X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=ea37bbeb175e55ce37ae0320634ac641aad7d3a7;hp=79fe1ae37ad5105427b88b85d9c7bff8ac63f5a9;hb=e05c80a08859f6c4f0f599ca0b262ced00ad66fe;hpb=19540c9ee824abc156d5a12ab353c250a083da4b diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 79fe1ae3..ea37bbeb 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) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2013 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 @@ -31,18 +31,32 @@ namespace { + enum ExtendedPieceType { // Used for tracing + PST = 8, IMBALANCE, MOBILITY, THREAT, PASSED, UNSTOPPABLE, SPACE, TOTAL + }; + + namespace Tracing { + + Score scores[COLOR_NB][TOTAL + 1]; + std::stringstream stream; + + void add(int idx, Score term_w, Score term_b = SCORE_ZERO); + void row(const char* name, int idx); + std::string do_trace(const Position& pos); + } + // Struct EvalInfo contains various information computed and collected // by the evaluation functions. struct EvalInfo { // Pointers to material and pawn hash table entries - MaterialInfo* mi; - PawnInfo* pi; + Material::Entry* mi; + Pawns::Entry* pi; // attackedBy[color][piece type] is a bitboard representing all squares - // attacked by a given color and piece type, attackedBy[color][0] contains - // all squares attacked by the given color. - Bitboard attackedBy[2][8]; + // attacked by a given color and piece type, attackedBy[color][ALL_PIECES] + // contains all squares attacked by the given color. + Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; // kingRing[color] is the zone around the king which is considered // by the king safety evaluation. This consists of the squares directly @@ -50,32 +64,32 @@ namespace { // squares two ranks in front of the king. For instance, if black's king // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8, // f7, g7, h7, f6, g6 and h6. - Bitboard kingRing[2]; + Bitboard kingRing[COLOR_NB]; // kingAttackersCount[color] is the number of pieces of the given color // which attack a square in the kingRing of the enemy king. - int kingAttackersCount[2]; + int kingAttackersCount[COLOR_NB]; // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the // given color which attack a square in the kingRing of the enemy king. The // weights of the individual piece types are given by the variables // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and // KnightAttackWeight in evaluate.cpp - int kingAttackersWeight[2]; + int kingAttackersWeight[COLOR_NB]; // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares // directly adjacent to the king of the given color. Pieces which attack // more than one square are counted multiple times. For instance, if black's // king is on g8 and there's a white knight on g5, this knight adds // 2 to kingAdjacentZoneAttacksCount[BLACK]. - int kingAdjacentZoneAttacksCount[2]; + int kingAdjacentZoneAttacksCount[COLOR_NB]; }; // Evaluation grain size, must be a power of 2 - const int GrainSize = 8; + const int GrainSize = 4; // Evaluation weights, initialized from UCI options - enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem }; + enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem }; Score Weights[6]; typedef Value V; @@ -88,33 +102,33 @@ namespace { // // Values modified by Joona Kiiski const Score WeightsInternal[] = { - S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0) + S(289, 344), S(233, 201), S(221, 273), S(46, 0), S(271, 0), S(307, 0) }; - // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and - // end game, indexed by piece type and number of attacked squares not occupied - // by friendly pieces. + // MobilityBonus[PieceType][attacked] contains bonuses for middle and end + // game, indexed by piece type and number of attacked squares not occupied by + // friendly pieces. const Score MobilityBonus[][32] = { {}, {}, - { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights - S( 31, 22), S( 38, 27), S( 38, 27) }, - { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops - S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73), - S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) }, - { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks - S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114), - S( 29,116), S( 30,117), S( 31,118), S(32,118) }, - { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens - S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34), - S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S( 20, 35) } + { S(-35,-30), S(-22,-20), S(-9,-10), S( 3, 0), S(15, 10), S(27, 20), // Knights + 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(-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(-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) } }; - // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and - // bishops, indexed by piece type and square (from white's point of view). - const Value OutpostBonus[][64] = { + // Outpost[PieceType][Square] contains bonuses of knights and bishops, indexed + // by piece type and square (from white's point of view). + const Value Outpost[][SQUARE_NB] = { { // A B C D E F G H V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights @@ -132,40 +146,40 @@ namespace { V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) } }; - // ThreatBonus[attacking][attacked] contains threat bonuses according to - // which piece type attacks which one. - const Score ThreatBonus[][8] = { + // Threat[attacking][attacked] contains bonuses according to which piece + // type attacks which one. + const Score Threat[][PIECE_TYPE_NB] = { {}, {}, { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP - { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK + { S(0, 0), S( 0, 22), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN }; - // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which - // piece type is attacked