2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
30 #include "ucioption.h"
34 // Struct EvalInfo contains various information computed and collected
35 // by the evaluation functions.
38 // Pointers to material and pawn hash table entries
42 // attackedBy[color][piece type] is a bitboard representing all squares
43 // attacked by a given color and piece type, attackedBy[color][0] contains
44 // all squares attacked by the given color.
45 Bitboard attackedBy[2][8];
47 // kingRing[color] is the zone around the king which is considered
48 // by the king safety evaluation. This consists of the squares directly
49 // adjacent to the king, and the three (or two, for a king on an edge file)
50 // squares two ranks in front of the king. For instance, if black's king
51 // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
52 // f7, g7, h7, f6, g6 and h6.
55 // kingAttackersCount[color] is the number of pieces of the given color
56 // which attack a square in the kingRing of the enemy king.
57 int kingAttackersCount[2];
59 // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
60 // given color which attack a square in the kingRing of the enemy king. The
61 // weights of the individual piece types are given by the variables
62 // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
63 // KnightAttackWeight in evaluate.cpp
64 int kingAttackersWeight[2];
66 // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
67 // directly adjacent to the king of the given color. Pieces which attack
68 // more than one square are counted multiple times. For instance, if black's
69 // king is on g8 and there's a white knight on g5, this knight adds
70 // 2 to kingAdjacentZoneAttacksCount[BLACK].
71 int kingAdjacentZoneAttacksCount[2];
74 // Evaluation grain size, must be a power of 2
75 const int GrainSize = 8;
77 // Evaluation weights, initialized from UCI options
78 enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem };
82 #define S(mg, eg) make_score(mg, eg)
84 // Internal evaluation weights. These are applied on top of the evaluation
85 // weights read from UCI parameters. The purpose is to be able to change
86 // the evaluation weights while keeping the default values of the UCI
87 // parameters at 100, which looks prettier.
89 // Values modified by Joona Kiiski
90 const Score WeightsInternal[] = {
91 S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0)
94 // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
95 // end game, indexed by piece type and number of attacked squares not occupied
96 // by friendly pieces.
97 const Score MobilityBonus[][32] = {
99 { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights
100 S( 31, 22), S( 38, 27), S( 38, 27) },
101 { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops
102 S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73),
103 S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) },
104 { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks
105 S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114),
106 S( 29,116), S( 30,117), S( 31,118), S(32,118) },
107 { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens
108 S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
109 S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35),
110 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
111 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
112 S( 20, 35), S( 20, 35) }
115 // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and
116 // bishops, indexed by piece type and square (from white's point of view).
117 const Value OutpostBonus[][64] = {
120 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
121 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
122 V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
123 V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
124 V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
125 V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) },
127 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
128 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
129 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
130 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
131 V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
132 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
135 // ThreatBonus[attacking][attacked] contains threat bonuses according to
136 // which piece type attacks which one.
137 const Score ThreatBonus[][8] = {
139 { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
140 { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
141 { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
142 { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
145 // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which
146 // piece type is attacked by an enemy pawn.
147 const Score ThreatenedByPawnPenalty[] = {
148 S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
153 // Bonus for having the side to move (modified by Joona Kiiski)
154 const Score Tempo = make_score(24, 11);
156 // Rooks and queens on the 7th rank (modified by Joona Kiiski)
157 const Score RookOn7thBonus = make_score(47, 98);
158 const Score QueenOn7thBonus = make_score(27, 54);
160 // Rooks on open files (modified by Joona Kiiski)
161 const Score RookOpenFileBonus = make_score(43, 21);
162 const Score RookHalfOpenFileBonus = make_score(19, 10);
164 // Penalty for rooks trapped inside a friendly king which has lost the
166 const Value TrappedRookPenalty = Value(180);
168 // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
169 // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
170 // happen in Chess960 games.
