X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=fd0ef5b22cd558f9873560edc1e45b93b3e0eef1;hp=9cf33b1535a2c8d25d2435295e6301fcf9e62aa3;hb=53c2bf069752d9d15d1678d79b0490b33ef240b4;hpb=ab4d26f9bd1f0224ce17e9bda33c942c2ab0187c diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 9cf33b15..fd0ef5b2 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -241,6 +241,40 @@ namespace { // Bonus for having a mate threat, initialized from UCI options int MateThreatBonus; + // ThreatBonus[][] contains bonus according to which piece type + // attacks which one. + const Value MidgameThreatBonus[8][8] = { + { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used + { V(0),V(18), V(0),V(37), V(55), V(55), V(0), V(0) }, // KNIGHT attacks + { V(0),V(18),V(37), V(0), V(55), V(55), V(0), V(0) }, // BISHOP attacks + { V(0), V(9),V(27),V(27), V(0), V(37), V(0), V(0) }, // ROOK attacks + { V(0),V(27),V(27),V(27), V(27), V(0), V(0), V(0) }, // QUEEN attacks + { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used + { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used + { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) } // not used + }; + + const Value EndgameThreatBonus[8][8] = { + { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used + { V(0),V(37), V(0),V(47), V(97), V(97), V(0), V(0) }, // KNIGHT attacks + { V(0),V(37),V(47), V(0), V(97), V(97), V(0), V(0) }, // BISHOP attacks + { V(0),V(27),V(47),V(47), V(0), V(47), V(0), V(0) }, // ROOK attacks + { V(0),V(37),V(37),V(37), V(37), V(0), V(0), V(0) }, // QUEEN attacks + { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used + { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used + { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) } // not used + }; + + // ThreatedByPawnPenalty[] contains a penalty according to which piece + // type is attacked by an enemy pawn. + const Value MidgameThreatedByPawnPenalty[8] = { + V(0), V(0), V(56), V(56), V(76), V(86), V(0), V(0) + }; + + const Value EndgameThreatedByPawnPenalty[8] = { + V(0), V(0), V(70), V(70), V(99), V(118), V(0), V(0) + }; + // InitKingDanger[] contains bonuses based on the position of the defending // king. const int InitKingDanger[64] = { @@ -276,6 +310,9 @@ namespace { template void evaluate_king(const Position& pos, EvalInfo& ei); + template + void evaluate_threats(const Position& pos, EvalInfo& ei); + template void evaluate_space(const Position& pos, EvalInfo& ei); @@ -309,6 +346,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { assert(pos.is_ok()); assert(threadID >= 0 && threadID < THREAD_MAX); + assert(!pos.is_check()); memset(&ei, 0, sizeof(EvalInfo)); @@ -364,9 +402,14 @@ 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_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. + // 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); @@ -529,13 +572,12 @@ namespace { // evaluate_mobility() computes mobility and attacks for every piece template - int evaluate_mobility(const Position& pos, Bitboard b, EvalInfo& ei) { + int evaluate_mobility(Bitboard b, Bitboard mob_area, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus }; static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus }; - static const int lastIndex[] = { 0, 0, 8, 15, 15, 31 }; // Update attack info ei.attackedBy[Us][Piece] |= b; @@ -550,22 +592,9 @@ namespace { ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); } - // Remove squares protected by enemy pawns or occupied by our pieces - b &= ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); - - // The squares occupied by enemy pieces (not defended by pawns) will be - // counted two times instead of one. The shift (almost) guarantees that - // intersection of the shifted value with b is zero so that after or-ing - // the count of 1s bits is increased by the number of affected squares. - b |= Us == WHITE ? ((b & pos.pieces_of_color(Them)) >> 1) - : ((b & pos.pieces_of_color(Them)) << 1); - // Mobility - int mob = (Piece != QUEEN ? count_1s_max_15(b) - : count_1s(b)); - - if (mob > lastIndex[Piece]) - mob = lastIndex[Piece]; + int mob = (Piece != QUEEN ? count_1s_max_15(b & mob_area) + : count_1s(b & mob_area)); ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; @@ -612,6 +641,9 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); const Square* ptr = pos.piece_list_begin(Us, Piece); + // Do not include in mobility squares protected by enemy pawns or occupied by our pieces + const Bitboard mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); + while ((s = *ptr++) != SQ_NONE) { if (Piece == KNIGHT || Piece == QUEEN) @@ -624,7 +656,15 @@ namespace { assert(false); // Attacks and mobility - mob = evaluate_mobility(pos, b, ei); + mob = evaluate_mobility(b, mob_area, ei); + + // 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 (bit_is_set(ei.attackedBy[Them][PAWN], s)) + { + ei.mgValue -= Sign[Us] * MidgameThreatedByPawnPenalty[Piece]; + ei.egValue -= Sign[Us] * EndgameThreatedByPawnPenalty[Piece]; + } // Bishop and knight outposts squares if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) @@ -701,6 +741,44 @@ namespace { } + // evaluate_threats<>() assigns bonuses according to the type of attacking piece + // and the type of attacked one. + + template + void