by an enemy pawn. - const Score ThreatenedByPawnPenalty[] = { + // ThreatenedByPawn[PieceType] contains a penalty according to which piece + // type is attacked by an enemy pawn. + const Score ThreatenedByPawn[] = { S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118) }; #undef S - // Rooks and queens on the 7th rank (modified by Joona Kiiski) - const Score RookOn7thBonus = make_score(47, 98); - const Score QueenOn7thBonus = make_score(27, 54); - - // Rooks on open files (modified by Joona Kiiski) - const Score RookOpenFileBonus = make_score(43, 21); - const Score RookHalfOpenFileBonus = make_score(19, 10); - - // Penalty for rooks trapped inside a friendly king which has lost the - // right to castle. - const Value TrappedRookPenalty = Value(180); + const Score Tempo = make_score(24, 11); + const Score BishopPin = make_score(66, 11); + const Score RookOn7th = make_score(11, 20); + const Score QueenOn7th = make_score( 3, 8); + const Score RookOnPawn = make_score(10, 28); + const Score QueenOnPawn = make_score( 4, 20); + const Score RookOpenFile = make_score(43, 21); + const Score RookSemiopenFile = make_score(19, 10); + const Score BishopPawns = make_score( 8, 12); + const Score UndefendedMinor = make_score(25, 10); + const Score TrappedRook = make_score(90, 0); // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only // happen in Chess960 games. - const Score TrappedBishopA1H1Penalty = make_score(100, 100); + const Score TrappedBishopA1H1 = make_score(50, 50); // The SpaceMask[Color] contains the area of the board which is considered // by the space evaluation. In the middle game, each side is given a bonus @@ -181,24 +195,24 @@ namespace { }; // King danger constants and variables. The king danger scores are taken - // from the KingDangerTable[]. Various little "meta-bonuses" measuring + // from the KingDanger[]. Various little "meta-bonuses" measuring // the strength of the enemy attack are added up into an integer, which - // is used as an index to KingDangerTable[]. + // is used as an index to KingDanger[]. // // KingAttackWeights[PieceType] contains king attack weights by piece type const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 }; // Bonuses for enemy's safe checks - const int QueenContactCheckBonus = 6; - const int RookContactCheckBonus = 4; - const int QueenCheckBonus = 3; - const int RookCheckBonus = 2; - const int BishopCheckBonus = 1; - const int KnightCheckBonus = 1; - - // InitKingDanger[Square] contains penalties based on the position of the + const int QueenContactCheck = 6; + const int RookContactCheck = 4; + const int QueenCheck = 3; + const int RookCheck = 2; + const int BishopCheck = 1; + const int KnightCheck = 1; + + // KingExposed[Square] contains penalties based on the position of the // defending king, indexed by king's square (from white's point of view). - const int InitKingDanger[] = { + const int KingExposed[] = { 2, 0, 2, 5, 5, 2, 0, 2, 2, 2, 4, 8, 8, 4, 2, 2, 7, 10, 12, 12, 12, 12, 10, 7, @@ -209,19 +223,9 @@ namespace { 15, 15, 15, 15, 15, 15, 15, 15 }; - // KingDangerTable[Color][attackUnits] contains the actual king danger - // weighted scores, indexed by color and by a calculated integer number. - Score KingDangerTable[2][128]; - - // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the - // evaluation terms, used when tracing. - Score TracedScores[2][16]; - std::stringstream TraceStream; - - enum TracedType { - PST = 8, IMBALANCE = 9, MOBILITY = 10, THREAT = 11, - PASSED = 12, UNSTOPPABLE = 13, SPACE = 14, TOTAL = 15 - }; + // KingDanger[Color][attackUnits] contains the actual king danger weighted + // scores, indexed by color and by a calculated integer number. + Score KingDanger[COLOR_NB][128]; // Function prototypes template @@ -236,53 +240,93 @@ namespace { template Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); - template + template Score evaluate_threats(const Position& pos, EvalInfo& ei); - template - int evaluate_space(const Position& pos, EvalInfo& ei); + template + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + int evaluate_space(const Position& pos, EvalInfo& ei); Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); - inline Score apply_weight(Score v, Score weight); - Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf); + Value interpolate(const Score& v, Phase ph, ScaleFactor sf); + Score apply_weight(Score v, Score w); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); - void init_safety(); double to_cp(Value v); - void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO); } -/// evaluate() is the main evaluation function. It always computes two -/// values, an endgame score and a middle game score, and interpolates -/// between them based on the remaining material. -Value evaluate(const Position& pos, Value& margin) { return do_evaluate(pos, margin); } +namespace Eval { + + /// evaluate() is the main evaluation function. It always computes two + /// values, an endgame score and a middle game score, and interpolates + /// between them based on the remaining material. + + Value evaluate(const Position& pos, Value& margin) { + return do_evaluate(pos, margin); + } + + + /// trace() is like evaluate() but instead of a value returns a string suitable + /// to be print on stdout with the detailed descriptions and values of each + /// evaluation term. Used mainly for debugging. + std::string trace(const Position& pos) { + return Tracing::do_trace(pos); + } + + + /// init() computes evaluation weights from the corresponding UCI parameters + /// and setup king tables. + + void init() { + + Weights[Mobility] = weight_option("Mobility (Midgame)", "Mobility (Endgame)", WeightsInternal[Mobility]); + Weights[PawnStructure] = weight_option("Pawn Structure (Midgame)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]); + Weights[PassedPawns] = weight_option("Passed