X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=c69f675d349090003f693abc0b0b76b0286eafab;hp=8cb0d11cd324a35d138199e5a4d7d42bb81907cb;hb=211ebc5c7abda34efce3a9d8a9382ce94a7cdb76;hpb=002bf4d8dbf804ce8303e01733341a0922af2e71 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 8cb0d11c..c69f675d 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -2,7 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad - Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad + Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -31,12 +31,21 @@ namespace { + const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); + 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] = { + QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide + }; + namespace Trace { enum Tracing {NO_TRACE, TRACE}; enum Term { // The first 8 entries are for PieceType - MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB + MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB }; double scores[TERM_NB][COLOR_NB][PHASE_NB]; @@ -54,7 +63,7 @@ namespace { std::ostream& operator<<(std::ostream& os, Term t) { - if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL) + if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == INITIATIVE || t == TOTAL) os << " --- --- | --- --- | "; else os << std::setw(5) << scores[t][WHITE][MG] << " " @@ -88,6 +97,7 @@ namespace { template void initialize(); template Score evaluate_king(); template Score evaluate_threats(); + int king_distance(Color c, Square s); template Score evaluate_passed_pawns(); template Score evaluate_space(); template Score evaluate_pieces(); @@ -102,7 +112,8 @@ namespace { Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO }; // attackedBy[color][piece type] is a bitboard representing all squares - // attacked by a given color and piece type (can be also ALL_PIECES). + // attacked by a given color and piece type. Special "piece types" which are + // also calculated are QUEEN_DIAGONAL and ALL_PIECES. Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; // attackedBy2[color] are the squares attacked by 2 pieces of a given color, @@ -162,8 +173,8 @@ namespace { // supported by a pawn. If the minor piece occupies an outpost square // then score is doubled. const Score Outpost[][2] = { - { S(22, 6), S(33, 9) }, // Knight - { S( 9, 2), S(14, 4) } // Bishop + { 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 @@ -174,22 +185,22 @@ namespace { // which piece type attacks which one. Attacks on lesser pieces which are // pawn-defended are not considered. const Score ThreatByMinor[PIECE_TYPE_NB] = { - S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48, 118) + S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120) }; 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, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38) }; // ThreatByKing[on one/on many] contains bonuses for king attacks on // pawns or pieces which are not pawn-defended. - const Score ThreatByKing[] = { S(3, 62), S(9, 138) }; + const Score ThreatByKing[] = { S(3, 65), S(9, 145) }; // 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. const Value Passed[][RANK_NB] = { - { V(5), V( 5), V(31), V(73), V(166), V(252) }, - { V(7), V(14), V(38), V(73), V(166), V(252) } + { V(0), V(5), V( 5), V(32), V(70), V(172), V(217) }, + { V(0), V(7), V(13), V(42), V(70), V(170), V(269) } }; // PassedFile[File] contains a bonus according to the file of a passed pawn @@ -198,25 +209,29 @@ namespace { S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10) }; + // Rank factor applied on some bonus for passed pawn on rank 4 or beyond + const int RankFactor[RANK_NB] = {0, 0, 0, 2, 7, 12, 19}; + // 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 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); - const Score TrappedBishopA1H1 = S( 50, 50); + const Score MinorBehindPawn = S( 16, 0); + const Score BishopPawns = S( 8, 12); + const Score LongRangedBishop = S( 22, 0); + const Score RookOnPawn = S( 8, 24); + const Score TrappedRook = S( 92, 0); + const Score WeakQueen = S( 50, 10); + const Score CloseEnemies = S( 7, 0); + const Score PawnlessFlank = S( 20, 80); + const Score ThreatBySafePawn = S(175,168); + const Score ThreatByRank = S( 16, 3); + const Score Hanging = S( 52, 30); + const Score WeakUnopposedPawn = S( 5, 25); + const Score ThreatByPawnPush = S( 47, 26); + const Score ThreatByAttackOnQueen = S( 42, 21); + const Score HinderPassedPawn = S( 8, 1); + const Score TrappedBishopA1H1 = S( 50, 50); #undef S #undef V @@ -225,10 +240,10 @@ namespace { const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; // Penalties for enemy's safe checks - const int QueenCheck = 780; - const int RookCheck = 880; - const int BishopCheck = 435; - const int KnightCheck = 790; + const int QueenSafeCheck = 780; + const int RookSafeCheck = 880; + const int BishopSafeCheck = 435; + const int KnightSafeCheck = 790; // Threshold for lazy and space evaluation const Value LazyThreshold = Value(1500); @@ -241,9 +256,9 @@ namespace { template template void Evaluation::initialize() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square Up = (Us == WHITE ? NORTH : SOUTH); - const Square Down = (Us == WHITE ? SOUTH : NORTH); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Direction Up = (Us == WHITE ? NORTH : SOUTH); + const Direction Down = (Us == WHITE ? SOUTH : NORTH); const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); // Find our pawns on the first two ranks, and those which are blocked @@ -292,11 +307,14 @@ namespace { attackedBy[Us][Pt] = 0; + if (Pt == QUEEN) + attackedBy[Us][QUEEN_DIAGONAL] = 0; + while ((s = *pl++) != SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks - b = Pt == BISHOP ? attacks_bb(s, pos.pieces() ^ pos.pieces(Us, QUEEN)) - : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)) + b = Pt == BISHOP ? attacks_bb(s, pos.pieces() ^ pos.pieces(QUEEN)) + : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK)) : pos.attacks_from(s); if (pos.pinned_pieces(Us) & s) @@ -305,6 +323,9 @@ namespace { attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b; attackedBy[Us][ALL_PIECES] |= attackedBy[Us][Pt] |= b; + if (Pt == QUEEN) + attackedBy[Us][QUEEN_DIAGONAL] |= b & PseudoAttacks[BISHOP][s]; + if (b & kingRing[Them]) { kingAttackersCount[Us]++; @@ -324,12 +345,12 @@ namespace { // Bonus for outpost squares bb = OutpostRanks & ~pe->pawn_attacks_span(Them); if (bb & s) - score += Outpost[Pt == BISHOP][!!(attackedBy[Us][PAWN] & s)] * 2; + score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2; else { bb &= b & ~pos.pieces(Us); if (bb) - score += Outpost[Pt == BISHOP][!!(attackedBy[Us][PAWN] & bb)]; + score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)]; } // Bonus when behind a pawn @@ -337,10 +358,16 @@ namespace { && (pos.pieces(PAWN) & (s + pawn_push(Us)))) score += MinorBehindPawn; - // Penalty for pawns on the same color square as the bishop if (Pt == BISHOP) + { + // Penalty for pawns on the same color square as the bishop score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s); + // Bonus for bishop on a long diagonal which can "see" both center squares + if (more_than_one(Center & (attacks_bb(s, pos.pieces(PAWN)) | s))) + score += LongRangedBishop; + } + // 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. @@ -348,7 +375,7 @@ namespace { && pos.is_chess960() && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) { - Square d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); + Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); if (pos.piece_on(s + d) == make_piece(Us, PAWN)) score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2 @@ -364,7 +391,7 @@ namespace { // Bonus when on an open or semi-open file if (pe->semiopen_file(Us, file_of(s))) - score += RookOnFile[!!pe->semiopen_file(Them, file_of(s))]; + score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))]; // Penalty when trapped by the king, even more if the king cannot castle else if (mob <= 3) @@ -395,25 +422,15 @@ 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] = { - QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide - }; - template template Score Evaluation::evaluate_king() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square Up = (Us == WHITE ? NORTH : SOUTH); - const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB - : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB + : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); const Square ksq = pos.square(Us); - Bitboard kingOnlyDefended, undefended, b, b1, b2, safe, other; - int kingDanger; + Bitboard weak, b, b1, b2, safe, unsafeChecks; // King shelter and enemy pawns storm Score score = pe->king_safety(pos, ksq); @@ -421,78 +438,65 @@ namespace { // Main king safety evaluation if (kingAttackersCount[Them] > (1 - pos.count(Them))) { - // Find the attacked squares which are defended only by our king... - kingOnlyDefended = attackedBy[Them][ALL_PIECES] - & attackedBy[Us][KING] - & ~attackedBy2[Us]; - - // ... and those which are not defended at all in the larger king ring - undefended = attackedBy[Them][ALL_PIECES] - & ~attackedBy[Us][ALL_PIECES] - & kingRing[Us] - & ~pos.pieces(Them); - - // Initialize the 'kingDanger' variable, which will be transformed - // later into a king danger