X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=be76fe33a2fd3e3d194dec696d06e2bd9871f039;hp=3b70a950a66db5ee16f9f28e050b80b5864450b0;hb=eafb66e1aa1c034c1aa24933f1fb03da2f8f491f;hpb=6b5322ce000d6a8a6f845beda2d7e149e1baea0c diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 3b70a950..be76fe33 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, 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 @@ -36,13 +36,13 @@ namespace { struct EvalInfo { // Pointers to material and pawn hash table entries - MaterialEntry* mi; - PawnEntry* pi; + Material::Entry* mi; + Pawns::Entry* pi; // attackedBy[color][piece type] is a bitboard representing all squares - // attacked by a given color and piece type, attackedBy[color][0] contains - // all squares attacked by the given color. - Bitboard attackedBy[2][8]; + // attacked by a given color and piece type, attackedBy[color][ALL_PIECES] + // contains all squares attacked by the given color. + Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; // kingRing[color] is the zone around the king which is considered // by the king safety evaluation. This consists of the squares directly @@ -50,29 +50,29 @@ namespace { // 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. - Bitboard kingRing[2]; + Bitboard kingRing[COLOR_NB]; // kingAttackersCount[color] is the number of pieces of the given color // which attack a square in the kingRing of the enemy king. - int kingAttackersCount[2]; + int kingAttackersCount[COLOR_NB]; // kingAttackersWeight[color] is the sum of the "weight" 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 variables // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and // KnightAttackWeight in evaluate.cpp - int kingAttackersWeight[2]; + int kingAttackersWeight[COLOR_NB]; // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares // directly adjacent to the king of the given color. Pieces which attack // more than one square are counted multiple times. For instance, if black's // king is on g8 and there's a white knight on g5, this knight adds // 2 to kingAdjacentZoneAttacksCount[BLACK]. - int kingAdjacentZoneAttacksCount[2]; + int kingAdjacentZoneAttacksCount[COLOR_NB]; }; // Evaluation grain size, must be a power of 2 - const int GrainSize = 8; + const int GrainSize = 4; // Evaluation weights, initialized from UCI options enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem }; @@ -88,7 +88,7 @@ namespace { // // Values modified by Joona Kiiski const Score WeightsInternal[] = { - S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0) + S(289, 344), S(221, 273), S(46, 0), S(271, 0), S(307, 0) }; // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and @@ -96,25 +96,25 @@ namespace { // by friendly pieces. const Score MobilityBonus[][32] = { {}, {}, - { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights - S( 31, 22), S( 38, 27), S( 38, 27) }, - { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops - 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) }, - { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks - 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) }, - { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens - 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) } + { S(-35,-30), S(-22,-20), S(-9,-10), S( 3, 0), S(15, 10), S(27, 20), // Knights + S( 37, 28), S( 42, 31), S(44, 33) }, + { S(-22,-27), S( -8,-13), S( 6, 1), S(20, 15), S(34, 29), S(48, 43), // Bishops + S( 60, 55), S( 68, 63), S(74, 68), S(77, 72), S(80, 75), S(82, 77), + S( 84, 79), S( 86, 81), S(87, 82), S(87, 82) }, + { S(-17,-33), S(-11,-16), S(-5, 0), S( 1, 16), S( 7, 32), S(13, 48), // Rooks + S( 18, 64), S( 22, 80), S(26, 96), S(29,109), S(31,115), S(33,119), + S( 35,122), S( 36,123), S(37,124), S(38,124) }, + { S(-12,-20), S( -8,-13), S(-5, -7), S(-2, -1), S( 1, 5), S( 4, 11), // Queens + S( 7, 17), S( 10, 23), S(13, 29), S(16, 34), S(18, 38), S(20, 40), + S( 22, 41), S( 23, 41), S(24, 41), S(25, 41), S(25, 41), S(25, 41), + S( 25, 41), S( 25, 41), S(25, 41), S(25, 41), S(25, 41), S(25, 41), + S( 25, 41), S( 25, 41), S(25, 41), S(25, 41), S(25, 41), S(25, 41), + S( 25, 41), S( 25, 41) } }; // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and // bishops, indexed by piece type and square (from white's point of view). - const Value OutpostBonus[][64] = { + const Value OutpostBonus[][SQUARE_NB] = { { // A B C D E F G H V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights @@ -134,11 +134,11 @@ namespace { // ThreatBonus[attacking][attacked] contains threat bonuses according to // which piece type attacks which one. - const Score ThreatBonus[][8] = { + const Score ThreatBonus[][PIECE_TYPE_NB] = { {}, {}, { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP - { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK + { S(0, 0), S( 0, 22), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN }; @@ -150,28 +150,23 @@ namespace { #undef S - // Bonus for having the side to move (modified by Joona Kiiski) const Score Tempo = make_score(24, 11); - // Rooks and queens on the 7th rank (modified by Joona Kiiski) - const Score RookOn7thBonus = make_score(47, 98); - const Score QueenOn7thBonus = make_score(27, 54); - - // Rooks on open files (modified by Joona Kiiski) - const Score RookOpenFileBonus = make_score(43, 21); - const Score RookHalfOpenFileBonus = make_score(19, 10); - - // Penalty for rooks trapped inside a friendly king which has lost the - // right to castle. - const Value TrappedRookPenalty = Value(180); + const Score BishopPinBonus = make_score(66, 11); + const Score RookOn7thBonus = make_score(11, 20); + const Score QueenOn7thBonus = make_score( 3, 8); + const Score RookOnPawnBonus = make_score(10, 28); + const Score QueenOnPawnBonus = make_score( 4, 20); + const Score RookOpenFileBonus = make_score(43, 21); + const Score RookHalfOpenFileBonus = make_score(19, 10); + const Score BishopPawnsPenalty = make_score( 8, 12); + const Score UndefendedMinorPenalty = make_score(25, 10); + const Score TrappedRookPenalty = make_score(90, 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 // happen in Chess960 games. - const Score TrappedBishopA1H1Penalty = make_score(100, 100); - - // Penalty for an undefended bishop or knight - const Score UndefendedMinorPenalty = make_score(25, 10); + const Score TrappedBishopA1H1Penalty = make_score(50, 50); // 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 @@ -217,11 +212,11 @@ namespace { // KingDangerTable[Color][attackUnits] contains the actual king danger // weighted scores, indexed by color and by a calculated integer number. - Score KingDangerTable[2][128]; + Score KingDangerTable[COLOR_NB][128]; // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the // evaluation terms, used when tracing. - Score TracedScores[2][16]; + Score TracedScores[COLOR_NB][16]; std::stringstream TraceStream; enum TracedType { @@ -242,13 +237,13 @@ namespace { template Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); - template + template Score evaluate_threats(const Position& pos, EvalInfo& ei); template int evaluate_space(const Position& pos, EvalInfo& ei); - template + template Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); @@ -263,8 +258,6 @@ namespace { namespace Eval { - Color RootColor; - /// evaluate() is the main evaluation function. It always computes two /// values, an endgame score and a middle game score, and interpolates /// between them based on the remaining material. @@ -285,14 +278,6 @@ namespace Eval { Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); - // King safety is asymmetrical. Our king danger level is weighted by - // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness". - // If running in analysis mode, make sure we use symmetrical king safety. We - // do this by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] - // by their average. - if (Options["UCI_AnalyseMode"]) - Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2; - const int MaxSlope = 30; const int Peak = 1280; @@ -315,7 +300,7 @@ namespace Eval { Value margin; std::string totals; - RootColor = pos.side_to_move(); + Search::RootColor = pos.side_to_move(); TraceStream.str(""); TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); @@ -359,11 +344,12 @@ namespace { template Value do_evaluate(const Position& pos, Value& margin) { - assert(!pos.in_check()); + assert(!pos.checkers()); EvalInfo