X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=e36c19c6ef1148ebb993b6ed025468f9920dc851;hp=2fb0e55a9d47b08ed61fa7319aca386200140390;hb=bc3b148d5712ef9ea00e74d3ff5aea10a4d3cabe;hpb=2ac35027d5900a641559fae7b22a994f8b4c2d72 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 2fb0e55a..e36c19c6 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -79,9 +79,9 @@ namespace { constexpr Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); constexpr Bitboard KingFlank[FILE_NB] = { - QueenSide, QueenSide, QueenSide, + QueenSide ^ FileDBB, QueenSide, QueenSide, CenterFiles, CenterFiles, - KingSide, KingSide, KingSide + KingSide, KingSide, KingSide ^ FileEBB }; // Threshold for lazy and space evaluation @@ -133,11 +133,11 @@ namespace { // which piece type attacks which one. Attacks on lesser pieces which are // pawn-defended are not considered. constexpr Score ThreatByMinor[PIECE_TYPE_NB] = { - S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120) + S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120) }; constexpr Score ThreatByRook[PIECE_TYPE_NB] = { - S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38) + S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38) }; // PassedRank[Rank] contains a bonus according to the rank of a passed pawn @@ -154,22 +154,18 @@ namespace { // PassedDanger[Rank] contains a term to weight the passed score constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 }; - // KingProtector[knight/bishop] contains a penalty according to distance from king - constexpr Score KingProtector[] = { S(5, 6), S(6, 5) }; - // Assorted bonuses and penalties constexpr Score BishopPawns = S( 3, 7); constexpr Score CloseEnemies = S( 6, 0); - constexpr Score Connectivity = S( 3, 1); constexpr Score CorneredBishop = S( 50, 50); - constexpr Score Hanging = S( 52, 30); - constexpr Score HinderPassedPawn = S( 4, 0); + constexpr Score Hanging = S( 57, 32); + constexpr Score KingProtector = S( 6, 6); constexpr Score KnightOnQueen = S( 21, 11); - constexpr Score LongDiagonalBishop = S( 22, 0); + constexpr Score LongDiagonalBishop = S( 46, 0); constexpr Score MinorBehindPawn = S( 16, 0); - constexpr Score Overload = S( 10, 5); - constexpr Score PawnlessFlank = S( 20, 80); - constexpr Score RookOnPawn = S( 8, 24); + constexpr Score Overload = S( 13, 6); + constexpr Score PawnlessFlank = S( 19, 84); + constexpr Score RookOnPawn = S( 10, 30); constexpr Score SliderOnQueen = S( 42, 21); constexpr Score ThreatByKing = S( 23, 76); constexpr Score ThreatByPawnPush = S( 45, 40); @@ -342,7 +338,7 @@ namespace { score += MinorBehindPawn; // Penalty if the piece is far from the king - score -= KingProtector[Pt == BISHOP] * distance(s, pos.square(Us)); + score -= KingProtector * distance(s, pos.square(Us)); if (Pt == BISHOP) { @@ -354,7 +350,7 @@ namespace { * (1 + popcount(blocked & CenterFiles)); // 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))) + if (more_than_one(attacks_bb(s, pos.pieces(PAWN)) & Center)) score += LongDiagonalBishop; } @@ -416,11 +412,19 @@ namespace { : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); const Square ksq = pos.square(Us); - Bitboard weak, b, b1, b2, safe, unsafeChecks; + Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks; // King shelter and enemy pawns storm Score score = pe->king_safety(pos, ksq); + // Find the squares that opponent attacks in our king flank, and the squares + // which are attacked twice in that flank but not defended by our pawns. + kingFlank = KingFlank[file_of(ksq)]; + b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp; + b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN]; + + int tropism = popcount(b1) + popcount(b2); + // Main king safety evaluation if (kingAttackersCount[Them] > 1 - pos.count(Them)) { @@ -472,10 +476,11 @@ namespace { kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] + 69 * kingAttacksCount[Them] + 185 * popcount(kingRing[Us] & weak) - + 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + + 4 * tropism - 873 * !pos.count(Them) - 6 * mg_value(score) / 8 - - 2 ; + - 30; // Transform the kingDanger units into a Score, and subtract it from the evaluation if (kingDanger > 0) @@ -486,19 +491,12 @@ namespace { } } - Bitboard kf = KingFlank[file_of(ksq)]; - // Penalty when our king is on a pawnless flank - if (!(pos.pieces(PAWN) & kf)) + if (!