Pawns (Midgame)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]); + Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]); + Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); + Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); + + const int MaxSlope = 30; + const int Peak = 1280; + + for (int t = 0, i = 1; i < 100; i++) + { + t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope)); + + KingDanger[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]); + KingDanger[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]); + } + } + +} // namespace Eval + namespace { template Value do_evaluate(const Position& pos, Value& margin) { + assert(!pos.checkers()); + EvalInfo ei; - Value margins[2]; + Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; - - assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS); - assert(!pos.in_check()); - - // Initialize score by reading the incrementally updated scores included - // in the position object (material + piece square tables). - score = pos.value(); + Thread* th = pos.this_thread(); // margins[] store the uncertainty estimation of position's evaluation // that typically is used by the search for pruning decisions. margins[WHITE] = margins[BLACK] = VALUE_ZERO; + // Initialize score by reading the incrementally updated scores included + // in the position object (material + piece square tables) and adding + // Tempo bonus. Score is computed from the point of view of white. + score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo); + // Probe the material hash table - ei.mi = Threads[pos.thread()].materialTable.material_info(pos); + ei.mi = Material::probe(pos, th->materialTable, th->endgames); score += ei.mi->material_value(); // If we have a specialized evaluation function for the current material @@ -294,8 +338,8 @@ Value do_evaluate(const Position& pos, Value& margin) { } // Probe the pawn hash table - ei.pi = Threads[pos.thread()].pawnTable.pawn_info(pos); - score += ei.pi->pawns_value(); + ei.pi = Pawns::probe(pos, th->pawnsTable); + score += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); // Initialize attack and king safety bitboards init_eval_info(pos, ei); @@ -313,12 +357,12 @@ Value do_evaluate(const Position& pos, Value& margin) { - evaluate_king(pos, ei, margins); // Evaluate tactical threats, we need full attack information including king - score += evaluate_threats(pos, ei) - - evaluate_threats(pos, ei); + score += evaluate_threats(pos, ei) + - evaluate_threats(pos, ei); // Evaluate passed pawns, we need full attack information including king - score += evaluate_passed_pawns(pos, ei) - - evaluate_passed_pawns(pos, ei); + score += evaluate_passed_pawns(pos, ei) + - evaluate_passed_pawns(pos, ei); // If one side has only a king, check whether exists any unstoppable passed pawn if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK)) @@ -338,16 +382,16 @@ Value do_evaluate(const Position& pos, Value& margin) { // If we don't already have an unusual scale factor, check for opposite // colored bishop endgames, and use a lower scale for those. if ( ei.mi->game_phase() < PHASE_MIDGAME - && pos.opposite_colored_bishops() + && pos.opposite_bishops() && sf == SCALE_FACTOR_NORMAL) { // Only the two bishops ? - if ( pos.non_pawn_material(WHITE) == BishopValueMidgame - && pos.non_pawn_material(BLACK) == BishopValueMidgame) + if ( pos.non_pawn_material(WHITE) == BishopValueMg + && pos.non_pawn_material(BLACK) == BishopValueMg) { // Check for KBP vs KB with only a single pawn that is almost // certainly a draw or at least two pawns. - bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1); + bool one_pawn = (pos.count(WHITE) + pos.count(BLACK) == 1); sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32); } else @@ -356,64 +400,32 @@ Value do_evaluate(const Position& pos, Value& margin) { sf = ScaleFactor(50); } - // Interpolate between the middle game and the endgame score margin = margins[pos.side_to_move()]; - Value v = scale_by_game_phase(score, ei.mi->game_phase(), sf); + Value v = interpolate(score, ei.mi->game_phase(), sf); // In case of tracing add all single evaluation contributions for both white and black if (Trace) { - trace_add(PST, pos.value()); - trace_add(IMBALANCE, ei.mi->material_value()); - trace_add(PAWN, ei.pi->pawns_value()); - trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility])); - trace_add(THREAT, evaluate_threats(pos, ei), evaluate_threats(pos, ei)); - trace_add(PASSED, evaluate_passed_pawns(pos, ei), evaluate_passed_pawns(pos, ei)); - trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei)); + Tracing::add(PST, pos.psq_score()); + Tracing::add(IMBALANCE, ei.mi->material_value()); + Tracing::add(PAWN, ei.pi->pawns_value()); + Tracing::add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei)); Score w = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0); Score b = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0); - trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space])); - trace_add(TOTAL, score); - TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE]) - << ", Black: " << to_cp(margins[BLACK]) - << "\nScaling: " << std::noshowpos - << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, " - << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * " - << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n" - << "Total evaluation: " << to_cp(v); + Tracing::add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space])); + Tracing::add(TOTAL, score); + Tracing::stream << "\nUncertainty margin: White: " << to_cp(margins[WHITE]) + << ", Black: " << to_cp(margins[BLACK]) + << "\nScaling: " << std::noshowpos + << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, " + << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * " + << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n" + << "Total evaluation: " << to_cp(v); } return pos.side_to_move() == WHITE ? v : -v; } -} // namespace - - -/// read_weights() reads evaluation weights from the corresponding UCI parameters - -void read_evaluation_uci_options(Color us) { - - // King safety is asymmetrical. Our king danger level is weighted by - // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness". - const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem); - const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs); - - Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]); - Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]); - Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]); - Weights[kingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); - Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); - - // If running in analysis mode, make sure we use symmetrical king safety. We do this - // by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average. - if (Options["UCI_AnalyseMode"]) - Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2; - - init_safety(); -} - - -namespace { // init_eval_info() initializes king bitboards for given color adding // pawn attacks. To be done at the beginning of the evaluation. @@ -421,16 +433,16 @@ namespace { template void init_eval_info(const Position& pos, EvalInfo& ei) { - const Color Them = (Us == WHITE ? BLACK : WHITE); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square Down = (Us == WHITE ? DELTA_S : DELTA_N); Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.king_square(Them)); ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); // Init king safety tables only if we are going to use them - if ( pos.piece_count(Us, QUEEN) - && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame) + if (pos.count(Us) && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg) { - ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8)); + ei.kingRing[Them] = b | shift_bb(b); b &= ei.attackedBy[Us][PAWN]; ei.kingAttackersCount[Us] = b ? popcount(b) / 2 : 0; ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; @@ -449,14 +461,14 @@ namespace { assert (Piece == BISHOP || Piece == KNIGHT); // Initial bonus based on square - Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)]; + Value bonus = Outpost[Piece == BISHOP][relative_square(Us, s)]; // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece. if (bonus && (ei.attackedBy[Us][PAWN] & s)) { - if ( !pos.pieces(KNIGHT, Them) - && !(same_color_squares(s) & pos.pieces(BISHOP, Them))) + if ( !pos.pieces(Them, KNIGHT) + && !(same_color_squares(s) & pos.pieces(Them, BISHOP))) bonus += bonus + bonus / 2; else bonus += bonus / 2; @@ -471,27 +483,20 @@ namespace { Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; - Square s, ksq; - int mob; - File f; + Square s; Score score = SCORE_ZERO; const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square* pl = pos.piece_list(Us, Piece); + const Square* pl = pos.list(Us); ei.attackedBy[Us][Piece] = 0; while ((s = *pl++) != SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks - if (Piece == KNIGHT || Piece == QUEEN) - b = pos.attacks_from(s); - else if (Piece == BISHOP) - b = attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); - else if (Piece == ROOK) - b = attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); - else - assert(false); + b = Piece == BISHOP ? attacks_bb(s, pos.pieces() ^ pos.pieces(Us, QUEEN)) + : Piece == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)) + : pos.attacks_from(s); ei.attackedBy[Us][Piece] |= b; @@ -504,105 +509,82 @@ namespace { ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb); } - mob = (Piece != QUEEN ? popcount(b & mobilityArea) - : popcount(b & mobilityArea)); - + int mob = popcount(b & mobilityArea); mobility += MobilityBonus[Piece][mob]; - // Add a bonus if a slider is pinning an enemy piece - if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN) - && (PseudoAttacks[Piece][pos.king_square(Them)] & s)) - { - b = BetweenBB[s][pos.king_square(Them)] & pos.occupied_squares(); - - assert(b); - - if (single_bit(b) && (b & pos.pieces(Them))) - score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(b)))] / 2; - } - // Decrease score if we are attacked by an enemy pawn. Remaining part // of threat evaluation must be done later when we have full attack info. if (ei.attackedBy[Them][PAWN] & s) - score -= ThreatenedByPawnPenalty[Piece]; + score -= ThreatenedByPawn[Piece]; + + // Otherwise give a bonus if we are a bishop and can pin a piece or can + // give a discovered check through an x-ray attack. + else if ( Piece == BISHOP + && (PseudoAttacks[Piece][pos.king_square(Them)] & s) + && !more_than_one(BetweenBB[s][pos.king_square(Them)] & pos.pieces())) + score += BishopPin; + + // Penalty for bishop with same coloured pawns + 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(PAWN, Them) & attack_span_mask(Us, s))) + && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s))) score += evaluate_outposts(pos, ei, s); - // Queen or rook on 7th rank if ( (Piece == ROOK || Piece == QUEEN) - && relative_rank(Us, s) == RANK_7 - && relative_rank(Us, pos.king_square(Them)) == RANK_8) + && relative_rank(Us, s) >= RANK_5) { - score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); - } - - // Special extra evaluation for bishops - if (Piece == BISHOP && pos.is_chess960()) - { - // 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. - if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)) - { - Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); - if (pos.piece_on(s + d) == make_piece(Us, PAWN)) - { - if (!pos.square_is_empty(s + d + pawn_push(Us))) - score -= 2*TrappedBishopA1H1Penalty; - else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN)) - score -= TrappedBishopA1H1Penalty; - else - score -= TrappedBishopA1H1Penalty / 2; - } - } + // Major piece on 7th rank