gcc-profile-make:
$(MAKE) ARCH=$(ARCH) COMP=$(COMP) \
- EXTRACXXFLAGS='-fprofile-arcs' \
+ EXTRACXXFLAGS='-fprofile-generate' \
EXTRALDFLAGS='-lgcov' \
all
gcc-profile-use:
-# Deleting corrupt ucioption.gc* profile files is necessary to avoid an
-# "internal compiler error" for gcc versions 4.7.x
- @rm -f ucioption.gc*
$(MAKE) ARCH=$(ARCH) COMP=$(COMP) \
- EXTRACXXFLAGS='-fbranch-probabilities' \
+ EXTRACXXFLAGS='-fprofile-use -fno-peel-loops -fno-tracer' \
EXTRALDFLAGS='-lgcov' \
all
// Evaluation weights, indexed by evaluation term
enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
const struct Weight { int mg, eg; } Weights[] = {
- {289, 344}, {233, 201}, {221, 273}, {46, 0}, {324, 0}
+ {289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0}
};
#define V(v) Value(v)
const Score TrappedRook = S(92, 0);
const Score Unstoppable = S( 0, 20);
const Score Hanging = S(31, 26);
+ const Score PawnAttackThreat = S(20, 20);
// 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
// index to KingDanger[].
//
// KingAttackWeights[PieceType] contains king attack weights by piece type
- const int KingAttackWeights[] = { 0, 0, 8, 4, 4, 1 };
+ const int KingAttackWeights[] = { 0, 0, 7, 5, 4, 1 };
// Bonuses for enemy's safe checks
const int QueenContactCheck = 89;
- const int RookContactCheck = 72;
- const int QueenCheck = 51;
- const int RookCheck = 38;
- const int BishopCheck = 5;
- const int KnightCheck = 16;
+ const int RookContactCheck = 71;
+ const int QueenCheck = 50;
+ const int RookCheck = 37;
+ const int BishopCheck = 6;
+ const int KnightCheck = 14;
// KingDanger[attackUnits] contains the actual king danger weighted
// scores, indexed by a calculated integer number.
// attacked and undefended squares around our king and the quality of
// the pawn shelter (current 'score' value).
attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
- + 9 * ei.kingAdjacentZoneAttacksCount[Them]
+ + 8 * ei.kingAdjacentZoneAttacksCount[Them]
+ 25 * popcount<Max15>(undefended)
- + 10 * (ei.pinnedPieces[Us] != 0)
- - mg_value(score) / 8
+ + 11 * (ei.pinnedPieces[Us] != 0)
+ - mg_value(score) * 31 / 256
- !pos.count<QUEEN>(Them) * 60;
// Analyse the enemy's safe queen contact checks. Firstly, find the
template<Color Us, bool Trace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
+ const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
+ const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
+ const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
+ const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
enum { Defended, Weak };
enum { Minor, Major };
score += more_than_one(b) ? KingOnMany : KingOnOne;
}
+ // Add bonus for safe pawn pushes which attacks an enemy piece
+ b = pos.pieces(Us, PAWN) & ~TRank7BB;
+ b = shift_bb<Up>(b | (shift_bb<Up>(b & TRank2BB) & ~pos.pieces()));
+
+ b &= ~pos.pieces()
+ & ~ei.attackedBy[Them][PAWN]
+ & (ei.attackedBy[Us][PAWN] | ~ei.attackedBy[Them][ALL_PIECES]);
+
+ b = (shift_bb<Left>(b) | shift_bb<Right>(b))
+ & pos.pieces(Them)
+ & ~ei.attackedBy[Us][PAWN];
+
+ if(b)
+ score += popcount<Max15>(b) * PawnAttackThreat;
+
if (Trace)
Tracing::write(Tracing::THREAT, Us, score);
void init() {
- const double MaxSlope = 8.5;
+ const double MaxSlope = 8.7;
const double Peak = 1280;
double t = 0.0;
Endgame<KPsK> ScaleKPsK[] = { Endgame<KPsK>(WHITE), Endgame<KPsK>(BLACK) };
Endgame<KPKP> ScaleKPKP[] = { Endgame<KPKP>(WHITE), Endgame<KPKP>(BLACK) };
- // Helper templates used to detect a given material distribution
- template<Color Us> bool is_KXK(const Position& pos) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- return !more_than_one(pos.pieces(Them))
- && pos.non_pawn_material(Us) >= RookValueMg;
+ // Helper used to detect a given material distribution
+ bool is_KXK(const Position& pos, Color us) {
+ return !more_than_one(pos.pieces(~us))
+ && pos.non_pawn_material(us) >= RookValueMg;
}
- template<Color Us> bool is_KBPsKs(const Position& pos) {
- return pos.non_pawn_material(Us) == BishopValueMg
- && pos.count<BISHOP>(Us) == 1
- && pos.count<PAWN >(Us) >= 1;
+ bool is_KBPsKs(const Position& pos, Color us) {
+ return pos.non_pawn_material(us) == BishopValueMg
+ && pos.count<BISHOP>(us) == 1
+ && pos.count<PAWN >(us) >= 1;
}
- template<Color Us> bool is_KQKRPs(const Position& pos) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- return !pos.count<PAWN>(Us)
- && pos.non_pawn_material(Us) == QueenValueMg
- && pos.count<QUEEN>(Us) == 1
- && pos.count<ROOK>(Them) == 1
- && pos.count<PAWN>(Them) >= 1;
+ bool is_KQKRPs(const Position& pos, Color us) {
+ return !pos.count<PAWN>(us)
+ && pos.non_pawn_material(us) == QueenValueMg
+ && pos.count<QUEEN>(us) == 1
+ && pos.count<ROOK>(~us) == 1
+ && pos.count<PAWN>(~us) >= 1;
}
/// imbalance() calculates the imbalance by comparing the piece count of each
/// piece type for both colors.
