X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=ba3ea9fb4def53ac2351033c3227d3cf7b1455f4;hp=7fbe9af5092a92f04e2c5f6a7053cfa46f30ba84;hb=181d34e5a028ab5ff1d55a6f395dd2d13dcc8809;hpb=9f28d8a854d05c6c6edcd6f8911b352477f82c91 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 7fbe9af5..ba3ea9fb 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -43,7 +43,7 @@ namespace { const int Sign[2] = { 1, -1 }; // Evaluation grain size, must be a power of 2 - const int GrainSize = 4; + const int GrainSize = 8; // Evaluation weights, initialized from UCI options int WeightMobilityMidgame, WeightMobilityEndgame; @@ -207,8 +207,8 @@ namespace { ((1ULL << SQ_A8) | (1ULL << SQ_H8)) }; - // The SpaceMask[color] contains area of the board which is consdered by - // the space evaluation. In the middle game, each side is given a bonus + // The SpaceMask[color] contains the area of the board which is considered + // by the space evaluation. In the middle game, each side is given a bonus // based on how many squares inside this area are safe and available for // friendly minor pieces. const Bitboard SpaceMask[2] = { @@ -270,26 +270,22 @@ namespace { template Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); - template - void evaluate_pieces(const Position& p, Color us, EvalInfo& ei); + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); - template - void evaluate_king(const Position& p, Color us, EvalInfo &ei); + template + void evaluate_king(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); - template - void evaluate_space(const Position &p, Color us, 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 compute_weight(int uciWeight, int internalWeight); int weight_option(const std::string& opt, int weight); void init_safety(); - } @@ -342,14 +338,14 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame); // Initialize king attack bitboards and king attack zones for both sides - ei.attackedBy[WHITE][KING] = pos.piece_attacks(pos.king_square(WHITE)); - ei.attackedBy[BLACK][KING] = pos.piece_attacks(pos.king_square(BLACK)); + ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.king_square(WHITE)); + ei.attackedBy[BLACK][KING] = pos.attacks_from(pos.king_square(BLACK)); ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8); ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8); // Initialize pawn attack bitboards for both sides - ei.attackedBy[WHITE][PAWN] = ((pos.pieces(PAWN, WHITE) << 9) & ~FileABB) | ((pos.pieces(PAWN, WHITE) << 7) & ~FileHBB); - ei.attackedBy[BLACK][PAWN] = ((pos.pieces(PAWN, BLACK) >> 7) & ~FileABB) | ((pos.pieces(PAWN, BLACK) >> 9) & ~FileHBB); + ei.attackedBy[WHITE][PAWN] = ei.pi->pawn_attacks(WHITE); + ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK); Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING]; Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING]; if (b1) @@ -359,28 +355,19 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; // Evaluate pieces - for (Color c = WHITE; c <= BLACK; c++) - { - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - - // Sum up all attacked squares - ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT] - | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK] - | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING]; - } + evaluate_pieces_of_color(pos, ei); + evaluate_pieces_of_color(pos, ei); // Kings. Kings are evaluated after all other pieces for both sides, // because we need complete attack information for all pieces when computing // the king safety evaluation. - for (Color c = WHITE; c <= BLACK; c++) - evaluate_king(pos, c, ei); + evaluate_king(pos, ei); + evaluate_king(pos, ei); - // Evaluate passed pawns. We evaluate passed pawns for both sides at once, + // 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); @@ -405,8 +392,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Evaluate space for both sides if (ei.mi->space_weight() > 0) { - evaluate_space(pos, WHITE, ei); - evaluate_space(pos, BLACK, ei); + evaluate_space(pos, ei); + evaluate_space(pos, ei); } } @@ -443,8 +430,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { factor[BLACK] = sf; } - // Interpolate between the middle game and the endgame score, and - // return + // 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); @@ -455,7 +441,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // namespace /// quick_evaluate() does a very approximate evaluation of the current position. -/// It currently considers only material and piece square table scores. Perhaps +/// It currently considers only material and piece square table scores. Perhaps /// we should add scores from the pawn and material hash tables? Value quick_evaluate(const Position &pos) { @@ -474,7 +460,7 @@ Value quick_evaluate(const Position &pos) { } -/// init_eval() initializes various tables used by the evaluation function. +/// init_eval() initializes