S( 25, 62), S( 40, 76), S( 43, 79), S( 47, 87), S( 54, 94), S( 56,102), - S( 60,111), S( 70,116), S( 72,118), S( 73,122), S( 75,128), S( 77,130), - S( 85,133), S( 94,136), S( 99,140), S(108,157), S(112,158), S(113,161), - S(118,174), S(119,177), S(123,191), S(128,199) } + { 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(-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), + S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175), + S(106,184), S(109,191), S(113,206), S(116,212) } }; // Outpost[knight/bishop][supported by pawn] contains bonuses for minor @@ -145,13 +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) }; - - // ThreatBySafePawn[PieceType] contains bonuses according to which piece - // type is attacked by a pawn which is protected or is not attacked. - const Score ThreatBySafePawn[PIECE_TYPE_NB] = { - S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) - }; + 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 @@ -161,12 +154,12 @@ namespace { }; const Score ThreatByRook[PIECE_TYPE_NB] = { - S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) + S(0, 0), S(0, 25), S(40, 62), S(40, 59), S(0, 34), S(35, 48) }; // 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. @@ -181,21 +174,24 @@ namespace { S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10) }; + // 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); - const Score BishopPawns = S( 8, 12); - const Score RookOnPawn = S( 8, 24); - const Score TrappedRook = S(92, 0); - const Score WeakQueen = S(50, 10); - const Score OtherCheck = S(10, 10); - const Score CloseEnemies = S( 7, 0); - const Score PawnlessFlank = S(20, 80); - const Score LooseEnemies = S( 0, 25); - const Score ThreatByHangingPawn = S(71, 61); - const Score ThreatByRank = S(16, 3); - const Score Hanging = S(48, 27); - const Score ThreatByPawnPush = S(38, 22); - const Score HinderPassedPawn = S( 7, 0); + const Score MinorBehindPawn = S( 16, 0); + const Score BishopPawns = S( 8, 12); + const Score RookOnPawn = S( 8, 24); + const Score TrappedRook = S( 92, 0); + const Score WeakQueen = S( 50, 10); + const Score OtherCheck = S( 10, 10); + const Score CloseEnemies = S( 7, 0); + const Score PawnlessFlank = S( 20, 80); + const Score ThreatByHangingPawn = S( 71, 61); + const Score ThreatBySafePawn = S(182,175); + const Score ThreatByRank = S( 16, 3); + const Score Hanging = S( 48, 27); + const Score ThreatByPawnPush = S( 38, 22); + const Score HinderPassedPawn = S( 7, 0); // 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 @@ -209,13 +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. @@ -243,9 +240,12 @@ namespace { ei.attackedBy[Us][ALL_PIECES] = b | ei.attackedBy[Us][PAWN]; // Init our king safety tables only if we are going to use them - if (pos.non_pawn_material(Them) >= QueenValueMg) + if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg) { - 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; } @@ -260,8 +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); @@ -294,7 +294,10 @@ namespace { int mob = popcount(b & ei.mobilityArea[Us]); - mobility[Us] += MobilityBonus[Pt][mob]; + mobility[Us] += MobilityBonus[Pt - 2][mob]; + + // Bonus for this piece as a king protector + score += KingProtector[Pt - 2] * distance(s, pos.square(Us)); if (Pt == BISHOP || Pt == KNIGHT) { @@ -378,11 +381,12 @@ namespace { // evaluate_king() assigns bonuses and penalties to a king of a given color + const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB; const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB; + const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB; const Bitboard KingFlank[FILE_NB] = { - CenterFiles >> 2, CenterFiles >> 2, CenterFiles >> 2, CenterFiles, CenterFiles, - CenterFiles << 2, CenterFiles << 2, CenterFiles << 2 + QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide }; template @@ -401,7 +405,7 @@ namespace { Score score = ei.pe->king_safety(pos, ksq); // Main king safety evaluation - if (ei.kingAttackersCount[Them]) + if (ei.kingAttackersCount[Them] > (1 - pos.count(Them))) { // Find the attacked squares which are defended only by our king... undefended = ei.attackedBy[Them][ALL_PIECES] @@ -417,18 +421,19 @@ 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) + - 9 * mg_value(score) / 8 + + 40; // Analyse the safe enemy's checks which are possible on next move safe = ~pos.pieces(Them); safe &= ~ei.attackedBy[Us][ALL_PIECES] | (undefended & ei.attackedBy2[Them]); - b1 = pos.attacks_from(ksq); + b1 = pos.attacks_from< ROOK>(ksq); b2 = pos.attacks_from(ksq); // Enemy queen safe checks @@ -471,7 +476,7 @@ namespace { // Transform the kingDanger units into a Score, and substract it from the evaluation if (kingDanger > 0) - score -= make_score(std::min(kingDanger * kingDanger / 4096, 2 * int(BishopValueMg)), 0); + score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); } // King tropism: firstly, find squares that opponent attacks in our king flank @@ -512,14 +517,9 @@ namespace { const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); - Bitboard b, weak, defended, safeThreats; + Bitboard b, weak, defended, stronglyProtected, safeThreats; Score score = SCORE_ZERO; - // Small bonus if the opponent has loose pawns or pieces - if ( (pos.pieces(Them) ^ pos.pieces(Them, QUEEN, KING)) - & ~(ei.attackedBy[Us][ALL_PIECES] | ei.attackedBy[Them][ALL_PIECES])) - score += LooseEnemies; - // Non-pawn enemies attacked by a pawn weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN]; @@ -530,19 +530,24 @@ namespace { safeThreats = (shift(b) | shift(b)) & weak; + score += ThreatBySafePawn * popcount(safeThreats); + if (weak ^ safeThreats) score += ThreatByHangingPawn; - - while (safeThreats) - score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))]; } - // Non-pawn enemies defended by a pawn - defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN]; + // Squares strongly protected by the opponent, either because they attack the + // square with a pawn, or because they attack the square twice and we don't. + stronglyProtected = ei.attackedBy[Them][PAWN] + | (ei.attackedBy2[Them] & ~ei.attackedBy2[Us]); + + // Non-pawn enemies, strongly protected + defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) + & stronglyProtected; - // Enemies not defended by a pawn and under our attack + // Enemies not strongly protected and under our attack weak = pos.pieces(Them) - & ~ei.attackedBy[Them][PAWN] + & ~stronglyProtected & ei.attackedBy[Us][ALL_PIECES]; // Add a bonus according to the kind of attacking pieces @@ -611,7 +616,7 @@ 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); @@ -627,7 +632,7 @@ namespace { // Adjust bonus based on the king's proximity ebonus += distance(pos.square(Them), blockSq) * 5 * rr - - distance(pos.square(Us ), blockSq) * 2 * rr; + - distance(pos.square( Us), blockSq) * 2 * rr; // If blockSq is not the queening square then consider also a second push if (relative_rank(Us, blockSq) != RANK_8) @@ -667,9 +672,9 @@ namespace { mbonus += rr + r * 2, ebonus += rr + r * 2; } // 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))) + // Scale down bonus for candidate passers which need more than one + // 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)]; @@ -678,7 +683,6 @@ namespace { if (DoTrace) Trace::add(PASSED, Us, score); - // Add the scores to the middlegame and endgame eval return score; } @@ -715,10 +719,9 @@ namespace { // ...count safe + (behind & safe) with a single popcount. int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); - bonus = std::min(16, bonus); int weight = pos.count(Us) - 2 * ei.pe->open_files(); - return make_score(bonus * weight * weight / 18, 0); + return make_score(bonus * weight * weight / 16, 0); } @@ -729,15 +732,15 @@ namespace { int kingDistance = distance(pos.square(WHITE), pos.square(BLACK)) - distance(pos.square(WHITE), pos.square(BLACK)); - int pawns = pos.count(WHITE) + pos.count(BLACK); + bool bothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide); // Compute the initiative bonus for the attacking side - int initiative = 8 * (asymmetry + kingDistance - 15) + 12 * pawns; + int initiative = 8 * (asymmetry + kingDistance - 17) + 12 * pos.count() + 16 * bothFlanks; // 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 - // that the endgame score will never be divided by more than two. - int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg / 2)); + // that the endgame score will never change sign after the bonus. + int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg)); return make_score(0, value); } @@ -835,7 +838,7 @@ Value Eval::evaluate(const Position& pos) { - evaluate_passer_pawns(pos, ei); // Evaluate space for both sides, only during opening - if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222) + if (pos.non_pawn_material() >= SpaceThreshold) score += evaluate_space(pos, ei) - evaluate_space(pos, ei); @@ -858,7 +861,7 @@ 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(WHITE) + pos.non_pawn_material(BLACK) >= 12222) + if (pos.non_pawn_material() >= SpaceThreshold) Trace::add(SPACE, evaluate_space(pos, ei) , evaluate_space(pos, ei)); Trace::add(TOTAL, score); @@ -892,7 +895,7 @@ std::string Eval::trace(const Position& pos) { << " Imbalance | " << Term(IMBALANCE) << " Pawns | " << Term(PAWN) << " Knights | " << Term(KNIGHT) - << " Bishop | " << Term(BISHOP) + << " Bishops | " << Term(BISHOP) << " Rooks | " << Term(ROOK) << " Queens | " << Term(QUEEN) << " Mobility | " << Term(MOBILITY)