X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=c4e02e4ea66fd39b1948efc490d1204d680027ff;hp=da90eed974e81a4c80780fc4bb953432cee20914;hb=4ae5a7b45a430aea5f4b21f9455b4db74ed1c44a;hpb=3f7ec977cdae7a59c58342f3752bccb293d4e206 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index da90eed9..c4e02e4e 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -73,19 +73,8 @@ using namespace Trace; namespace { - 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); - - constexpr Bitboard KingFlank[FILE_NB] = { - QueenSide ^ FileDBB, QueenSide, QueenSide, - CenterFiles, CenterFiles, - KingSide, KingSide, KingSide ^ FileEBB - }; - // Threshold for lazy and space evaluation - constexpr Value LazyThreshold = Value(1500); + constexpr Value LazyThreshold = Value(1400); constexpr Value SpaceThreshold = Value(12222); // KingAttackWeights[PieceType] contains king attack weights by piece type @@ -117,14 +106,6 @@ namespace { S(106,184), S(109,191), S(113,206), S(116,212) } }; - // 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. - 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. constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) }; @@ -152,14 +133,16 @@ namespace { }; // Assorted bonuses and penalties + constexpr Score AttacksOnSpaceArea = S( 4, 0); constexpr Score BishopPawns = S( 3, 7); - constexpr Score CloseEnemies = S( 8, 0); constexpr Score CorneredBishop = S( 50, 50); + constexpr Score FlankAttacks = S( 8, 0); constexpr Score Hanging = S( 69, 36); constexpr Score KingProtector = S( 7, 8); constexpr Score KnightOnQueen = S( 16, 12); constexpr Score LongDiagonalBishop = S( 45, 0); constexpr Score MinorBehindPawn = S( 18, 3); + constexpr Score Outpost = S( 18, 6); constexpr Score PawnlessFlank = S( 17, 95); constexpr Score RestrictedPiece = S( 7, 7); constexpr Score RookOnPawn = S( 10, 32); @@ -170,7 +153,6 @@ namespace { constexpr Score ThreatBySafePawn = S(173, 94); constexpr Score TrappedRook = S( 47, 4); constexpr Score WeakQueen = S( 49, 15); - constexpr Score WeakUnopposedPawn = S( 12, 23); #undef S @@ -205,15 +187,12 @@ namespace { // 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, - // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through - // pawn or squares attacked by 2 pawns are not explicitly added. + // attackedBy2[color] are the squares attacked by at least 2 units of a given + // color, including x-rays. But diagonal x-rays through pawns are not computed. Bitboard attackedBy2[COLOR_NB]; - // kingRing[color] are the squares adjacent to the king, plus (only for a - // king on its first rank) the squares two ranks in front. For instance, - // if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6 - // and h6. + // kingRing[color] are the squares adjacent to the king plus some other + // very near squares, depending on king position. Bitboard kingRing[COLOR_NB]; // kingAttackersCount[color] is the number of pieces of the given color @@ -243,35 +222,41 @@ namespace { 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); + constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB : Rank7BB | Rank6BB); + + const Square ksq = pos.square(Us); + + Bitboard dblAttackByPawn = pawn_double_attacks_bb(pos.pieces(Us, PAWN)); // 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 queen, or controlled by enemy pawns - // are excluded from the mobility area. + // 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.