X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=c75901e876edbdb0dc9a4da3362d8f81575816c5;hp=95cdaf3b266598caebf698f4093b70947843d2da;hb=a086f34f360acc1f760ea002f08e78726c1946d9;hpb=4c58db0dab8e80cf8e57beef6ed9d3a8e2c56795 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 95cdaf3b..c75901e8 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) 2008-2009 Marco Costalba + Copyright (C) 2008-2010 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 @@ -110,7 +110,7 @@ namespace { // Pointers table to access mobility tables through piece type const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, - RookMobilityBonus, QueenMobilityBonus, 0, 0 }; + RookMobilityBonus, QueenMobilityBonus, 0, 0 }; // Outpost bonuses for knights and bishops, indexed by square (from white's // point of view). @@ -140,7 +140,7 @@ namespace { // ThreatBonus[][] contains bonus according to which piece type // attacks which one. - #define Z make_score(0, 0) + #define Z S(0, 0) const Score ThreatBonus[8][8] = { { Z, Z, Z, Z, Z, Z, Z, Z }, // not used @@ -224,15 +224,19 @@ namespace { const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; - // Bonuses for safe checks, initialized from UCI options - int QueenContactCheckBonus, DiscoveredCheckBonus; - int QueenCheckBonus, RookCheckBonus, BishopCheckBonus, KnightCheckBonus; + // Bonuses for safe checks + const int QueenContactCheckBonus = 3; + const int DiscoveredCheckBonus = 3; + const int QueenCheckBonus = 2; + const int RookCheckBonus = 1; + const int BishopCheckBonus = 1; + const int KnightCheckBonus = 1; // Scan for queen contact mates? const bool QueenContactMates = true; - // Bonus for having a mate threat, initialized from UCI options - int MateThreatBonus; + // Bonus for having a mate threat + const int MateThreatBonus = 3; // InitKingDanger[] contains bonuses based on the position of the defending // king. @@ -251,9 +255,10 @@ namespace { // in init_safety(). Value SafetyTable[100]; - // Pawn and material hash tables, indexed by the current thread id - PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0}; - MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0}; + // Pawn and material hash tables, indexed by the current thread id. + // Note that they will be initialized at 0 being global variables. + MaterialInfoTable* MaterialTable[MAX_THREADS]; + PawnInfoTable* PawnTable[MAX_THREADS]; // Sizes of pawn and material hash tables const int PawnTableSize = 16384; @@ -275,7 +280,10 @@ namespace { template void evaluate_space(const Position& pos, EvalInfo& ei); + template void evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + + void evaluate_unstoppable_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 Score apply_weight(Score v, Score weight); @@ -303,8 +311,11 @@ namespace { template Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { + Bitboard b; + ScaleFactor factor[2]; + assert(pos.is_ok()); - assert(threadID >= 0 && threadID < THREAD_MAX); + assert(threadID >= 0 && threadID < MAX_THREADS); assert(!pos.is_check()); memset(&ei, 0, sizeof(EvalInfo)); @@ -323,7 +334,6 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { return ei.mi->evaluate(pos); // After get_material_info() call that modifies them - ScaleFactor factor[2]; factor[WHITE] = ei.mi->scale_factor(pos, WHITE); factor[BLACK] = ei.mi->scale_factor(pos, BLACK); @@ -339,14 +349,14 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Initialize pawn attack bitboards for both sides 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) - ei.kingAttackersCount[WHITE] = count_1s_max_15(b1)/2; + b = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING]; + if (b) + ei.kingAttackersCount[WHITE] = count_1s_max_15(b)/2; - if (b2) - ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; + ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK); + b = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING]; + if (b) + ei.kingAttackersCount[BLACK] = count_1s_max_15(b)/2; // Evaluate pieces evaluate_pieces_of_color(pos, ei); @@ -358,23 +368,24 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { evaluate_king(pos, ei); evaluate_king(pos, ei); - // Evaluate tactical threats, we need full attack info + // Evaluate tactical threats, we need full attack info including king evaluate_threats(pos, ei); evaluate_threats(pos, ei); - // 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. To be called after all attacks - // are computed, included king. - if (ei.pi->passed_pawns()) - evaluate_passed_pawns(pos, ei); + // Evaluate passed pawns, we need full attack info including king + evaluate_passed_pawns(pos, ei); + evaluate_passed_pawns(pos, ei); + + // If one side has only a king, check whether exsists any unstoppable passed pawn + if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK)) + evaluate_unstoppable_pawns(pos, ei); Phase phase = ei.mi->game_phase(); // Middle-game specific evaluation terms if (phase > PHASE_ENDGAME) { - // Pawn storms in positions with opposite castling. + // Pawn storms in positions with opposite castling if ( square_file(pos.king_square(WHITE)) >= FILE_E && square_file(pos.king_square(BLACK)) <= FILE_D) @@ -435,28 +446,13 @@ 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 -/// we should add scores from the pawn and material hash tables? - -Value quick_evaluate(const Position &pos) { - - assert(pos.is_ok()); - - static const ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; - - Value v = scale_by_game_phase(pos.value(), MaterialInfoTable::game_phase(pos), sf); - return (pos.side_to_move() == WHITE ? v : -v); -} - - /// init_eval() initializes various tables used by the evaluation function void init_eval(int threads) { - assert(threads <= THREAD_MAX); + assert(threads <= MAX_THREADS); - for (int i = 0; i < THREAD_MAX; i++) + for (int i = 0; i < MAX_THREADS; i++) { if (i >= threads) { @@ -478,7 +474,7 @@ void init_eval(int threads) { void quit_eval() { - for (int i = 0; i < THREAD_MAX; i++) + for (int i = 0; i < MAX_THREADS; i++) { delete PawnTable[i]; delete MaterialTable[i]; @@ -874,26 +870,20 @@ namespace { // capturing a single attacking piece can therefore result in a score // change far bigger than the value of the captured piece. Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]); - ei.value -= Sign[Us] * v; - - if (Us == pos.side_to_move()) - ei.futilityMargin += mg_value(v); + ei.futilityMargin[Us] += mg_value(v); } } - // evaluate_passed_pawns() evaluates the passed pawns of the given color + // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], Square pawnToGo[], EvalInfo& ei) { + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); - 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); + Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us); while (b) { @@ -914,23 +904,23 @@ namespace { { Square blockSq = s + pawn_push(Us); - 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); + ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr); + ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr); + ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr); // If the pawn is free to advance, increase bonus if (pos.square_is_empty(blockSq)) { // There are no enemy pawns in the pawn's path - b2 = squares_in_front_of(Us, s); + Bitboard b2 = squares_in_front_of(Us, s); assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB); // Squares attacked by us - b4 = b2 & ei.attacked_by(Us); + Bitboard b4 = b2 & ei.attacked_by(Us); // Squares attacked or occupied by enemy pieces - b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); + Bitboard b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. @@ -958,38 +948,12 @@ namespace { } // 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)) + Bitboard b1 = pos.pieces(PAWN, Us) & neighboring_files_bb(s); + if (b1 & rank_bb(s)) ebonus += Value(r * 20); - else if (pos.attacks_from(s, Them) & b2) + else if (pos.attacks_from(s, Them) & b1) 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) - { - 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; - } - } - } - // 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, @@ -1012,16 +976,43 @@ namespace { } - // evaluate_passed_pawns() evaluates the passed pawns for both sides + // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides - void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + void evaluate_unstoppable_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); + for (Color c = WHITE; c <= BLACK; c++) + { + // Skip evaluation if other side has non-pawn pieces + if (pos.non_pawn_material(opposite_color(c))) + continue; + + Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(c); + + while (b) + { + Square s = pop_1st_bit(&b); + Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8)); + int d = square_distance(s, queeningSquare) + - square_distance(pos.king_square(opposite_color(c)), queeningSquare) + + int(c != pos.side_to_move()); + + if (d < 0) + { + int mtg = RANK_8 - relative_rank(c, s); + int blockerCount = count_1s_max_15(squares_in_front_of(c, s) & pos.occupied_squares()); + mtg += blockerCount; + d += blockerCount; + if (d < 0 && (!movesToGo[c] || movesToGo[c] > mtg)) + { + movesToGo[c] = mtg; + pawnToGo[c] = s; + } + } + } + } // Neither side has an unstoppable passed pawn? if (!(movesToGo[WHITE] | movesToGo[BLACK])) @@ -1217,36 +1208,23 @@ namespace { void init_safety() { - QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus"); - QueenCheckBonus = get_option_value_int("Queen Check Bonus"); - RookCheckBonus = get_option_value_int("Rook Check Bonus"); - BishopCheckBonus = get_option_value_int("Bishop Check Bonus"); - KnightCheckBonus = get_option_value_int("Knight Check Bonus"); - DiscoveredCheckBonus = get_option_value_int("Discovered Check Bonus"); - MateThreatBonus = get_option_value_int("Mate Threat Bonus"); - - int maxSlope = get_option_value_int("King Safety Max Slope"); - int peak = get_option_value_int("King Safety Max Value") * 256 / 100; - double a = get_option_value_int("King Safety Coefficient") / 100.0; - double b = get_option_value_int("King Safety X Intercept"); - bool quad = (get_option_value_string("King Safety Curve") == "Quadratic"); - bool linear = (get_option_value_string("King Safety Curve") == "Linear"); + int maxSlope = 30; + int peak = 0x500; + double a = 0.4; + double b = 0.0; for (int i = 0; i < 100; i++) { if (i < b) SafetyTable[i] = Value(0); - else if (quad) + else SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); - else if (linear) - SafetyTable[i] = Value((int)(100 * a * (i - b))); } - for (int i = 0; i < 100; i++) + for (int i = 1; i < 100; i++) { - if (SafetyTable[i+1] - SafetyTable[i] > maxSlope) - for (int j = i + 1; j < 100; j++) - SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope); + if (SafetyTable[i] - SafetyTable[i - 1] > maxSlope) + SafetyTable[i] = SafetyTable[i - 1] + Value(maxSlope); if (SafetyTable[i] > Value(peak)) SafetyTable[i] = Value(peak);