various tables used by the evaluation function void init_eval(int threads) { @@ -498,7 +484,7 @@ void init_eval(int threads) { } -/// quit_eval() releases heap-allocated memory at program termination. +/// quit_eval() releases heap-allocated memory at program termination void quit_eval() { @@ -512,32 +498,29 @@ void quit_eval() { } -/// read_weights() reads evaluation weights from the corresponding UCI -/// parameters. +/// read_weights() reads evaluation weights from the corresponding UCI parameters 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); - Color them = opposite_color(us); - - WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); - WeightKingSafety[them] = weight_option("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. - if (get_option_value_bool("UCI_AnalyseMode")) { + // 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. + if (get_option_value_bool("UCI_AnalyseMode")) + { WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; WeightKingSafety[them] = WeightKingSafety[us]; } - - WeightSpace = weight_option("Space", WeightSpaceInternal); - init_safety(); } @@ -546,114 +529,127 @@ namespace { // evaluate_mobility() computes mobility and attacks for every piece - template - int evaluate_mobility(const Position& p, const Bitboard& b, Color us, Color them, EvalInfo& ei) { + template + int evaluate_mobility(const Position& pos, Bitboard b, 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; + ei.attackedBy[Us][Piece] |= b; // King attacks - if (b & ei.kingZone[us]) + if (b & ei.kingZone[Us]) { - ei.kingAttackersCount[us]++; - ei.kingAttackersWeight[us] += AttackWeight[Piece]; - Bitboard bb = (b & ei.attackedBy[them][KING]); + ei.kingAttackersCount[Us]++; + ei.kingAttackersWeight[Us] += AttackWeight[Piece]; + Bitboard bb = (b & ei.attackedBy[Them][KING]); if (bb) - ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb); + ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); } - // Remove squares protected by enemy pawns - Bitboard bb = (b & ~ei.attackedBy[them][PAWN]); + // 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(bb & ~p.pieces_of_color(us)) - : count_1s(bb & ~p.pieces_of_color(us))); + int mob = (Piece != QUEEN ? count_1s_max_15(b) + : count_1s(b)); + + if (mob > lastIndex[Piece]) + mob = lastIndex[Piece]; - ei.mgMobility += Sign[us] * MgBonus[Piece][mob]; - ei.egMobility += Sign[us] * EgBonus[Piece][mob]; + ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; + ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; return mob; } // evaluate_outposts() evaluates bishop and knight outposts squares - template - void evaluate_outposts(const Position& p, Color us, Color them, EvalInfo& ei, Square s) { + template + void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); // Initial bonus based on square - Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(us, s)] - : KnightOutpostBonus[relative_square(us, s)]); + Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] + : KnightOutpostBonus[relative_square(Us, s)]); // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece - if (bonus && (p.pawn_attacks(them, s) & p.pieces(PAWN, us))) + if (bonus && (pos.attacks_from(s, Them) & pos.pieces(PAWN, Us))) { - if ( p.pieces(KNIGHT, them) == EmptyBoardBB - && (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, them)) == EmptyBoardBB) + if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB + && (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB) bonus += bonus + bonus / 2; else bonus += bonus / 2; } - ei.mgValue += Sign[us] * bonus; - ei.egValue += Sign[us] * bonus; + ei.mgValue += Sign[Us] * bonus; + ei.egValue += Sign[Us] * bonus; } - // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given - // color. + // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color - template - void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) { + template + void evaluate_pieces(const Position& pos, EvalInfo& ei) { Bitboard b; Square s, ksq; int mob; File f; - Color them = opposite_color(us); - for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++) - { - s = pos.piece_list(us, Piece, i); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square* ptr = pos.piece_list_begin(Us, Piece); + while ((s = *ptr++) != SQ_NONE) + { if (Piece == KNIGHT || Piece == QUEEN) - b = pos.piece_attacks(s); + b = pos.attacks_from(s); else if (Piece == BISHOP) - b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, us)); + b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); else if (Piece == ROOK) - b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, us)); + b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); else assert(false); // Attacks and mobility - mob = evaluate_mobility(pos, b, us, them, ei); + mob = evaluate_mobility(pos, b, ei); // Bishop and knight outposts squares - if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, them)) - evaluate_outposts(pos, us, them, ei, s); + if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) + evaluate_outposts(pos, ei, s); // Special patterns: trapped bishops on a7/h7/a2/h2 // and trapped bishops on a1/h1/a8/h8 in Chess960. if (Piece == BISHOP) { - if (bit_is_set(MaskA7H7[us], s)) - evaluate_trapped_bishop_a7h7(pos, s, us, ei); + if (bit_is_set(MaskA7H7[Us], s)) + evaluate_trapped_bishop_a7h7(pos, s, Us, ei); - if (Chess960 && bit_is_set(MaskA1H1[us], s)) - evaluate_trapped_bishop_a1h1(pos, s, us, ei); + if (Chess960 && bit_is_set(MaskA1H1[Us], s)) + evaluate_trapped_bishop_a1h1(pos, s, Us, ei); } if (Piece == ROOK || Piece == QUEEN) { // Queen or rook on 7th rank - if ( relative_rank(us, s) == RANK_7 - && relative_rank(us, pos.king_square(them)) == RANK_8) + 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.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); + ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); } } @@ -662,86 +658,103 @@ namespace { { // Open and half-open files f = square_file(s); - if (ei.pi->file_is_half_open(us, f)) + if (ei.pi->file_is_half_open(Us, f)) { - if (ei.pi->file_is_half_open(them, f)) + if (ei.pi->file_is_half_open(Them, f)) { - ei.mgValue += Sign[us] * RookOpenFileBonus; - ei.egValue += Sign[us] * RookOpenFileBonus; + ei.mgValue += Sign[Us] * RookOpenFileBonus; + ei.egValue += Sign[Us] * RookOpenFileBonus; } else { - ei.mgValue += Sign[us] * RookHalfOpenFileBonus; - ei.egValue += Sign[us] * RookHalfOpenFileBonus; + ei.mgValue += Sign[Us] * RookHalfOpenFileBonus; + ei.egValue += Sign[Us] * RookHalfOpenFileBonus; } } // Penalize rooks which are trapped inside a king. Penalize more if // king has lost right to castle. - if (mob > 6 || ei.pi->file_is_half_open(us, f)) + if (mob > 6 || ei.pi->file_is_half_open(Us, f)) continue; - ksq = pos.king_square(us); + ksq = pos.king_square(Us); if ( square_file(ksq) >= FILE_E && square_file(s) > square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) { // 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); + 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); } else if ( square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) { // 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); + 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); } } } } - // evaluate_king<>() assigns bonuses and penalties to a king of a given color. + // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the + // pieces of a given color. - template - void evaluate_king(const Position& p, Color us, EvalInfo& ei) { + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { + + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + + // Sum up all attacked squares + ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; + } - int shelter = 0, sign = Sign[us]; - Square s = p.king_square(us); + + // evaluate_king<>() assigns bonuses and penalties to a king of a given color + + template + void evaluate_king(const Position& pos, EvalInfo& ei) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square s = pos.king_square(Us); + int shelter = 0; // King shelter - if (relative_rank(us, s) <= RANK_4) + if (relative_rank(Us, s) <= RANK_4) { - shelter = ei.pi->get_king_shelter(p, us, s); - ei.mgValue += sign * Value(shelter); + shelter = ei.pi->get_king_shelter(pos, Us, s); + ei.mgValue += Sign[Us] * Value(shelter); } // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. - Color them = opposite_color(us); - - if ( p.piece_count(them, QUEEN) >= 1 - && ei.kingAttackersCount[them] >= 2 - && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame - && ei.kingAdjacentZoneAttacksCount[them]) + if ( pos.piece_count(Them, QUEEN) >= 1 + && ei.kingAttackersCount[Them] >= 2 + && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame + && ei.kingAdjacentZoneAttacksCount[Them]) { // Is it the attackers turn to move? - bool sente = (them == p.side_to_move()); + bool sente = (Them == pos.side_to_move()); // Find the attacked squares around the king which has no defenders // apart from the king itself Bitboard undefended = - ei.attacked_by(them) & ~ei.attacked_by(us, PAWN) - & ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP) - & ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN) - & ei.attacked_by(us, KING); + ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN) + & ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP) + & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN) + & ei.attacked_by(Us, KING); - Bitboard occ = p.occupied_squares(), b, b2; + Bitboard occ = pos.occupied_squares(), b, b2; // Initialize the 'attackUnits' variable, which is used later on as an // index to the SafetyTable[] array. The initial value is based on the @@ -749,17 +762,17 @@ namespace { // undefended squares around the king, the square of the king, and the // quality