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them)); - // Initialise attackedBy bitboards for kings and pawns - attackedBy[Us][KING] = pos.attacks_from(pos.square(Us)); + // Initialize attackedBy[] for king and pawns + attackedBy[Us][KING] = pos.attacks_from(ksq); attackedBy[Us][PAWN] = pe->pawn_attacks(Us); attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN]; - attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN]; + attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]); // Init our king safety tables kingRing[Us] = attackedBy[Us][KING]; - if (relative_rank(Us, pos.square(Us)) == RANK_1) + if (relative_rank(Us, ksq) == RANK_1) kingRing[Us] |= shift(kingRing[Us]); - if (file_of(pos.square(Us)) == FILE_H) + if (file_of(ksq) == FILE_H) kingRing[Us] |= shift(kingRing[Us]); - else if (file_of(pos.square(Us)) == FILE_A) + else if (file_of(ksq) == FILE_A) kingRing[Us] |= shift(kingRing[Us]); kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); - kingRing[Us] &= ~double_pawn_attacks_bb(pos.pieces(Us, PAWN)); kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; + + // Remove from kingRing[] the squares defended by two pawns + kingRing[Us] &= ~dblAttackByPawn; } @@ -286,12 +271,11 @@ namespace { const Square* pl = pos.squares(Us); Bitboard b, bb; - Square s; Score score = SCORE_ZERO; attackedBy[Us][Pt] = 0; - while ((s = *pl++) != SQ_NONE) + for (Square s = *pl; s != SQ_NONE; s = *++pl) { // Find attacked squares, including x-ray attacks for bishops and rooks b = Pt == BISHOP ? attacks_bb(s, pos.pieces() ^ pos.pieces(QUEEN)) @@ -319,12 +303,12 @@ namespace { if (Pt == BISHOP || Pt == KNIGHT) { // Bonus if piece is on an outpost square or can reach one - bb = OutpostRanks & ~pe->pawn_attacks_span(Them); + bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them); if (bb & s) - score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2; + score += Outpost * (Pt == KNIGHT ? 4 : 2); - else if (bb &= b & ~pos.pieces(Us)) - score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)]; + else if (bb & b & ~pos.pieces(Us)) + score += Outpost * (Pt == KNIGHT ? 2 : 1); // Knight and Bishop bonus for being right behind a pawn if (shift(pos.pieces(PAWN)) & s) @@ -339,7 +323,7 @@ namespace { // 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) + score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s) * (1 + popcount(blocked & CenterFiles)); // Bonus for bishop on a long diagonal which can "see" both center squares @@ -369,8 +353,8 @@ namespace { score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]); // Bonus for rook on an open or semi-open file - if (pe->semiopen_file(Us, file_of(s))) - score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))]; + if (pos.is_on_semiopen_file(Us, s)) + score += RookOnFile[bool(pos.is_on_semiopen_file(Them, s))]; // Penalty when trapped by the king, even more if the king cannot castle else if (mob <= 3) @@ -404,24 +388,14 @@ namespace { constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); + Bitboard weak, b1, b2, safe, unsafeChecks = 0; + Bitboard rookChecks, queenChecks, bishopChecks, knightChecks; + int kingDanger = 0; const Square ksq = pos.square(Us); - Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks; - // King shelter and enemy pawns storm + // Init the score with king shelter and enemy pawns storm 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 - int kingDanger = 0; - unsafeChecks = 0; - // Attacked squares defended at most once by our queen or king weak = attackedBy[Them][ALL_PIECES] & ~attackedBy2[Us] @@ -435,70 +409,77 @@ namespace { b2 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); // Enemy rooks checks - Bitboard RookCheck = b1 - & safe - & attackedBy[Them][ROOK]; + rookChecks = b1 & safe & attackedBy[Them][ROOK]; - if (RookCheck) + if (rookChecks) kingDanger += RookSafeCheck; else unsafeChecks |= b1 & attackedBy[Them][ROOK]; // Enemy queen safe checks: we count them only if they are from squares from // which we can't give a rook check, because rook checks are more valuable. - Bitboard QueenCheck = (b1 | b2) - & attackedBy[Them][QUEEN] - & safe - & ~attackedBy[Us][QUEEN] - & ~RookCheck; + queenChecks = (b1 | b2) + & attackedBy[Them][QUEEN] + & safe + & ~attackedBy[Us][QUEEN] + & ~rookChecks; - if (QueenCheck) + if (queenChecks) kingDanger += QueenSafeCheck; // Enemy bishops checks: we count them only if they are from squares from // which we can't give a queen check, because queen checks are more valuable. - Bitboard BishopCheck = b2 - & attackedBy[Them][BISHOP] - & safe - & ~QueenCheck; + bishopChecks = b2 + & attackedBy[Them][BISHOP] + & safe + & ~queenChecks; - if (BishopCheck) + if (bishopChecks) kingDanger += BishopSafeCheck; else unsafeChecks |= b2 & attackedBy[Them][BISHOP]; // Enemy knights checks - b = pos.attacks_from(ksq) & attackedBy[Them][KNIGHT]; + knightChecks = pos.attacks_from(ksq) & attackedBy[Them][KNIGHT]; - if (b & safe) + if (knightChecks & safe) kingDanger += KnightSafeCheck; else - unsafeChecks |= b; + unsafeChecks |= knightChecks; // Unsafe or occupied checking squares will also be considered, as long as // the square is in the attacker's mobility area. unsafeChecks &= mobilityArea[Them]; + // Find the squares that opponent attacks in our king flank, and the squares + // which are attacked twice in that flank. + b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp; + b2 = b1 & attackedBy2[Them]; + + int kingFlankAttacks = popcount(b1) + popcount(b2); + kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] + 69 * kingAttacksCount[Them] + 185 * popcount(kingRing[Us] & weak) + - 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING]) + - 35 * bool(attackedBy[Us][BISHOP] & attackedBy[Us][KING]) + 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; + + 5 * kingFlankAttacks * kingFlankAttacks / 16 + - 7; // Transform the kingDanger units into a Score, and subtract it from the evaluation - if (kingDanger > 0) + if (kingDanger > 100) score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); // Penalty when our king is on a pawnless flank - if (!(pos.pieces(PAWN) & kingFlank)) + if (!(pos.pieces(PAWN) & KingFlank[file_of(ksq)])) score -= PawnlessFlank; - // King tropism bonus, to anticipate slow motion attacks on our king - score -= CloseEnemies * tropism; + // Penalty if king flank is under attack, potentially moving toward the king + score -= FlankAttacks * kingFlankAttacks; if (T) Trace::add(KING, Us, score); @@ -516,7 +497,7 @@ namespace { constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); - Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe, restricted; + Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe; Score score = SCORE_ZERO; // Non-pawn enemies @@ -566,14 +547,11 @@ namespace { } // Bonus for restricting their piece moves - restricted = attackedBy[Them][ALL_PIECES] - & ~stronglyProtected - & attackedBy[Us][ALL_PIECES]; - score += RestrictedPiece * popcount(restricted); + b = attackedBy[Them][ALL_PIECES] + & ~stronglyProtected + & attackedBy[Us][ALL_PIECES]; - // Bonus for enemy unopposed weak pawns - if (pos.pieces(Us, ROOK, QUEEN)) - score += WeakUnopposedPawn * pe->weak_unopposed(Them); + score += RestrictedPiece * popcount(b); // Find squares where our pawns can push on the next move b = shift(pos.pieces(Us, PAWN)) & ~pos.pieces(); @@ -583,7 +561,7 @@ namespace { b &= ~attackedBy[Them][PAWN] & safe; // Bonus for safe pawn threats on the next move - b = pawn_attacks_bb(b) & pos.pieces(Them); + b = pawn_attacks_bb(b) & nonPawnEnemies; score += ThreatByPawnPush * popcount(b); // Our safe or protected pawns @@ -658,12 +636,10 @@ namespace { // If the pawn is free to advance, then increase the bonus if (pos.empty(blockSq)) { - // If there is a rook or queen attacking/defending the pawn from behind, - // consider all the squaresToQueen. Otherwise consider only the squares - // in the pawn's path attacked or occupied by the enemy. - defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s); + defendedSquares = squaresToQueen = forward_file_bb(Us, s); + unsafeSquares = passed_pawn_span(Us, s); - bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from(s); + bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN); if (!