score. The initial value is based on the - // number and types of the enemy's attacking pieces, the number of - // attacked and weak squares around our king, the absence of queen and - // the quality of the pawn shelter (current 'score' value). - kingDanger = kingAttackersCount[Them] * kingAttackersWeight[Them] - + 102 * kingAdjacentZoneAttacksCount[Them] - + 201 * popcount(kingOnlyDefended) - + 143 * (popcount(undefended) + !!pos.pinned_pieces(Us)) - - 848 * !pos.count(Them) - - 9 * mg_value(score) / 8 - + 40; + // Attacked squares defended at most once by our queen or king + weak = attackedBy[Them][ALL_PIECES] + & ~attackedBy2[Us] + & (attackedBy[Us][KING] | attackedBy[Us][QUEEN] | ~attackedBy[Us][ALL_PIECES]); + + int kingDanger = unsafeChecks = 0; // Analyse the safe enemy's checks which are possible on next move safe = ~pos.pieces(Them); - safe &= ~attackedBy[Us][ALL_PIECES] | (kingOnlyDefended & attackedBy2[Them]); + safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]); - b1 = pos.attacks_from< ROOK>(ksq); - b2 = pos.attacks_from(ksq); + b1 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); + b2 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); // Enemy queen safe checks - if ((b1 | b2) & attackedBy[Them][QUEEN] & safe) - kingDanger += QueenCheck; - - // For minors and rooks, also consider the square safe if attacked twice, - // and only defended by our queen. - safe |= attackedBy2[Them] - & ~(attackedBy2[Us] | pos.pieces(Them)) - & attackedBy[Us][QUEEN]; - - // Some other potential checks are also analysed, even from squares - // currently occupied by the opponent own pieces, as long as the square - // is not attacked by our pawns, and is not occupied by a blocked pawn. - other = ~( attackedBy[Us][PAWN] - | (pos.pieces(Them, PAWN) & shift(pos.pieces(PAWN)))); - - // Enemy rooks safe and other checks - if (b1 & attackedBy[Them][ROOK] & safe) - kingDanger += RookCheck; + if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN]) + kingDanger += QueenSafeCheck; - else if (b1 & attackedBy[Them][ROOK] & other) - score -= OtherCheck; + b1 &= attackedBy[Them][ROOK]; + b2 &= attackedBy[Them][BISHOP]; - // Enemy bishops safe and other checks - if (b2 & attackedBy[Them][BISHOP] & safe) - kingDanger += BishopCheck; + // Enemy rooks checks + if (b1 & safe) + kingDanger += RookSafeCheck; + else + unsafeChecks |= b1; - else if (b2 & attackedBy[Them][BISHOP] & other) - score -= OtherCheck; + // Enemy bishops checks + if (b2 & safe) + kingDanger += BishopSafeCheck; + else + unsafeChecks |= b2; - // Enemy knights safe and other checks + // Enemy knights checks b = pos.attacks_from(ksq) & attackedBy[Them][KNIGHT]; if (b & safe) - kingDanger += KnightCheck; - - else if (b & other) - score -= OtherCheck; - - // Transform the kingDanger units into a Score, and substract it from the evaluation + kingDanger += KnightSafeCheck; + else + unsafeChecks |= b; + + // Unsafe or occupied checking squares will also be considered, as long as + // the square is in the attacker's mobility area. + unsafeChecks &= mobilityArea[Them]; + + kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] + + 102 * kingAdjacentZoneAttacksCount[Them] + + 191 * popcount(kingRing[Us] & weak) + + 143 * popcount(pos.pinned_pieces(Us) | unsafeChecks) + - 848 * !pos.count(Them) + - 9 * mg_value(score) / 8 + + 40; + + // Transform the kingDanger units into a Score, and subtract it from the evaluation if (kingDanger > 0) + { + int mobilityDanger = mg_value(mobility[Them] - mobility[Us]); + kingDanger = std::max(0, kingDanger + mobilityDanger); score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); + } } // King tropism: firstly, find squares that opponent attacks in our king flank @@ -526,11 +530,11 @@ namespace { template template Score Evaluation::evaluate_threats() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square Up = (Us == WHITE ? NORTH : SOUTH); - const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); - const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); - const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Direction Up = (Us == WHITE ? NORTH : SOUTH); + const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); + const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); + const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); Bitboard b, weak, defended, stronglyProtected, safeThreats; Score score = SCORE_ZERO; @@ -546,9 +550,6 @@ namespace { safeThreats = (shift(b) | shift(b)) & weak; score += ThreatBySafePawn * popcount(safeThreats); - - if (weak ^ safeThreats) - score += ThreatByHangingPawn; } // Squares strongly protected by the