of the pawn shelter. int attackUnits = - Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25) - + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3 - + InitKingDanger[relative_square(us, s)] - (shelter >> 5); + Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25) + + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) * 3 + + InitKingDanger[relative_square(Us, s)] - (shelter >> 5); // Analyse safe queen contact checks - b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them); + b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them); if (b) { Bitboard attackedByOthers = - ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT) - | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK); + ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) + | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK); b &= attackedByOthers; if (b) @@ -770,10 +783,10 @@ namespace { attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1); // Is there a mate threat? - if (QueenContactMates && !p.is_check()) + if (QueenContactMates && !pos.is_check()) { Bitboard escapeSquares = - p.piece_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers; + pos.attacks_from(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers; while (b) { @@ -782,15 +795,15 @@ namespace { { // We have a mate, unless the queen is pinned or there // is an X-ray attack through the queen. - for (int i = 0; i < p.piece_count(them, QUEEN); i++) + for (int i = 0; i < pos.piece_count(Them, QUEEN); i++) { - from = p.piece_list(them, QUEEN, i); - if ( bit_is_set(p.piece_attacks(from), to) - && !bit_is_set(p.pinned_pieces(them), from) - && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, us)) - && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, us))) + from = pos.piece_list(Them, QUEEN, i); + if ( bit_is_set(pos.attacks_from(from), to) + && !bit_is_set(pos.pinned_pieces(Them), from) + && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us)) + && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us))) - ei.mateThreat[them] = make_move(from, to); + ei.mateThreat[Them] = make_move(from, to); } } } @@ -801,38 +814,38 @@ namespace { // Analyse safe distance checks if (QueenCheckBonus > 0 || RookCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); - if( b2) + b2 = b & ei.attacked_by(Them, QUEEN); + if (b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Rook checks - b2 = b & ei.attacked_by(them, ROOK); + b2 = b & ei.attacked_by(Them, ROOK); if (b2) attackUnits += RookCheckBonus * count_1s_max_15(b2); } if (QueenCheckBonus > 0 || BishopCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); + b2 = b & ei.attacked_by(Them, QUEEN); if (b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Bishop checks - b2 = b & ei.attacked_by(them, BISHOP); + b2 = b & ei.attacked_by(Them, BISHOP); if (b2) attackUnits += BishopCheckBonus * count_1s_max_15(b2); } if (KnightCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Knight checks - b2 = b & ei.attacked_by(them, KNIGHT); + b2 = b & ei.attacked_by(Them, KNIGHT); if (b2) attackUnits += KnightCheckBonus * count_1s_max_15(b2); } @@ -841,16 +854,16 @@ namespace { // adding pawns later). if (DiscoveredCheckBonus) { - b = p.discovered_check_candidates(them) & ~p.pieces(PAWN); + b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); if (b) - attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1); + attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); } // Has a mate threat been found? We don't do anything here if the // side with the mating move is the side to move, because in that // case the mating side will get a huge bonus at the end of the main // evaluation function instead. - if (ei.mateThreat[them] != MOVE_NONE) + if (ei.mateThreat[Them] != MOVE_NONE) attackUnits += MateThreatBonus; // Ensure that attackUnits is between 0 and 99, in order to avoid array @@ -867,168 +880,200 @@ 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]); + Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]); - ei.mgValue -= sign * v; + ei.mgValue -= Sign[Us] * v; - if (us == p.side_to_move()) + if (Us == pos.side_to_move()) ei.futilityMargin += v; } } - // evaluate_passed_pawns() evaluates the passed pawns for both sides. + // evaluate_passed_pawns() evaluates the passed pawns of the given color - void evaluate_passed_pawns(const Position &pos, EvalInfo &ei) { + template + void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], Square pawnToGo[], EvalInfo& ei) { - bool hasUnstoppable[2] = {false, false}; - int movesToGo[2] = {100, 100}; + const Color Them = (Us == WHITE ? BLACK : WHITE); - for (Color us = WHITE; us <= BLACK; us++) + Bitboard b2, b3, b4; + Square ourKingSq = pos.king_square(Us); + Square theirKingSq = pos.king_square(Them); + Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us); + + while (b) { - Color them = opposite_color(us); - Square