(pos.pieces(Us) & bb)) defendedSquares &= attackedBy[Us][ALL_PIECES]; @@ -671,21 +647,21 @@ namespace { if (!(pos.pieces(Them) & bb)) unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them); - // If there aren't any enemy attacks, assign a big bonus. Otherwise - // assign a smaller bonus if the block square isn't attacked. - int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0; - - // If the path to the queen is fully defended, assign a big bonus. - // Otherwise assign a smaller bonus if the block square is defended. - if (defendedSquares == squaresToQueen) - k += 6; + // If there are no enemy attacks on passed pawn span, assign a big bonus. + // Otherwise assign a smaller bonus if the path to queen is not attacked + // and even smaller bonus if it is attacked but block square is not. + int k = !unsafeSquares ? 35 : + !(unsafeSquares & squaresToQueen) ? 20 : + !(unsafeSquares & blockSq) ? 9 : + 0 ; - else if (defendedSquares & blockSq) - k += 4; + // Assign a larger bonus if the block square is defended. + if (defendedSquares & blockSq) + k += 5; bonus += make_score(k * w, k * w); } - } // rank > RANK_3 + } // r > 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. @@ -730,14 +706,14 @@ namespace { // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(Us, PAWN); behind |= shift(behind); - behind |= shift(shift(behind)); + behind |= shift(behind); int bonus = popcount(safe) + popcount(behind & safe); - int weight = pos.count(Us) - - 2 * popcount(pe->semiopenFiles[WHITE] & pe->semiopenFiles[BLACK]); - + int weight = pos.count(Us) - 1; Score score = make_score(bonus * weight * weight / 16, 0); + score -= AttacksOnSpaceArea * popcount(attackedBy[Them][ALL_PIECES] & behind & safe); + if (T) Trace::add(SPACE, Us, score); @@ -759,12 +735,12 @@ namespace { && (pos.pieces(PAWN) & KingSide); // Compute the initiative bonus for the attacking side - int complexity = 9 * pe->pawn_asymmetry() + int complexity = 9 * pe->passed_count() + 11 * pos.count() + 9 * outflanking + 18 * pawnsOnBothFlanks + 49 * !pos.non_pawn_material() - -121 ; + -103 ; // 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 @@ -790,9 +766,8 @@ namespace { if (sf == SCALE_FACTOR_NORMAL) { if ( pos.opposite_bishops() - && pos.non_pawn_material(WHITE) == BishopValueMg - && pos.non_pawn_material(BLACK) == BishopValueMg) - sf = 8 + 4 * pe->pawn_asymmetry(); + && pos.non_pawn_material() == 2 * BishopValueMg) + sf = 16 + 4 * pe->passed_count(); else sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count(strongSide), sf); @@ -830,7 +805,7 @@ namespace { // Early exit if score is high Value v = (mg_value(score) + eg_value(score)) / 2; - if (abs(v) > LazyThreshold) + if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64) return pos.side_to_move() == WHITE ? v : -v; // Main evaluation begins here @@ -858,7 +833,7 @@ namespace { v = mg_value(score) * int(me->game_phase()) + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL; - v /= int(PHASE_MIDGAME); + v /= PHASE_MIDGAME; // In case of tracing add all remaining individual evaluation terms if (T) @@ -906,7 +881,6 @@ std::string Eval::trace(const Position& pos) { << " ------------+-------------+-------------+------------\n" << " Material | " << Term(MATERIAL) << " Imbalance | " << Term(IMBALANCE) - << " Initiative | " << Term(INITIATIVE) << " Pawns | " << Term(PAWN) << " Knights | " << Term(KNIGHT) << " Bishops | " << Term(BISHOP) @@ -917,6 +891,7 @@ std::string Eval::trace(const Position& pos) { << " Threats | " << Term(THREAT) << " Passed | " << Term(PASSED) << " Space | " << Term(SPACE) + << " Initiative | " << Term(INITIATIVE) << " ------------+-------------+-------------+------------\n" << " Total | " << Term(TOTAL);