X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=e693b2a8e3f4fb6ae9724ad62ee5d65a72ccdb86;hp=70c91f8ae7a877d2ffdf6efbf6395120835c2ce9;hb=4d90aeb0ab962e6a0b4b53bf11f5003bcc813251;hpb=15616ad19965444ea66896a0511f2a4d48745110 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 70c91f8a..e693b2a8 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -114,16 +114,15 @@ namespace { 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( 84, 79), S( 86, 81) }, { 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( 35,122), S( 36,123), S(37,124) }, { 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) } + S( 25, 41), S( 25, 41), S(25, 41), S(25, 41) } }; // Outpost[PieceType][Square] contains bonuses of knights and bishops, indexed @@ -173,6 +172,7 @@ namespace { const Score RookOpenFile = make_score(43, 21); const Score RookSemiopenFile = make_score(19, 10); const Score BishopPawns = make_score( 8, 12); + const Score MinorBehindPawn = make_score(16, 0); const Score UndefendedMinor = make_score(25, 10); const Score TrappedRook = make_score(90, 0); @@ -186,12 +186,8 @@ namespace { // based on how many squares inside this area are safe and available for // friendly minor pieces. const Bitboard SpaceMask[] = { - (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) | - (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) | - (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4), - (1ULL << SQ_C7) | (1ULL << SQ_D7) | (1ULL << SQ_E7) | (1ULL << SQ_F7) | - (1ULL << SQ_C6) | (1ULL << SQ_D6) | (1ULL << SQ_E6) | (1ULL << SQ_F6) | - (1ULL << SQ_C5) | (1ULL << SQ_D5) | (1ULL << SQ_E5) | (1ULL << SQ_F5) + (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB), + (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB) }; // King danger constants and variables. The king danger scores are taken @@ -238,18 +234,18 @@ namespace { Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); template - Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); + Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]); template - Score evaluate_threats(const Position& pos, EvalInfo& ei); + Score evaluate_threats(const Position& pos, const EvalInfo& ei); template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei); template - int evaluate_space(const Position& pos, EvalInfo& ei); + int evaluate_space(const Position& pos, const EvalInfo& ei); - Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); + Score evaluate_unstoppable_pawns(const Position& pos, const EvalInfo& ei); Value interpolate(const Score& v, Phase ph, ScaleFactor sf); Score apply_weight(Score v, Score w); @@ -530,10 +526,17 @@ Value do_evaluate(const Position& pos, Value& margin) { if (Piece == BISHOP) score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s); - // Bishop and knight outposts squares - if ( (Piece == BISHOP || Piece == KNIGHT) - && !(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s))) - score += evaluate_outposts(pos, ei, s); + if (Piece == BISHOP || Piece == KNIGHT) + { + // Bishop and knight outposts squares + if (!(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s))) + score += evaluate_outposts(pos, ei, s); + + // Bishop or knight behind a pawn + if ( relative_rank(Us, s) < RANK_5 + && (pos.pieces(PAWN) & (s + pawn_push(Us)))) + score += MinorBehindPawn; + } if ( (Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) >= RANK_5) @@ -596,7 +599,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // and the type of attacked one. template - Score evaluate_threats(const Position& pos, EvalInfo& ei) { + Score evaluate_threats(const Position& pos, const EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -667,7 +670,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { + Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -780,7 +783,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -811,14 +814,13 @@ Value do_evaluate(const Position& pos, Value& margin) { ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr); // If blockSq is not the queening square then consider also a second push - if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1)) + if (relative_rank(Us, blockSq) != RANK_8) ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr); // If the pawn is free to advance, increase bonus if (pos.is_empty(blockSq)) { squaresToQueen = forward_bb(Us, s); - 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 @@ -829,6 +831,12 @@ Value do_evaluate(const Position& pos, Value& margin) { else unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); + if ( unlikely(forward_bb(Them, s) & pos.pieces(Us, ROOK, QUEEN)) + && (forward_bb(Them, s) & pos.pieces(Us, ROOK, QUEEN) & pos.attacks_from(s))) + defendedSquares = squaresToQueen; + else + defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES]; + // 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; @@ -882,7 +890,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite // conservative and returns a winning score only when we are very sure that the pawn is winning. - Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { + Score evaluate_unstoppable_pawns(const Position& pos, const EvalInfo& ei) { Bitboard b, b2, blockers, supporters, queeningPath, candidates; Square s, blockSq, queeningSquare; @@ -1047,7 +1055,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. The aim is to improve play on game opening. template - int evaluate_space(const Position& pos, EvalInfo& ei) { + int evaluate_space(const Position& pos, const EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -1081,9 +1089,9 @@ Value do_evaluate(const Position& pos, Value& margin) { assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE); assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME); - int ev = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL; - int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128; - return Value((result / GrainSize) * GrainSize); // Sign independent + int e = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL; + int r = (mg_value(v) * int(ph) + e * int(PHASE_MIDGAME - ph)) / PHASE_MIDGAME; + return Value((r / GrainSize) * GrainSize); // Sign independent } // apply_weight() weights score v by score w trying to prevent overflow