ourKingSq = pos.king_square(us); - Square theirKingSq = pos.king_square(them); - Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4; + Square s = pop_1st_bit(&b); - while (b) - { - Square s = pop_1st_bit(&b); + assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN)); + assert(pos.pawn_is_passed(Us, s)); - assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN)); - assert(pos.pawn_is_passed(us, s)); + int r = int(relative_rank(Us, s) - RANK_2); + int tr = Max(0, r * (r - 1)); - 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); - // 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) + { + Square blockSq = s + pawn_push(Us); - // Adjust bonus based on king proximity - if (tr != 0) + 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); + + // If the pawn is free to advance, increase bonus + if (pos.square_is_empty(blockSq)) { - 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); + // There are no enemy pawns in the pawn's path + b2 = squares_in_front_of(Us, s); - // If the pawn is free to advance, increase bonus - if (pos.square_is_empty(blockSq)) - { - b2 = squares_in_front_of(us, s); - b3 = b2 & ei.attacked_by(them); - b4 = b2 & ei.attacked_by(us); - - // 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))) - 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! - 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? - // 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)); - - // At last, add a small bonus when there are no *friendly* pieces - // in the pawn's path. - if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB) - ebonus += Value(tr); - } - } + assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB); - // If the pawn is supported by a friendly pawn, increase bonus - b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s); - if (b2 & rank_bb(s)) - ebonus += Value(r * 20); - else if (pos.pawn_attacks(them, s) & b2) - ebonus += Value(r * 12); + // Squares attacked by us + b4 = b2 & ei.attacked_by(Us); - // If the other side has only a king, check whether the pawn is - // unstoppable - if (pos.non_pawn_material(them) == Value(0)) - { - Square qsq; - int d; + // Squares attacked or occupied by enemy pieces + b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); - qsq = relative_square(us, make_square(square_file(s), RANK_8)); - d = square_distance(s, qsq) - - square_distance(theirKingSq, qsq) - + (us != pos.side_to_move()); + // If there is an enemy rook or queen attacking the pawn from behind, + // add all X-ray attacks by the rook or queen. + 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; - if (d < 0) - { - int mtg = RANK_8 - relative_rank(us, s); - int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares()); - mtg += blockerCount; - d += blockerCount; - if (d < 0) - { - hasUnstoppable[us] = true; - movesToGo[us] = Min(movesToGo[us], mtg); - } - } + // 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 ? + // 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)); + + // At last, add a small bonus when there are no *friendly* pieces + // in the pawn's path. + if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB) + ebonus += Value(tr); } - // Rook pawns are a special case: They are sometimes worse, and - // sometimes better than other passed pawns. It is difficult to find - // good rules for determining whether they are good or bad. For now, - // we try the following: Increase the value for rook pawns if the - // other side has no pieces apart from a knight, and decrease the - // value if the other side has a rook or queen. - if (square_file(s) == FILE_A || square_file(s) == FILE_H) + } // tr != 0 + + // If the pawn is supported by a friendly pawn, increase bonus + b2 = pos.pieces(PAWN, Us) & neighboring_files_bb(s); + if (b2 & rank_bb(s)) + ebonus += Value(r * 20); + else if (pos.attacks_from(s, Them) & b2) + ebonus += Value(r * 12); + + // If the other side has only a king, check whether the pawn is + // unstoppable + if (pos.non_pawn_material(Them) == Value(0)) + { + Square qsq; + int d; + + qsq = relative_square(Us, make_square(square_file(s), RANK_8)); + d = square_distance(s, qsq) + - square_distance(theirKingSq, qsq) + + (Us != pos.side_to_move()); + + if (d < 0) { - if ( pos.non_pawn_material(them) <= KnightValueMidgame - && pos.piece_count(them, KNIGHT) <= 1) - ebonus += ebonus / 4; - else if (pos.pieces(ROOK, QUEEN, them)) - ebonus -= ebonus / 4; + int mtg = RANK_8 - relative_rank(Us, s); + int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares()); + mtg += blockerCount; + d += blockerCount; + if (d < 0 && (!movesToGo[Us] || movesToGo[Us] > mtg)) + { + movesToGo[Us] = mtg; + pawnToGo[Us] = s; + } } + } - // 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); + // Rook pawns are a special case: They are sometimes worse, and + // sometimes better than other passed pawns. It