and enemy king trapped on 8th + if ( relative_rank(Us, s) == RANK_7 + && relative_rank(Us, pos.king_square(Them)) == RANK_8) + score += Piece == ROOK ? RookOn7th : QueenOn7th; + + // Major piece attacking enemy pawns on the same rank + Bitboard pawns = pos.pieces(Them, PAWN) & rank_bb(s); + if (pawns) + score += popcount(pawns) * (Piece == ROOK ? RookOnPawn : QueenOnPawn); } // Special extra evaluation for rooks if (Piece == ROOK) { - // Open and half-open files - f = file_of(s); - if (ei.pi->file_is_half_open(Us, f)) - { - if (ei.pi->file_is_half_open(Them, f)) - score += RookOpenFileBonus; - else - score += RookHalfOpenFileBonus; - } + // Give a bonus for a rook on a open or semi-open file + if (ei.pi->semiopen(Us, file_of(s))) + score += ei.pi->semiopen(Them, file_of(s)) ? RookOpenFile : RookSemiopenFile; - // Penalize rooks which are trapped inside a king. Penalize more if - // king has lost right to castle. - if (mob > 6 || ei.pi->file_is_half_open(Us, f)) + if (mob > 6 || ei.pi->semiopen(Us, file_of(s))) continue; - ksq = pos.king_square(Us); + Square ksq = pos.king_square(Us); - if ( file_of(ksq) >= FILE_E - && file_of(s) > file_of(ksq) - && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s))) - { - // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_right(Us, file_of(ksq))) - score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); - } - else if ( file_of(ksq) <= FILE_D - && file_of(s) < file_of(ksq) - && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s))) - { - // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_left(Us, file_of(ksq))) - score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); - } + // Penalize rooks which are trapped inside a king. Penalize more if + // king has lost right to castle. + if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) + && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1) + && !ei.pi->semiopen_on_side(Us, file_of(ksq), file_of(ksq) < FILE_E)) + score -= (TrappedRook - make_score(mob * 8, 0)) * (pos.can_castle(Us) ? 1 : 2); + } + + // 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. + if ( Piece == BISHOP + && pos.is_chess960() + && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) + { + const enum Piece P = make_piece(Us, PAWN); + Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); + if (pos.piece_on(s + d) == P) + score -= !pos.is_empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 + : pos.piece_on(s + d + d) == P ? TrappedBishopA1H1 * 2 + : TrappedBishopA1H1; } } if (Trace) - TracedScores[Us][Piece] = score; + Tracing::scores[Us][Piece] = score; return score; } @@ -611,32 +593,42 @@ namespace { // evaluate_threats<>() assigns bonuses according to the type of attacking piece // and the type of attacked one. - template + template Score evaluate_threats(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard b; + Bitboard b, undefendedMinors, weakEnemies; Score score = SCORE_ZERO; + // Undefended minors get penalized even if not under attack + undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT) + & ~ei.attackedBy[Them][ALL_PIECES]; + + if (undefendedMinors) + score += UndefendedMinor; + // Enemy pieces not defended by a pawn and under our attack - Bitboard weakEnemies = pos.pieces(Them) - & ~ei.attackedBy[Them][PAWN] - & ei.attackedBy[Us][0]; - if (!weakEnemies) - return SCORE_ZERO; + weakEnemies = pos.pieces(Them) + & ~ei.attackedBy[Them][PAWN] + & ei.attackedBy[Us][ALL_PIECES]; // Add bonus according to type of attacked enemy piece and to the // type of attacking piece, from knights to queens. Kings are not // considered because are already handled in king evaluation. - for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++) - { - b = ei.attackedBy[Us][pt1] & weakEnemies; - if (b) - for (PieceType pt2 = PAWN; pt2 < KING; pt2++) - if (b & pos.pieces(pt2)) - score += ThreatBonus[pt1][pt2]; - } + if (weakEnemies) + for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++) + { + b = ei.attackedBy[Us][pt1] & weakEnemies; + if (b) + for (PieceType pt2 = PAWN; pt2 < KING; pt2++) + if (b & pos.pieces(pt2)) + score += Threat[pt1][pt2]; + } + + if (Trace) + Tracing::scores[Us][THREAT] = score; + return score; } @@ -652,7 +644,7 @@ namespace { Score score = mobility = SCORE_ZERO; // Do not include in mobility squares protected by enemy pawns or occupied by our pieces - const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us)); + const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING)); score += evaluate_pieces(pos, ei, mobility, mobilityArea); score += evaluate_pieces(pos, ei, mobility, mobilityArea); @@ -660,9 +652,12 @@ namespace { score += evaluate_pieces(pos, ei, mobility, mobilityArea); // Sum up all attacked squares - ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] - | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] - | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; + ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; + if (Trace) + Tracing::scores[Us][MOBILITY] = apply_weight(mobility, Weights[Mobility]); + return score; } @@ -678,8 +673,8 @@ namespace { int attackUnits; const Square ksq = pos.king_square(Us); - // King shelter - Score score = ei.pi->king_shelter(pos, ksq); + // King shelter and enemy pawns storm + Score score = ei.pi->king_safety(pos, ksq); // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. @@ -688,20 +683,20 @@ namespace { { // Find the attacked squares around the king which has no defenders // apart from the king itself - undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING]; + undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING]; undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]); // Initialize the 'attackUnits' variable, which is used later on as an - // index to the KingDangerTable[] array. The initial value is based on - // the number and types of the enemy's attacking pieces, the number of + // index to the KingDanger[] array. The initial value is based on the + // number and types of the enemy's attacking pieces, the number of // attacked and undefended squares around our king, the square of the // king, and the quality of the pawn shelter. attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount(undefended)) - + InitKingDanger[relative_square(Us, ksq)] - - mg_value(ei.pi->king_shelter(pos, ksq)) / 32; + + KingExposed[relative_square(Us, ksq)] + - mg_value(score) / 32; // Analyse enemy's safe queen contact checks. First find undefended // squares around the king attacked by enemy queen... @@ -712,7 +707,7 @@ namespace { b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); if (b) - attackUnits += QueenContactCheckBonus + attackUnits += QueenContactCheck * popcount(b) * (Them == pos.side_to_move() ? 