ei; - Value margins[2]; + Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; + Thread* th = pos.this_thread(); // margins[] store the uncertainty estimation of position's evaluation // that typically is used by the search for pruning decisions. @@ -375,7 +361,7 @@ Value do_evaluate(const Position& pos, Value& margin) { score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo); // Probe the material hash table - ei.mi = pos.this_thread()->materialTable.probe(pos); + ei.mi = Material::probe(pos, th->materialTable, th->endgames); score += ei.mi->material_value(); // If we have a specialized evaluation function for the current material @@ -387,7 +373,7 @@ Value do_evaluate(const Position& pos, Value& margin) { } // Probe the pawn hash table - ei.pi = pos.this_thread()->pawnTable.probe(pos); + ei.pi = Pawns::probe(pos, th->pawnsTable); score += ei.pi->pawns_value(); // Initialize attack and king safety bitboards @@ -406,12 +392,12 @@ Value do_evaluate(const Position& pos, Value& margin) { - evaluate_king(pos, ei, margins); // Evaluate tactical threats, we need full attack information including king - score += evaluate_threats(pos, ei) - - evaluate_threats(pos, ei); + score += evaluate_threats(pos, ei) + - evaluate_threats(pos, ei); // Evaluate passed pawns, we need full attack information including king - score += evaluate_passed_pawns(pos, ei) - - evaluate_passed_pawns(pos, ei); + score += evaluate_passed_pawns(pos, ei) + - evaluate_passed_pawns(pos, ei); // If one side has only a king, check whether exists any unstoppable passed pawn if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK)) @@ -435,8 +421,8 @@ Value do_evaluate(const Position& pos, Value& margin) { && sf == SCALE_FACTOR_NORMAL) { // Only the two bishops ? - if ( pos.non_pawn_material(WHITE) == BishopValueMidgame - && pos.non_pawn_material(BLACK) == BishopValueMidgame) + if ( pos.non_pawn_material(WHITE) == BishopValueMg + && pos.non_pawn_material(BLACK) == BishopValueMg) { // Check for KBP vs KB with only a single pawn that is almost // certainly a draw or at least two pawns. @@ -458,9 +444,6 @@ Value do_evaluate(const Position& pos, Value& margin) { trace_add(PST, pos.psq_score()); trace_add(IMBALANCE, ei.mi->material_value()); trace_add(PAWN, ei.pi->pawns_value()); - trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility])); - trace_add(THREAT, evaluate_threats(pos, ei), evaluate_threats(pos, ei)); - trace_add(PASSED, evaluate_passed_pawns(pos, ei), evaluate_passed_pawns(pos, ei)); trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei)); Score w = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0); Score b = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0); @@ -492,7 +475,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // Init king safety tables only if we are going to use them if ( pos.piece_count(Us, QUEEN) - && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame) + && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg) { ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8)); b &= ei.attackedBy[Us][PAWN]; @@ -535,9 +518,7 @@ Value do_evaluate(const Position& pos, Value& margin) { Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; - Square s, ksq; - int mob; - File f; + Square s; Score score = SCORE_ZERO; const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -548,14 +529,9 @@ Value do_evaluate(const Position& pos, Value& margin) { while ((s = *pl++) != SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks - if (Piece == KNIGHT || Piece == QUEEN) - b = pos.attacks_from(s); - else if (Piece == BISHOP) - b = attacks_bb(s, pos.pieces() ^ pos.pieces(Us, QUEEN)); - else if (Piece == ROOK) - b = attacks_bb(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)); - else - assert(false); + b = Piece == BISHOP ? attacks_bb(s, pos.pieces() ^ pos.pieces(Us, QUEEN)) + : Piece == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)) + : pos.attacks_from(s); ei.attackedBy[Us][Piece] |= b; @@ -568,100 +544,77 @@ Value do_evaluate(const Position& pos, Value& margin) { ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb); } - mob = (Piece != QUEEN ? popcount(b & mobilityArea) - : popcount(b & mobilityArea)); - + int mob = popcount(b & mobilityArea); mobility += MobilityBonus[Piece][mob]; - // Add a bonus if a slider is pinning an enemy piece - if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN) - && (PseudoAttacks[Piece][pos.king_square(Them)] & s)) - { - b = BetweenBB[s][pos.king_square(Them)] & pos.pieces(); - - assert(b); - - if (!more_than_one(b) && (b & pos.pieces(Them))) - score += ThreatBonus[Piece][type_of(pos.piece_on(lsb(b)))]; - } - // 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 (ei.attackedBy[Them][PAWN] & s) score -= ThreatenedByPawnPenalty[Piece]; + // Otherwise give a bonus if we are a bishop and can pin a piece or can + // give a discovered check through an x-ray attack. + else if ( Piece == BISHOP + && (PseudoAttacks[Piece][pos.king_square(Them)] & s) + && !more_than_one(BetweenBB[s][pos.king_square(Them)] & pos.pieces())) + score += BishopPinBonus; + + // Penalty for bishop with same coloured pawns + if (Piece == BISHOP) + score -= BishopPawnsPenalty * ei.pi->pawns_on_same_color_squares(Us, s); + // Bishop and knight outposts squares if ( (Piece == BISHOP || Piece == KNIGHT) && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s))) score += evaluate_outposts(pos, ei, s); - // Queen or rook on 7th rank if ( (Piece == ROOK || Piece == QUEEN) - && relative_rank(Us, s) == RANK_7 - && relative_rank(Us, pos.king_square(Them)) == RANK_8) + && relative_rank(Us, s) >= RANK_5) { - score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); - } - - // Special extra evaluation for bishops - if (Piece == BISHOP && pos.is_chess960()) - { - // An important Chess960 pattern: A cornered bishop blocked by - // a friendly pawn diagonally in front of it is a very serious - // problem, especially when that pawn is also blocked. - if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)) - { - Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); - if (pos.piece_on(s + d) == make_piece(Us, PAWN)) - { - if (!pos.is_empty(s + d + pawn_push(Us))) - score -= 2*TrappedBishopA1H1Penalty; - else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN)) - score -= TrappedBishopA1H1Penalty; - else - score -= TrappedBishopA1H1Penalty / 2; - } - } + // Major piece on 7th rank and enemy king trapped on 8th + if ( relative_rank(Us, s) == RANK_7 + && relative_rank(Us, pos.king_square(Them)) == RANK_8) + score += Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus; + + // Major piece attacking enemy pawns on the same rank + Bitboard pawns = pos.pieces(Them, PAWN) & rank_bb(s); + if (pawns) + score += popcount(pawns) * (Piece == ROOK ? RookOnPawnBonus : QueenOnPawnBonus); } // Special extra evaluation for rooks if (Piece == ROOK) { - // Open and half-open files - f = file_of(s); - if (ei.pi->file_is_half_open(Us, f)) - { - if (ei.pi->file_is_half_open(Them, f)) - score += RookOpenFileBonus; - else - score += RookHalfOpenFileBonus; - } + // Give a bonus for a rook on a open or half-open file + if (ei.pi->half_open(Us, file_of(s))) + score += ei.pi->half_open(Them, file_of(s)) ? RookOpenFileBonus + : RookHalfOpenFileBonus; + if (mob > 6 || ei.pi->half_open(Us, file_of(s))) + continue; + + Square ksq = pos.king_square(Us); // 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)) - continue; - - ksq = pos.king_square(Us); + if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) + && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1) + && !ei.pi->half_open_on_side(Us, file_of(ksq), file_of(ksq) < FILE_E)) + score -= (TrappedRookPenalty - make_score(mob * 8, 0)) * (pos.can_castle(Us) ? 