evaluate_threats(const Position& pos, EvalInfo& ei) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); + + Bitboard b; + Value mgBonus = Value(0); + Value egBonus = Value(0); + + // Enemy pieces not defended by a pawn and under our attack + Bitboard weakEnemies = pos.pieces_of_color(Them) + & ~ei.attackedBy[Them][PAWN] + & ei.attackedBy[Us][0]; + if (!weakEnemies) + return; + + // Add bonus according to type of attacked enemy pieces and to the + // type of attacking piece, from knights to queens. Kings are not + // considered because are already special 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)) + { + mgBonus += MidgameThreatBonus[pt1][pt2]; + egBonus += EndgameThreatBonus[pt1][pt2]; + } + } + ei.mgValue += Sign[Us] * mgBonus; + ei.egValue += Sign[Us] * egBonus; + } + + // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the // pieces of a given color. @@ -892,7 +970,7 @@ namespace { // evaluate_passed_pawns() evaluates the passed pawns of the given color template - void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], EvalInfo& ei) { + void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], Square pawnToGo[], EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -940,8 +1018,8 @@ namespace { // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. - if ( bit_is_set(ei.attacked_by(Them, ROOK) | ei.attacked_by(Them, QUEEN), s) - && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))) + if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)) + && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) b3 = b2; // Are any of the squares in the pawn's path attacked or occupied by the enemy? @@ -988,8 +1066,11 @@ namespace { 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] ? Min(movesToGo[Us], mtg) : mtg; + if (d < 0 && (!movesToGo[Us] || movesToGo[Us] > mtg)) + { + movesToGo[Us] = mtg; + pawnToGo[Us] = s; + } } } @@ -1021,37 +1102,58 @@ namespace { void evaluate_passed_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, ei); - evaluate_passed_pawns_of_color(pos, movesToGo, ei); - - // Does either side have an unstoppable passed pawn? - if (movesToGo[WHITE] && !movesToGo[BLACK]) - ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]); - else if (movesToGo[BLACK] && !movesToGo[WHITE]) - ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]); - else if (movesToGo[BLACK] && movesToGo[WHITE]) + evaluate_passed_pawns_of_color(pos, movesToGo, pawnToGo, ei); + evaluate_passed_pawns_of_color(pos, movesToGo, pawnToGo, ei); + + // Neither side has an unstoppable passed pawn? + if (!(movesToGo[WHITE] | movesToGo[BLACK])) + return; + + // Does only one side have an unstoppable passed pawn? + if (!movesToGo[WHITE] || !movesToGo[BLACK]) { - // Both sides have unstoppable pawns! Try to find out who queens + Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK; + ei.egValue += Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide])); + } + else + { // Both sides have unstoppable pawns! Try to find out who queens // first. We begin by transforming 'movesToGo' to the number of // plies until the pawn queens for both sides. movesToGo[WHITE] *= 2; movesToGo[BLACK] *= 2; movesToGo[pos.side_to_move()]--; - // If one side queens at least three plies before the other, that - // side wins. - if (movesToGo[WHITE] <= movesToGo[BLACK] - 3) - ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2)); - else if (movesToGo[BLACK] <= movesToGo[WHITE] - 3) - ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2)); - - // We could also add some rules about the situation when one side - // queens exactly one ply before the other: Does the first queen - // check the opponent's king, or attack the opponent's queening square? - // This is slightly tricky to get right, because it is possible that - // the opponent's king has moved somewhere before the first pawn queens. + Color winnerSide = movesToGo[WHITE] < movesToGo[BLACK] ? WHITE : BLACK; + Color loserSide = opposite_color(winnerSide); + + // If one side queens at least three plies before the other, that side wins + if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3) + ei.egValue += Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); + + // If one side queens one ply before the other and checks the king or attacks + // the undefended opponent's queening square, that side wins. To avoid cases + // where the opponent's king could move somewhere before first pawn queens we + // consider only free paths to queen for both pawns. + else if ( !(squares_in_front_of(WHITE, pawnToGo[WHITE]) & pos.occupied_squares()) + && !(squares_in_front_of(BLACK, pawnToGo[BLACK]) & pos.occupied_squares())) + { + assert(movesToGo[loserSide] - movesToGo[winnerSide] == 1); + + Square winnerQSq = relative_square(winnerSide, make_square(square_file(pawnToGo[winnerSide]), RANK_8)); + Square loserQSq = relative_square(loserSide, make_square(square_file(pawnToGo[loserSide]), RANK_8)); + + Bitboard b = pos.occupied_squares(); + clear_bit(&b, pawnToGo[winnerSide]); + clear_bit(&b, pawnToGo[loserSide]); + b = queen_attacks_bb(winnerQSq, b); + + if ( (b & pos.pieces(KING, loserSide)) + ||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq))) + ei.egValue += Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); + } } }