X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=f4811aea82433945cf77d9ffcfc9191aa23f05ad;hp=6783ffd8595fcaa32f1e584ffdd2fca8362aeb41;hb=d9cac9a41492c3e54f3bb471606ec3a922a8ea0f;hpb=840605c14e30c58806690ca9b87a44108fa37913 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6783ffd8..f4811aea 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -28,8 +28,7 @@ #include "evaluate.h" #include "material.h" #include "pawns.h" - -std::atomic Eval::Contempt; +#include "thread.h" namespace Trace { @@ -74,35 +73,35 @@ using namespace Trace; namespace { - const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB; - const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB; - const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB; - const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); + constexpr Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB; + constexpr Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB; + constexpr Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB; + constexpr Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); - const Bitboard KingFlank[FILE_NB] = { + constexpr Bitboard KingFlank[FILE_NB] = { QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide }; // Threshold for lazy and space evaluation - const Value LazyThreshold = Value(1500); - const Value SpaceThreshold = Value(12222); + constexpr Value LazyThreshold = Value(1500); + constexpr Value SpaceThreshold = Value(12222); // KingAttackWeights[PieceType] contains king attack weights by piece type - const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; + constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; // Penalties for enemy's safe checks - const int QueenSafeCheck = 780; - const int RookSafeCheck = 880; - const int BishopSafeCheck = 435; - const int KnightSafeCheck = 790; + constexpr int QueenSafeCheck = 780; + constexpr int RookSafeCheck = 880; + constexpr int BishopSafeCheck = 435; + constexpr int KnightSafeCheck = 790; #define S(mg, eg) make_score(mg, eg) // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game, // indexed by piece type and number of attacked squares in the mobility area. - const Score MobilityBonus[][32] = { + constexpr Score MobilityBonus[][32] = { { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights S( 22, 26), S( 29, 29), S( 36, 29) }, { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops @@ -121,66 +120,66 @@ namespace { // Outpost[knight/bishop][supported by pawn] contains bonuses for minor // pieces if they occupy or can reach an outpost square, bigger if that // square is supported by a pawn. - const Score Outpost[][2] = { + constexpr Score Outpost[][2] = { { 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 (friendly) pawn on the rook file. - const Score RookOnFile[] = { S(20, 7), S(45, 20) }; + constexpr Score RookOnFile[] = { S(20, 7), S(45, 20) }; // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to // which piece type attacks which one. Attacks on lesser pieces which are // pawn-defended are not considered. - const Score ThreatByMinor[PIECE_TYPE_NB] = { + constexpr Score ThreatByMinor[PIECE_TYPE_NB] = { S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120) }; - const Score ThreatByRook[PIECE_TYPE_NB] = { + constexpr Score ThreatByRook[PIECE_TYPE_NB] = { 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, 65), S(9, 145) }; + constexpr Score ThreatByKing[] = { S(3, 65), S(9, 145) }; // PassedRank[Rank] contains a bonus according to the rank of a passed pawn - const Score PassedRank[RANK_NB] = { + constexpr Score PassedRank[RANK_NB] = { S(0, 0), S(5, 7), S(5, 13), S(32, 42), S(70, 70), S(172, 170), S(217, 269) }; // PassedFile[File] contains a bonus according to the file of a passed pawn - const Score PassedFile[FILE_NB] = { + constexpr Score PassedFile[FILE_NB] = { S( 9, 10), S(2, 10), S(1, -8), S(-20,-12), S(-20,-12), S(1, -8), S(2, 10), S( 9, 10) }; // PassedDanger[Rank] contains a term to weight the passed score - const int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 }; + constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 }; // KingProtector[PieceType-2] contains a penalty according to distance from king - const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) }; + constexpr Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) }; // Assorted bonuses and penalties - const Score BishopPawns = S( 8, 12); - const Score CloseEnemies = S( 7, 0); - const Score Connectivity = S( 3, 1); - const Score Hanging = S( 52, 30); - const Score HinderPassedPawn = S( 8, 1); - const Score KnightOnQueen = S( 21, 11); - const Score LongRangedBishop = S( 22, 0); - const Score MinorBehindPawn = S( 16, 0); - const Score PawnlessFlank = S( 20, 80); - const Score RookOnPawn = S( 8, 24); - const Score SliderOnQueen = S( 42, 21); - const Score ThreatByPawnPush = S( 47, 26); - const Score ThreatByRank = S( 16, 3); - const Score ThreatBySafePawn = S(175,168); - const Score TrappedBishopA1H1 = S( 50, 50); - const Score TrappedRook = S( 92, 0); - const Score WeakQueen = S( 50, 10); - const Score WeakUnopposedPawn = S( 5, 25); + constexpr Score BishopPawns = S( 8, 12); + constexpr Score CloseEnemies = S( 7, 0); + constexpr Score Connectivity = S( 3, 1); + constexpr Score CorneredBishop = S( 50, 50); + constexpr Score Hanging = S( 52, 30); + constexpr Score HinderPassedPawn = S( 8, 1); + constexpr Score KnightOnQueen = S( 21, 11); + constexpr Score LongDiagonalBishop = S( 22, 0); + constexpr Score MinorBehindPawn = S( 16, 0); + constexpr Score PawnlessFlank = S( 20, 80); + constexpr Score RookOnPawn = S( 8, 24); + constexpr Score SliderOnQueen = S( 42, 21); + constexpr Score ThreatByPawnPush = S( 47, 26); + constexpr Score ThreatByRank = S( 16, 3); + constexpr Score ThreatBySafePawn = S(175,168); + constexpr Score TrappedRook = S( 92, 0); + constexpr Score WeakQueen = S( 50, 