1 : 2); + } - if ( file_of(ksq) >= FILE_E - && file_of(s) > file_of(ksq) - && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(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, file_of(ksq))) - score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); - } - else if ( file_of(ksq) <= FILE_D - && file_of(s) < file_of(ksq) - && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(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, file_of(ksq))) - score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); - } + // An important Chess960 pattern: A cornered bishop blocked by a friendly + // pawn diagonally in front of it is a very serious problem, especially + // when that pawn is also blocked. + if ( Piece == BISHOP + && pos.is_chess960() + && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) + { + const enum Piece P = make_piece(Us, PAWN); + Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); + if (pos.piece_on(s + d) == P) + score -= !pos.is_empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1Penalty * 4 + : pos.piece_on(s + d + d) == P ? TrappedBishopA1H1Penalty * 2 + : TrappedBishopA1H1Penalty; } } @@ -675,7 +628,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_threats<>() assigns bonuses according to the type of attacking piece // and the type of attacked one. - template + template Score evaluate_threats(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -684,33 +637,33 @@ Value do_evaluate(const Position& pos, Value& margin) { Score score = SCORE_ZERO; // Undefended minors get penalized even if not under attack - undefendedMinors = pos.pieces(Them) - & (pos.pieces(BISHOP) | pos.pieces(KNIGHT)) - & ~ei.attackedBy[Them][0]; + undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT) + & ~ei.attackedBy[Them][ALL_PIECES]; if (undefendedMinors) - score += more_than_one(undefendedMinors) ? UndefendedMinorPenalty * 2 - : UndefendedMinorPenalty; + score += UndefendedMinorPenalty; // Enemy pieces not defended by a pawn and under our attack weakEnemies = pos.pieces(Them) & ~ei.attackedBy[Them][PAWN] - & ei.attackedBy[Us][0]; - - if (!weakEnemies) - return score; + & ei.attackedBy[Us][ALL_PIECES]; // Add bonus according to type of attacked enemy piece and to the // type of attacking piece, from knights to queens. Kings are not // considered because are already 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)) - score += ThreatBonus[pt1][pt2]; - } + if (weakEnemies) + 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)) + score += ThreatBonus[pt1][pt2]; + } + + if (Trace) + TracedScores[Us][THREAT] = score; + return score; } @@ -726,7 +679,7 @@ Value do_evaluate(const Position& pos, Value& margin) { Score score = mobility = SCORE_ZERO; // Do not include in mobility squares protected by enemy pawns or occupied by our pieces - const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us)); + const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING)); score += evaluate_pieces(pos, ei, mobility, mobilityArea); score += evaluate_pieces(pos, ei, mobility, mobilityArea); @@ -734,9 +687,12 @@ Value do_evaluate(const Position& pos, Value& margin) { score += evaluate_pieces(pos, ei, mobility, mobilityArea); // 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]; + ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; + if (Trace) + TracedScores[Us][MOBILITY] = apply_weight(mobility, Weights[Mobility]); + return score; } @@ -762,7 +718,7 @@ Value do_evaluate(const Position& pos, Value& margin) { { // Find the attacked squares around the king which has no defenders // apart from the king itself - undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING]; + undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING]; undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]); @@ -810,7 +766,7 @@ Value do_evaluate(const Position& pos, Value& margin) { } // Analyse enemy's safe distance checks for sliders and knights - safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]); + safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]); b1 = pos.attacks_from(ksq) & safe; b2 = pos.attacks_from(ksq) & safe; @@ -843,8 +799,8 @@ Value do_evaluate(const Position& pos, Value& margin) { // value that will be used for pruning because this value can sometimes // be very big, and so capturing a single attacking piece can therefore // result in a score change far bigger than the value of the captured piece. - score -= KingDangerTable[Us == Eval::RootColor][attackUnits]; - margins[Us] += mg_value(KingDangerTable[Us == Eval::RootColor][attackUnits]); + score -= KingDangerTable[Us == Search::RootColor][attackUnits]; + margins[Us] += mg_value(KingDangerTable[Us == Search::RootColor][attackUnits]); } if (Trace) @@ -856,7 +812,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_passed_pawns<>() evaluates