2 : 1); } @@ -730,13 +725,13 @@ namespace { b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]); if (b) - attackUnits += RookContactCheckBonus + attackUnits += RookContactCheck * popcount(b) * (Them == pos.side_to_move() ? 2 : 1); } // Analyse enemy's safe distance checks for sliders and knights - safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]); + safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]); b1 = pos.attacks_from(ksq) & safe; b2 = pos.attacks_from(ksq) & safe; @@ -744,37 +739,37 @@ namespace { // Enemy queen safe checks b = (b1 | b2) & ei.attackedBy[Them][QUEEN]; if (b) - attackUnits += QueenCheckBonus * popcount(b); + attackUnits += QueenCheck * popcount(b); // Enemy rooks safe checks b = b1 & ei.attackedBy[Them][ROOK]; if (b) - attackUnits += RookCheckBonus * popcount(b); + attackUnits += RookCheck * popcount(b); // Enemy bishops safe checks b = b2 & ei.attackedBy[Them][BISHOP]; if (b) - attackUnits += BishopCheckBonus * popcount(b); + attackUnits += BishopCheck * popcount(b); // Enemy knights safe checks b = pos.attacks_from(ksq) & ei.attackedBy[Them][KNIGHT] & safe; if (b) - attackUnits += KnightCheckBonus * popcount(b); + attackUnits += KnightCheck * popcount(b); - // To index KingDangerTable[] attackUnits must be in [0, 99] range + // To index KingDanger[] attackUnits must be in [0, 99] range attackUnits = std::min(99, std::max(0, attackUnits)); - // Finally, extract the king danger score from the KingDangerTable[] + // Finally, extract the king danger score from the KingDanger[] // array and subtract the score from evaluation. Set also margins[] // value that will be used for pruning because this value can sometimes // be very big, and so capturing a single attacking piece can therefore // result in a score change far bigger than the value of the captured piece. - score -= KingDangerTable[Us][attackUnits]; - margins[Us] += mg_value(KingDangerTable[Us][attackUnits]); + score -= KingDanger[Us == Search::RootColor][attackUnits]; + margins[Us] += mg_value(KingDanger[Us == Search::RootColor][attackUnits]); } if (Trace) - TracedScores[Us][KING] = score; + Tracing::scores[Us][KING] = score; return score; } @@ -782,7 +777,7 @@ namespace { // evaluate_passed_pawns<>() evaluates the passed pawns of the given color - template + template Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -792,11 +787,9 @@ namespace { b = ei.pi->passed_pawns(Us); - if (!b) - return SCORE_ZERO; - - do { - Square s = pop_1st_bit(&b); + while (b) + { + Square s = pop_lsb(&b); assert(pos.pawn_is_passed(Us, s)); @@ -804,8 +797,8 @@ namespace { int rr = r * (r - 1); // Base bonus based on rank - Value mbonus = Value(20 * rr); - Value ebonus = Value(10 * (rr + r + 1)); + Value mbonus = Value(17 * rr); + Value ebonus = Value(7 * (rr + r + 1)); if (rr) { @@ -820,36 +813,38 @@ namespace { ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr); // If the pawn is free to advance, increase bonus - if (pos.square_is_empty(blockSq)) + if (pos.is_empty(blockSq)) { - squaresToQueen = squares_in_front_of(Us, s); - defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; + 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 // the squares in the pawn's path attacked or occupied by the enemy. - if ( (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them)) - && (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) + if (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from(s)) unsafeSquares = squaresToQueen; else - unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them)); + unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); - // If there aren't enemy attacks or pieces along the path to queen give - // huge bonus. Even bigger if we protect the pawn's path. - if (!unsafeSquares) - ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15)); - else - // OK, there are enemy attacks or pieces (but not pawns). Are those - // squares which are attacked by the enemy also attacked by us ? - // If yes, big bonus (but smaller than when there are no enemy attacks), - // if no, somewhat smaller bonus. - ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8)); + // 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; + + // Big bonus if the path to queen is fully defended, a bit less + // if at least block square is defended. + if (defendedSquares == squaresToQueen) + k += 6; + + else if (defendedSquares & blockSq) + k += (unsafeSquares & defendedSquares) == unsafeSquares ? 