10); + constexpr Score WeakUnopposedPawn = S( 5, 25); #undef S @@ -230,18 +229,18 @@ namespace { // which attack a square in the kingRing of the enemy king. int kingAttackersCount[COLOR_NB]; - // kingAttackersWeight[color] is the sum of the "weights" 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 elements in the - // KingAttackWeights array. + // kingAttackersWeight[color] is the sum of the "weights" 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 elements in + // the KingAttackWeights array. int kingAttackersWeight[COLOR_NB]; - // kingAdjacentZoneAttacksCount[color] is the number of attacks by the given - // color to squares directly adjacent to the enemy king. Pieces which attack - // more than one square are counted multiple times. For instance, if there is + // kingAttacksCount[color] is the number of attacks by the given color to + // squares directly adjacent to the enemy king. Pieces which attack more + // than one square are counted multiple times. For instance, if there is // a white knight on g5 and black's king is on g8, this white knight adds 2 - // to kingAdjacentZoneAttacksCount[WHITE]. - int kingAdjacentZoneAttacksCount[COLOR_NB]; + // to kingAttacksCount[WHITE]. + int kingAttacksCount[COLOR_NB]; }; @@ -250,10 +249,10 @@ namespace { template template void Evaluation::initialize() { - 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); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); // Find our pawns that are blocked or on the first two ranks Bitboard b = pos.pieces(Us, PAWN) & (shift(pos.pieces()) | LowRanks); @@ -275,8 +274,14 @@ namespace { if (relative_rank(Us, pos.square(Us)) == RANK_1) kingRing[Us] |= shift(kingRing[Us]); + if (file_of(pos.square(Us)) == FILE_H) + kingRing[Us] |= shift(kingRing[Us]); + + else if (file_of(pos.square(Us)) == FILE_A) + kingRing[Us] |= shift(kingRing[Us]); + kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them)); - kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0; + kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; } else kingRing[Us] = kingAttackersCount[Them] = 0; @@ -287,9 +292,9 @@ namespace { template template Score Evaluation::pieces() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB - : Rank5BB | Rank4BB | Rank3BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB + : Rank5BB | Rank4BB | Rank3BB); const Square* pl = pos.squares(Us); Bitboard b, bb; @@ -316,7 +321,7 @@ namespace { { kingAttackersCount[Us]++; kingAttackersWeight[Us] += KingAttackWeights[Pt]; - kingAdjacentZoneAttacksCount[Us] += popcount(b & attackedBy[Them][KING]); + kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]); } int mob = popcount(b & mobilityArea[Us]); @@ -348,7 +353,7 @@ namespace { // 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; + score += LongDiagonalBishop; } // An important Chess960 pattern: A cornered bishop blocked by a friendly @@ -360,9 +365,9 @@ namespace { { 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 - : TrappedBishopA1H1; + score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4 + : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2 + : CorneredBishop; } } @@ -404,9 +409,9 @@ namespace { template template Score Evaluation::king() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB - : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB + : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); const Square ksq = pos.square(Us); Bitboard weak, b, b1, b2, safe, unsafeChecks, pinned; @@ -417,7 +422,8 @@ namespace { // Main king safety evaluation if (kingAttackersCount[Them] > 1 - pos.count(Them)) { - int kingDanger = unsafeChecks = 0; + int kingDanger = 0; + unsafeChecks = 0; // Attacked squares defended at most once by our queen or king weak = attackedBy[Them][ALL_PIECES] @@ -463,7 +469,7 @@ namespace { pinned = pos.blockers_for_king(Us) & pos.pieces(Us); kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 102 * kingAdjacentZoneAttacksCount[Them] + + 102 * kingAttacksCount[Them] + 191 * popcount(kingRing[Us] & weak) + 143 * popcount(pinned | unsafeChecks) - 848 * !pos.count(Them) @@ -505,9 +511,9 @@ namespace { template template Score Evaluation::threats() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); - const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats; Score score = SCORE_ZERO; @@ -616,8 +622,8 @@ namespace { template template Score Evaluation::passed() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); auto king_proximity = [&](Color c, Square s) { return std::min(distance(pos.square(c), s), 5); @@ -714,8 +720,8 @@ namespace { template template Score Evaluation::space() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard SpaceMask = + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Bitboard SpaceMask = Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); @@ -794,11 +800,10 @@ namespace { { if (pos.opposite_bishops()) { - // Endgame with opposite-colored bishops and no other pieces (ignoring pawns) - // is almost a draw, in case of KBP vs KB, it is even more a draw. + // Endgame with opposite-colored bishops and no other pieces is almost a draw if ( pos.non_pawn_material(WHITE) == BishopValueMg && pos.non_pawn_material(BLACK) == BishopValueMg) - sf = more_than_one(pos.pieces(PAWN)) ? 31 : 9; + sf = 31; // Endgame with opposite-colored bishops, but also other pieces. Still // a bit drawish, but not as drawish as with only the two bishops. @@ -837,7 +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() + Eval::Contempt; + Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt; // Probe the pawn hash table pe = Pawns::probe(pos); @@ -908,7 +913,7 @@ std::string Eval::trace(const Position& pos) { std::memset(scores, 0, sizeof(scores)); - Eval::Contempt = SCORE_ZERO; // Reset any dynamic contempt + pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt Value v = Evaluation(pos).value();