the passed pawns of the given color - template + template Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -866,10 +822,8 @@ Value do_evaluate(const Position& pos, Value& margin) { b = ei.pi->passed_pawns(Us); - if (!b) - return SCORE_ZERO; - - do { + while (b) + { Square s = pop_lsb(&b); assert(pos.pawn_is_passed(Us, s)); @@ -897,7 +851,7 @@ Value do_evaluate(const Position& pos, Value& margin) { if (pos.is_empty(blockSq)) { squaresToQueen = forward_bb(Us, s); - defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; + defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES]; // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. Otherwise consider only @@ -906,18 +860,21 @@ Value do_evaluate(const Position& pos, Value& margin) { && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from(s))) unsafeSquares = squaresToQueen; else - unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them)); + unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); - // If there aren't enemy attacks or pieces along the path to queen give - // huge bonus. Even bigger if we protect the pawn's path. - if (!unsafeSquares) - ebonus += Value(rr * (squaresToQueen == defendedSquares ? 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(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8)); + // If there aren't enemy attacks huge bonus, a bit smaller if at + // least block square is not attacked, otherwise smallest bonus. + int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 3; + + // Big bonus if the path to queen is fully defended, a bit less + // if at least block square is defended. + if (defendedSquares == squaresToQueen) + k += 6; + + else if (defendedSquares & blockSq) + k += (unsafeSquares & defendedSquares) == unsafeSquares ? 4 : 2; + + mbonus += Value(k * rr), ebonus += Value(k * rr); } } // rr != 0 @@ -938,14 +895,17 @@ Value do_evaluate(const Position& pos, Value& margin) { // value if the other side has a rook or queen. if (file_of(s) == FILE_A || file_of(s) == FILE_H) { - if (pos.non_pawn_material(Them) <= KnightValueMidgame) + if (pos.non_pawn_material(Them) <= KnightValueMg) ebonus += ebonus / 4; else if (pos.pieces(Them, ROOK, QUEEN)) ebonus -= ebonus / 4; } score += make_score(mbonus, ebonus); - } while (b); + } + + if (Trace) + TracedScores[Us][PASSED] = apply_weight(score, Weights[PassedPawns]); // Add the scores to the middle game and endgame eval return apply_weight(score, Weights[PassedPawns]); @@ -983,14 +943,14 @@ Value do_evaluate(const Position& pos, Value& margin) { // Compute plies to queening and check direct advancement movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2); oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move()); - pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath); + pathDefended = ((ei.attackedBy[c][ALL_PIECES] & queeningPath) == queeningPath); if (movesToGo >= oppMovesToGo && !pathDefended) continue; // Opponent king cannot block because path is defended and position // is not in check. So only friendly pieces can be blockers. - assert(!pos.in_check()); + assert(!pos.checkers()); assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c))); // Add moves needed to free the path from friendly pieces and retest condition @@ -1130,14 +1090,18 @@ Value do_evaluate(const Position& pos, Value& margin) { Bitboard safe = SpaceMask[Us] & ~pos.pieces(Us, PAWN) & ~ei.attackedBy[Them][PAWN] - & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]); + & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); // 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); - return popcount(safe) + popcount(behind & safe); + // 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 + return popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); } @@ -1172,7 +1136,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // A couple of little helpers used by tracing code, to_cp() converts a value to // a double in centipawns scale, trace_add() stores white and black scores. - double to_cp(Value v) { return double(v) / double(PawnValueMidgame); } + double to_cp(Value v) { return double(v) / double(PawnValueMg); } void trace_add(int idx, Score wScore, Score bScore) {