opponent, either because they attack the @@ -593,6 +594,10 @@ namespace { score += ThreatByKing[more_than_one(b)]; } + // Bonus for opponent unopposed weak pawns + if (pos.pieces(Us, ROOK, QUEEN)) + score += WeakUnopposedPawn * pe->weak_unopposed(Them); + // Find squares where our pawns can push on the next move b = shift(pos.pieces(Us, PAWN)) & ~pos.pieces(); b |= shift(b & TRank3BB) & ~pos.pieces(); @@ -608,12 +613,25 @@ namespace { score += ThreatByPawnPush * popcount(b); + // Add a bonus for safe slider attack threats on opponent queen + safeThreats = ~pos.pieces(Us) & ~attackedBy2[Them] & attackedBy2[Us]; + b = (attackedBy[Us][BISHOP] & attackedBy[Them][QUEEN_DIAGONAL]) + | (attackedBy[Us][ROOK ] & attackedBy[Them][QUEEN] & ~attackedBy[Them][QUEEN_DIAGONAL]); + + score += ThreatByAttackOnQueen * popcount(b & safeThreats); + if (T) Trace::add(THREAT, Us, score); return score; } + // king_distance() returns an estimate of the distance that the king + // of the given color has to run to reach square s. + template + int Evaluation::king_distance(Color c, Square s) { + return std::min(distance(pos.square(c), s), 5); + } // evaluate_passed_pawns() evaluates the passed pawns and candidate passed // pawns of the given color. @@ -621,8 +639,8 @@ namespace { template template Score Evaluation::evaluate_passed_pawns() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square Up = (Us == WHITE ? NORTH : SOUTH); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Direction Up = (Us == WHITE ? NORTH : SOUTH); Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares; Score score = SCORE_ZERO; @@ -638,8 +656,8 @@ namespace { bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); score -= HinderPassedPawn * popcount(bb); - int r = relative_rank(Us, s) - RANK_2; - int rr = r * (r - 1); + int r = relative_rank(Us, s); + int rr = RankFactor[r]; Value mbonus = Passed[MG][r], ebonus = Passed[EG][r]; @@ -648,12 +666,11 @@ namespace { Square blockSq = s + Up; // Adjust bonus based on the king's proximity - ebonus += distance(pos.square(Them), blockSq) * 5 * rr - - distance(pos.square( Us), blockSq) * 2 * rr; + ebonus += (king_distance(Them, blockSq) * 5 - king_distance(Us, blockSq) * 2) * rr; // If blockSq is not the queening square then consider also a second push - if (relative_rank(Us, blockSq) != RANK_8) - ebonus -= distance(pos.square(Us), blockSq + Up) * rr; + if (r != RANK_7) + ebonus -= king_distance(Us, blockSq + Up) * rr; // If the pawn is free to advance, then increase the bonus if (pos.empty(blockSq)) @@ -673,7 +690,7 @@ namespace { // 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 ? 18 : !(unsafeSquares & blockSq) ? 8 : 0; + 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. @@ -762,6 +779,9 @@ namespace { // that the endgame score will never change sign after the bonus. int v = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg)); + if (T) + Trace::add(INITIATIVE, make_score(0, v)); + return make_score(0, v); } @@ -822,7 +842,7 @@ namespace { // Initialize score by reading the incrementally updated scores included in // the position object (material + piece square tables) and the material // imbalance. Score is computed internally from the white point of view. - Score score = pos.psq_score() + me->imbalance(); + Score score = pos.psq_score() + me->imbalance() + Eval::Contempt; // Probe the pawn hash table pe = Pawns::probe(pos); @@ -880,18 +900,19 @@ namespace { Trace::add(TOTAL, score); } - return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view + return pos.side_to_move() == WHITE ? v : -v; // Side to move point of view } } // namespace +Score Eval::Contempt = SCORE_ZERO; /// evaluate() is the evaluator for the outer world. It returns a static evaluation /// of the position from the point of view of the side to move. Value Eval::evaluate(const Position& pos) { - return Evaluation<>(pos).value(); + return Evaluation<>(pos).value() + Eval::Tempo; } /// trace() is like evaluate(), but instead of returning a value, it returns @@ -902,7 +923,10 @@ std::string Eval::trace(const Position& pos) { std::memset(scores, 0, sizeof(scores)); - Value v = Evaluation(pos).value(); + Eval::Contempt = SCORE_ZERO; + + Value v = Eval::Tempo + Evaluation(pos).value(); + v = pos.side_to_move() == WHITE ? v : -v; // White's point of view std::stringstream ss; @@ -922,6 +946,7 @@ std::string Eval::trace(const Position& pos) { << " Threats | " << Term(THREAT) << " Passed pawns | " << Term(PASSED) << " Space | " << Term(SPACE) + << " Initiative | " << Term(INITIATIVE) << "----------------+-------------+-------------+-------------\n" << " Total | " << Term(TOTAL);