is difficult to find + // good rules for determining whether they are good or bad. For now, + // we try the following: Increase the value for rook pawns if the + // other side has no pieces apart from a knight, and decrease the + // value if the other side has a rook or queen. + if (square_file(s) == FILE_A || square_file(s) == FILE_H) + { + if ( pos.non_pawn_material(Them) <= KnightValueMidgame + && pos.piece_count(Them, KNIGHT) <= 1) + ebonus += ebonus / 4; + else if (pos.pieces(ROOK, QUEEN, Them)) + ebonus -= ebonus / 4; } - } - // 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]) + // 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); + + } // while + } + + + // evaluate_passed_pawns() evaluates the passed pawns for both sides + + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + + int movesToGo[2] = {0, 0}; + Square pawnToGo[2] = {SQ_NONE, SQ_NONE}; + + // Evaluate pawns for each color + 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.egValue += 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.egValue += Sign[winnerSide] * (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.attacks_from(winnerQSq); + + if ( (b & pos.pieces(KING, loserSide)) + ||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq))) + ei.egValue += Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); + } } } @@ -1037,8 +1082,8 @@ namespace { // (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty // if it is. - void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, - EvalInfo &ei) { + void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) { + assert(square_is_ok(s)); assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); @@ -1057,11 +1102,11 @@ namespace { // evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1 // (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for - // black), and assigns a penalty if it is. This pattern can obviously + // black), and assigns a penalty if it is. This pattern can obviously // only occur in Chess960 games. - void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us, - EvalInfo &ei) { + void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei) { + Piece pawn = piece_of_color_and_type(us, PAWN); Square b2, b3, c3; @@ -1105,38 +1150,30 @@ namespace { // squares one, two or three squares behind a friendly pawn are counted // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. - template - void evaluate_space(const Position &pos, Color us, EvalInfo &ei) { + template + void evaluate_space(const Position& pos, EvalInfo& ei) { - Color them = opposite_color(us); + const Color Them = (Us == WHITE ? BLACK : WHITE); // Find the safe squares for our pieces inside the area defined by - // SpaceMask[us]. A square is unsafe it is attacked by an enemy + // SpaceMask[us]. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. - Bitboard safeSquares = SpaceMask[us] - & ~pos.pieces(PAWN, us) - & ~ei.attacked_by(them, PAWN) - & ~(~ei.attacked_by(us) & ei.attacked_by(them)); + Bitboard safeSquares = SpaceMask[Us] + & ~pos.pieces(PAWN, Us) + & ~ei.attacked_by(Them, PAWN) + & ~(~ei.attacked_by(Us) & ei.attacked_by(Them)); // Find all squares which are at most three squares behind some friendly // pawn. - Bitboard behindFriendlyPawns = pos.pieces(PAWN, us); - if (us == WHITE) - { - behindFriendlyPawns |= (behindFriendlyPawns >> 8); - behindFriendlyPawns |= (behindFriendlyPawns >> 16); - } - else - { - behindFriendlyPawns |= (behindFriendlyPawns << 8); - behindFriendlyPawns |= (behindFriendlyPawns << 16); - } + Bitboard behindFriendlyPawns = pos.pieces(PAWN, Us); + behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8); + behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16); 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.mgValue += Sign[Us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); } @@ -1164,23 +1201,17 @@ namespace { } - // compute_weight() computes the value of an evaluation weight, by combining + // weight_option() computes the value of an evaluation weight, by combining // an UCI-configurable weight with an internal weight. - int compute_weight(int uciWeight, int internalWeight) { + int weight_option(const std::string& opt, int internalWeight) { + int uciWeight = get_option_value_int(opt); uciWeight = (uciWeight * 0x100) / 100; return (uciWeight * internalWeight) / 0x100; } - // helper used in read_weights() - int weight_option(const std::string& opt, int weight) { - - return compute_weight(get_option_value_int(opt), weight); - } - - // init_safety() initizes the king safety evaluation, based on UCI // parameters. It is called from read_weights(). @@ -1205,9 +1236,9 @@ namespace { { if (i < b) SafetyTable[i] = Value(0); - else if(quad) + else if (quad) SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); - else if(linear) + else if (linear) SafetyTable[i] = Value((int)(100 * a * (i - b))); }