4 : 2; + + mbonus += Value(k * rr), ebonus += Value(k * rr); } } // rr != 0 // Increase the bonus if the passed pawn is supported by a friendly pawn // on the same rank and a bit smaller if it's on the previous rank. - supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s)); + supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s)); if (supportingPawns & rank_bb(s)) ebonus += Value(r * 20); @@ -864,14 +859,17 @@ namespace { // value if the other side has a rook or queen. if (file_of(s) == FILE_A || file_of(s) == FILE_H) { - if (pos.non_pawn_material(Them) <= KnightValueMidgame) + if (pos.non_pawn_material(Them) <= KnightValueMg) ebonus += ebonus / 4; - else if (pos.pieces(ROOK, QUEEN, Them)) + else if (pos.pieces(Them, ROOK, QUEEN)) ebonus -= ebonus / 4; } score += make_score(mbonus, ebonus); - } while (b); + } + + if (Trace) + Tracing::scores[Us][PASSED] = apply_weight(score, Weights[PassedPawns]); // Add the scores to the middle game and endgame eval return apply_weight(score, Weights[PassedPawns]); @@ -902,22 +900,22 @@ namespace { while (b) { - s = pop_1st_bit(&b); - queeningSquare = relative_square(c, make_square(file_of(s), RANK_8)); - queeningPath = squares_in_front_of(c, s); + s = pop_lsb(&b); + queeningSquare = relative_square(c, file_of(s) | RANK_8); + queeningPath = forward_bb(c, s); // Compute plies to queening and check direct advancement movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2); oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move()); - pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath); + pathDefended = ((ei.attackedBy[c][ALL_PIECES] & queeningPath) == queeningPath); if (movesToGo >= oppMovesToGo && !pathDefended) continue; // Opponent king cannot block because path is defended and position // is not in check. So only friendly pieces can be blockers. - assert(!pos.in_check()); - assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c))); + assert(!pos.checkers()); + assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c))); // Add moves needed to free the path from friendly pieces and retest condition movesToGo += popcount(queeningPath & pos.pieces(c)); @@ -939,20 +937,20 @@ namespace { loserSide = ~winnerSide; // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss? - b = candidates = pos.pieces(PAWN, loserSide); + b = candidates = pos.pieces(loserSide, PAWN); while (b) { - s = pop_1st_bit(&b); + s = pop_lsb(&b); // Compute plies from queening - queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8)); + queeningSquare = relative_square(loserSide, file_of(s) | RANK_8); movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2); pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move()); // Check if (without even considering any obstacles) we're too far away or doubled if ( pliesToQueen[winnerSide] + 3 <= pliesToGo - || (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide))) + || (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN))) candidates ^= s; } @@ -965,26 +963,26 @@ namespace { while (b) { - s = pop_1st_bit(&b); + s = pop_lsb(&b); sacptg = blockersCount = 0; minKingDist = kingptg = 256; // Compute plies from queening - queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8)); + queeningSquare = relative_square(loserSide, file_of(s) | RANK_8); movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2); pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move()); // Generate list of blocking pawns and supporters supporters = adjacent_files_bb(file_of(s)) & candidates; - opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide); - blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide); + opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN); + blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN); assert(blockers); // How many plies does it take to remove all the blocking pawns? while (blockers) { - blockSq = pop_1st_bit(&blockers); + blockSq = pop_lsb(&blockers); movesToGo = 256; // Check pawns that can give support to overcome obstacle, for instance @@ -995,7 +993,7 @@ namespace { while (b2) // This while-loop could be replaced with LSB/MSB (depending on color) { - d = square_distance(blockSq, pop_1st_bit(&b2)) - 2; + d = square_distance(blockSq, pop_lsb(&b2)) - 2; movesToGo = std::min(movesToGo, d); } } @@ -1005,7 +1003,7 @@ namespace { while (b2) // This while-loop could be replaced with LSB/MSB (depending on color) { - d = square_distance(blockSq, pop_1st_bit(&b2)) - 2; + d = square_distance(blockSq, pop_lsb(&b2)) - 2; movesToGo = std::min(movesToGo, d); } @@ -1034,7 +1032,7 @@ namespace { } // Winning pawn is unstoppable and will promote as first, return big score - Score score = make_score(0, (Value) 0x500 - 0x20 * pliesToQueen[winnerSide]); + Score score = make_score(0, (Value) 1280 - 32 * pliesToQueen[winnerSide]); return winnerSide == WHITE ? score : -score; } @@ -1054,31 +1052,27 @@ namespace { // SpaceMask[]. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. Bitboard safe = SpaceMask[Us] - & ~pos.pieces(PAWN, Us) + & ~pos.pieces(Us, PAWN) & ~ei.attackedBy[Them][PAWN] - & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]); + & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); // Find all squares which are at most three squares behind some friendly pawn - Bitboard behind = pos.pieces(PAWN, Us); + Bitboard behind = pos.pieces(Us, PAWN); behind |= (Us == WHITE ? behind >> 8 : behind << 8); behind |= (Us == WHITE ? behind >> 16 : behind << 16); - return popcount(safe) + popcount(behind & safe); - } - - - // apply_weight() applies an evaluation weight to a value trying to prevent overflow + // Since SpaceMask[Us] is fully on our half of the board + assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); - inline Score apply_weight(Score v, Score w) { - return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, - (int(eg_value(v)) * eg_value(w)) / 0x100); + // Count safe + (behind & safe) with a single popcount + return popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); } - // scale_by_game_phase() interpolates between a middle game and an endgame score, + // interpolate() interpolates between a middle game and an endgame score, // based on game phase. It also scales the return value by a ScaleFactor array. - Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf) { + Value interpolate(const Score& v, Phase ph, ScaleFactor