(pos.pieces(PAWN) & kingFlank)) score -= PawnlessFlank; - // Find the squares that opponent attacks in our king flank, and the squares - // which are attacked twice in that flank but not defended by our pawns. - b1 = attackedBy[Them][ALL_PIECES] & kf & Camp; - b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN]; - - // King tropism, to anticipate slow motion attacks on our king - score -= CloseEnemies * (popcount(b1) + popcount(b2)); + // King tropism bonus, to anticipate slow motion attacks on our king + score -= CloseEnemies * tropism; if (T) Trace::add(KING, Us, score); @@ -516,7 +514,7 @@ namespace { constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); - Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats; + Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe; Score score = SCORE_ZERO; // Non-pawn enemies @@ -533,6 +531,9 @@ namespace { // Enemies not strongly protected and under our attack weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES]; + // Safe or protected squares + safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]; + // Bonus according to the kind of attacking pieces if (defended | weak) { @@ -545,7 +546,7 @@ namespace { score += ThreatByRank * (int)relative_rank(Them, s); } - b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK]; + b = weak & attackedBy[Us][ROOK]; while (b) { Square s = pop_lsb(&b); @@ -554,16 +555,12 @@ namespace { score += ThreatByRank * (int)relative_rank(Them, s); } - // Bonus for king attacks on pawns or pieces which are not pawn-defended if (weak & attackedBy[Us][KING]) score += ThreatByKing; score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]); - // Bonus for overload (non-pawn enemies attacked once or more and defended exactly once) - b = nonPawnEnemies - & attackedBy[Us][ALL_PIECES] - & attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them]; + b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES]; score += Overload * popcount(b); } @@ -571,48 +568,39 @@ namespace { if (pos.pieces(Us, ROOK, QUEEN)) score += WeakUnopposedPawn * pe->weak_unopposed(Them); - // Our safe or protected pawns - b = pos.pieces(Us, PAWN) - & (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]); - - safeThreats = pawn_attacks_bb(b) & nonPawnEnemies; - score += ThreatBySafePawn * popcount(safeThreats); - // 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(); - // Keep only the squares which are not completely unsafe - b &= ~attackedBy[Them][PAWN] - & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]); + // Keep only the squares which are relatively safe + b &= ~attackedBy[Them][PAWN] & safe; // Bonus for safe pawn threats on the next move - b = pawn_attacks_bb(b) - & pos.pieces(Them) - & ~attackedBy[Us][PAWN]; - + b = pawn_attacks_bb(b) & pos.pieces(Them); score += ThreatByPawnPush * popcount(b); + // Our safe or protected pawns + b = pos.pieces(Us, PAWN) & safe; + + b = pawn_attacks_bb(b) & nonPawnEnemies; + score += ThreatBySafePawn * popcount(b); + // Bonus for threats on the next moves against enemy queen if (pos.count(Them) == 1) { Square s = pos.square(Them); - safeThreats = mobilityArea[Us] & ~stronglyProtected; + safe = mobilityArea[Us] & ~stronglyProtected; b = attackedBy[Us][KNIGHT] & pos.attacks_from(s); - score += KnightOnQueen * popcount(b & safeThreats); + score += KnightOnQueen * popcount(b & safe); b = (attackedBy[Us][BISHOP] & pos.attacks_from(s)) | (attackedBy[Us][ROOK ] & pos.attacks_from(s)); - score += SliderOnQueen * popcount(b & safeThreats & attackedBy2[Us]); + score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]); } - // Connectivity: ensure that knights, bishops, rooks, and queens are protected - b = (pos.pieces(Us) ^ pos.pieces(Us, PAWN, KING)) & attackedBy[Us][ALL_PIECES]; - score += Connectivity * popcount(b); - if (T) Trace::add(THREAT, Us, score); @@ -643,9 +631,6 @@ namespace { assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); - bb = forward_file_bb(Us, s) & pos.pieces(Them); - score -= HinderPassedPawn * popcount(bb); - int r = relative_rank(Us, s); int w = PassedDanger[r]; @@ -693,8 +678,6 @@ namespace { bonus += make_score(k * w, k * w); } - else if (pos.pieces(Us) & blockSq) - bonus += make_score(w + r * 2, w + r * 2); } // w != 0 // Scale down bonus for candidate passers which need more than one @@ -723,14 +706,14 @@ namespace { template template Score Evaluation::space() const { + if (pos.non_pawn_material() < SpaceThreshold) + return SCORE_ZERO; + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); constexpr Bitboard SpaceMask = Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); - if (pos.non_pawn_material() < SpaceThreshold) - return SCORE_ZERO; - // Find the available squares for our pieces inside the area defined by SpaceMask Bitboard safe = SpaceMask & ~pos.pieces(Us, PAWN) @@ -772,7 +755,7 @@ namespace { + 12 * outflanking + 16 * pawnsOnBothFlanks + 48 * !pos.non_pawn_material() - -136 ; + -118 ; // 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 @@ -800,9 +783,10 @@ namespace { if ( pos.opposite_bishops() && pos.non_pawn_material(WHITE) == BishopValueMg && pos.non_pawn_material(BLACK) == BishopValueMg) - sf = 31; + sf = 8 + 4 * pe->pawn_asymmetry(); else sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count(strongSide), sf); + } return ScaleFactor(sf);