-
template<Color Us>
int imbalance(const int pieceCount[][PIECE_TYPE_NB]) {
if ((e->evaluationFunction = pos.this_thread()->endgames.probe<Value>(key)) != nullptr)
return e;
- if (is_KXK<WHITE>(pos))
- {
- e->evaluationFunction = &EvaluateKXK[WHITE];
- return e;
- }
-
- if (is_KXK<BLACK>(pos))
- {
- e->evaluationFunction = &EvaluateKXK[BLACK];
- return e;
- }
+ for (Color c = WHITE; c <= BLACK; ++c)
+ if (is_KXK(pos, c))
+ {
+ e->evaluationFunction = &EvaluateKXK[c];
+ return e;
+ }
// OK, we didn't find any special evaluation function for the current material
// configuration. Is there a suitable specialized scaling function?
// We didn't find any specialized scaling function, so fall back on generic
// ones that refer to more than one material distribution. Note that in this
// case we don't return after setting the function.
- if (is_KBPsKs<WHITE>(pos))
- e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
-
- if (is_KBPsKs<BLACK>(pos))
- e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
-
- if (is_KQKRPs<WHITE>(pos))
- e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
+ for (Color c = WHITE; c <= BLACK; ++c)
+ {
+ if (is_KBPsKs(pos, c))
+ e->scalingFunction[c] = &ScaleKBPsK[c];
- else if (is_KQKRPs<BLACK>(pos))
- e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
+ else if (is_KQKRPs(pos, c))
+ e->scalingFunction[c] = &ScaleKQKRPs[c];
+ }
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
const Value ShelterWeakness[][RANK_NB] = {
- { V( 99), V(23), V(24), V(54), V(85), V( 93), V(107) },
- { V(119), V( 2), V(28), V(72), V(96), V(104), V(114) },
- { V(103), V( 6), V(47), V(74), V(84), V(103), V( 94) },
- { V( 78), V(10), V(41), V(64), V(88), V( 92), V(115) } };
+ { V( 99), V(20), V(26), V(54), V(85), V( 92), V(108) },
+ { V(117), V( 1), V(27), V(71), V(94), V(104), V(118) },
+ { V(104), V( 4), V(51), V(76), V(82), V(102), V( 97) },
+ { V( 80), V(12), V(43), V(65), V(88), V( 91), V(115) } };
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
const Value StormDanger[][4][RANK_NB] = {
- { { V( 0), V( 65), V( 125), V(37), V(30) },
- { V( 0), V( 57), V( 136), V(39), V(24) },
- { V( 0), V( 50), V( 114), V(45), V(29) },
- { V( 0), V( 58), V( 129), V(56), V(34) } },
- { { V(20), V( 45), V( 91), V(47), V(20) },
- { V(25), V( 23), V( 105), V(38), V(14) },
- { V(21), V( 37), V( 99), V(35), V(21) },
- { V(30), V( 18), V( 105), V(38), V(28) } },
- { { V( 0), V( 0), V( 81), V(13), V( 4) },
- { V( 0), V( 0), V( 169), V(30), V( 4) },
- { V( 0), V( 0), V( 166), V(24), V( 6) },
- { V( 0), V( 0), V( 164), V(24), V(11) } },
- { { V( 0), V(-289), V(-297), V(57), V(29) },
- { V( 0), V( 66), V( 136), V(43), V(16) },
- { V( 0), V( 66), V( 141), V(50), V(31) },
- { V( 0), V( 63), V( 126), V(52), V(23) } } };
+ { { V( 0), V( 65), V( 126), V(36), V(30) },
+ { V( 0), V( 55), V( 135), V(36), V(23) },
+ { V( 0), V( 47), V( 116), V(45), V(26) },
+ { V( 0), V( 62), V( 127), V(57), V(34) } },
+ { { V(21), V( 45), V( 93), V(50), V(19) },
+ { V(23), V( 24), V( 105), V(41), V(13) },
+ { V(23), V( 36), V( 101), V(38), V(20) },
+ { V(30), V( 19), V( 110), V(41), V(27) } },
+ { { V( 0), V( 0), V( 81), V(14), V( 4) },
+ { V( 0), V( 0), V( 169), V(30), V( 3) },
+ { V( 0), V( 0), V( 168), V(24), V( 5) },
+ { V( 0), V( 0), V( 162), V(26), V(10) } },
+ { { V( 0), V(-283), V(-298), V(57), V(29) },
+ { V( 0), V( 63), V( 137), V(42), V(18) },
+ { V( 0), V( 67), V( 145), V(49), V(33) },
+ { V( 0), V( 62), V( 126), V(53), V(21) } } };
// Max bonus for king safety. Corresponds to start position with all the pawns
// in front of the king and no enemy pawn on the horizon.
- const Value MaxSafetyBonus = V(252);
+ const Value MaxSafetyBonus = V(258);
#undef S
#undef V
// If the pawn is passed, isolated, connected or a lever it cannot be
// backward. If there are friendly pawns behind on adjacent files
// it cannot be backward either.
- if ( (passed | isolated | connected | lever)
+ if ( (passed | isolated | lever | connected)
|| (ourPawns & pawn_attack_span(Them, s)))
backward = false;
else