sf) { assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE); assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE); @@ -1089,6 +1083,11 @@ namespace { return Value((result + GrainSize / 2) & ~(GrainSize - 1)); } + // apply_weight() weights score v by score w trying to prevent overflow + Score apply_weight(Score v, Score w) { + return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, + (int(eg_value(v)) * eg_value(w)) / 0x100); + } // weight_option() computes the value of an evaluation weight, by combining // two UCI-configurable weights (midgame and endgame) with an internal weight. @@ -1103,111 +1102,75 @@ namespace { } - // init_safety() initizes the king safety evaluation, based on UCI - // parameters. It is called from read_weights(). - - void init_safety() { + // Tracing functions definitions - const Value MaxSlope = Value(30); - const Value Peak = Value(1280); - Value t[100]; + double to_cp(Value v) { return double(v) / double(PawnValueMg); } - // First setup the base table - for (int i = 0; i < 100; i++) - { - t[i] = Value(int(0.4 * i * i)); + void Tracing::add(int idx, Score wScore, Score bScore) { - if (i > 0) - t[i] = std::min(t[i], t[i - 1] + MaxSlope); - - t[i] = std::min(t[i], Peak); - } - - // Then apply the weights and get the final KingDangerTable[] array - for (Color c = WHITE; c <= BLACK; c++) - for (int i = 0; i < 100; i++) - KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]); + scores[WHITE][idx] = wScore; + scores[BLACK][idx] = bScore; } + void Tracing::row(const char* name, int idx) { - // A couple of little helpers used by tracing code, to_cp() converts a value to - // a double in centipawns scale, trace_add() stores white and black scores. - - double to_cp(Value v) { return double(v) / double(PawnValueMidgame); } - - void trace_add(int idx, Score wScore, Score bScore) { - - TracedScores[WHITE][idx] = wScore; - TracedScores[BLACK][idx] = bScore; - } - - // trace_row() is an helper function used by tracing code to register the - // values of a single evaluation term. - - void trace_row(const char *name, int idx) { - - Score wScore = TracedScores[WHITE][idx]; - Score bScore = TracedScores[BLACK][idx]; + Score wScore = scores[WHITE][idx]; + Score bScore = scores[BLACK][idx]; switch (idx) { case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL: - TraceStream << std::setw(20) << name << " | --- --- | --- --- | " - << std::setw(6) << to_cp(mg_value(wScore)) << " " - << std::setw(6) << to_cp(eg_value(wScore)) << " \n"; + stream << std::setw(20) << name << " | --- --- | --- --- | " + << std::setw(6) << to_cp(mg_value(wScore)) << " " + << std::setw(6) << to_cp(eg_value(wScore)) << " \n"; break; default: - TraceStream << std::setw(20) << name << " | " << std::noshowpos - << std::setw(5) << to_cp(mg_value(wScore)) << " " - << std::setw(5) << to_cp(eg_value(wScore)) << " | " - << std::setw(5) << to_cp(mg_value(bScore)) << " " - << std::setw(5) << to_cp(eg_value(bScore)) << " | " - << std::showpos - << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " " - << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n"; + stream << std::setw(20) << name << " | " << std::noshowpos + << std::setw(5) << to_cp(mg_value(wScore)) << " " + << std::setw(5) << to_cp(eg_value(wScore)) << " | " + << std::setw(5) << to_cp(mg_value(bScore)) << " " + << std::setw(5) << to_cp(eg_value(bScore)) << " | " + << std::showpos + << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " " + << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n"; } } -} + std::string Tracing::do_trace(const Position& pos) { -/// trace_evaluate() is like evaluate() but instead of a value returns a string -/// suitable to be print on stdout with the detailed descriptions and values of -/// each evaluation term. Used mainly for debugging. + Search::RootColor = pos.side_to_move(); -std::string trace_evaluate(const Position& pos) { + stream.str(""); + stream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); + memset(scores, 0, 2 * (TOTAL + 1) * sizeof(Score)); Value margin; - std::string totals; - - TraceStream.str(""); - TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); - memset(TracedScores, 0, 2 * 16 * sizeof(Score)); - do_evaluate(pos, margin); - totals = TraceStream.str(); - TraceStream.str(""); - - TraceStream << std::setw(21) << "Eval term " << "| White | Black | Total \n" - << " | MG EG | MG EG | MG EG \n" - << "---------------------+-------------+-------------+---------------\n"; - - trace_row("Material, PST, Tempo", PST); - trace_row("Material imbalance", IMBALANCE); - trace_row("Pawns", PAWN); - trace_row("Knights", KNIGHT); - trace_row("Bishops", BISHOP); - trace_row("Rooks", ROOK); - trace_row("Queens", QUEEN); - trace_row("Mobility", MOBILITY); - trace_row("King safety", KING); - trace_row("Threats", THREAT); - trace_row("Passed pawns", PASSED); - trace_row("Unstoppable pawns", UNSTOPPABLE); - trace_row("Space", SPACE); - - TraceStream << "---------------------+-------------+-------------+---------------\n"; - trace_row("Total", TOTAL); - TraceStream << totals; - - return TraceStream.str(); + std::string totals = stream.str(); + stream.str(""); + + stream << std::setw(21) << "Eval term " << "| White | Black | Total \n" + << " | MG EG | MG EG | MG EG \n" + << "---------------------+-------------+-------------+---------------\n"; + + row("Material, PST, Tempo", PST); + row("Material imbalance", IMBALANCE); + row("Pawns", PAWN); + row("Knights", KNIGHT); + row("Bishops", BISHOP); + row("Rooks", ROOK); + row("Queens", QUEEN); + row("Mobility", MOBILITY); + row("King safety", KING); + row("Threats", THREAT); + row("Passed pawns", PASSED); + row("Unstoppable pawns", UNSTOPPABLE); + row("Space", SPACE); + + stream << "---------------------+-------------+-------------+---------------\n"; + row("Total", TOTAL); + stream << totals; + + return stream.str(); + } }