171 const Score TrappedBishopA1H1Penalty = make_score(100, 100);
173 // Penalty for an undefended bishop or knight
174 const Score UndefendedMinorPenalty = make_score(25, 10);
176 // The SpaceMask[Color] contains the area of the board which is considered
177 // by the space evaluation. In the middle game, each side is given a bonus
178 // based on how many squares inside this area are safe and available for
179 // friendly minor pieces.
180 const Bitboard SpaceMask[] = {
181 (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
182 (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
183 (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
184 (1ULL << SQ_C7) | (1ULL << SQ_D7) | (1ULL << SQ_E7) | (1ULL << SQ_F7) |
185 (1ULL << SQ_C6) | (1ULL << SQ_D6) | (1ULL << SQ_E6) | (1ULL << SQ_F6) |
186 (1ULL << SQ_C5) | (1ULL << SQ_D5) | (1ULL << SQ_E5) | (1ULL << SQ_F5)
189 // King danger constants and variables. The king danger scores are taken
190 // from the KingDangerTable[]. Various little "meta-bonuses" measuring
191 // the strength of the enemy attack are added up into an integer, which
192 // is used as an index to KingDangerTable[].
194 // KingAttackWeights[PieceType] contains king attack weights by piece type
195 const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
197 // Bonuses for enemy's safe checks
198 const int QueenContactCheckBonus = 6;
199 const int RookContactCheckBonus = 4;
200 const int QueenCheckBonus = 3;
201 const int RookCheckBonus = 2;
202 const int BishopCheckBonus = 1;
203 const int KnightCheckBonus = 1;
205 // InitKingDanger[Square] contains penalties based on the position of the
206 // defending king, indexed by king's square (from white's point of view).
207 const int InitKingDanger[] = {
208 2, 0, 2, 5, 5, 2, 0, 2,
209 2, 2, 4, 8, 8, 4, 2, 2,
210 7, 10, 12, 12, 12, 12, 10, 7,
211 15, 15, 15, 15, 15, 15, 15, 15,
212 15, 15, 15, 15, 15, 15, 15, 15,
213 15, 15, 15, 15, 15, 15, 15, 15,
214 15, 15, 15, 15, 15, 15, 15, 15,
215 15, 15, 15, 15, 15, 15, 15, 15
218 // KingDangerTable[Color][attackUnits] contains the actual king danger
219 // weighted scores, indexed by color and by a calculated integer number.
220 Score KingDangerTable[2][128];
222 // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
223 // evaluation terms, used when tracing.
224 Score TracedScores[2][16];
225 std::stringstream TraceStream;
228 PST = 8, IMBALANCE = 9, MOBILITY = 10, THREAT = 11,
229 PASSED = 12, UNSTOPPABLE = 13, SPACE = 14, TOTAL = 15
232 // Function prototypes
234 Value do_evaluate(const Position& pos, Value& margin);
237 void init_eval_info(const Position& pos, EvalInfo& ei);
239 template<Color Us, bool Trace>
240 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
242 template<Color Us, bool Trace>
243 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
246 Score evaluate_threats(const Position& pos, EvalInfo& ei);
249 int evaluate_space(const Position& pos, EvalInfo& ei);
252 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
254 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
256 Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
257 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
258 double to_cp(Value v);
259 void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
260 void trace_row(const char* name, int idx);
268 /// evaluate() is the main evaluation function. It always computes two
269 /// values, an endgame score and a middle game score, and interpolates
270 /// between them based on the remaining material.
272 Value evaluate(const Position& pos, Value& margin) {
273 return do_evaluate<false>(pos, margin);
277 /// init() computes evaluation weights from the corresponding UCI parameters
278 /// and setup king tables.
282 Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
283 Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
284 Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
285 Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
286 Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
288 // King safety is asymmetrical. Our king danger level is weighted by
289 // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
290 // If running in analysis mode, make sure we use symmetrical king safety. We
291 // do this by replacing both Weights[kingDangerUs] and Weights[kingDangerThem]
293 if (Options["UCI_AnalyseMode"])
294 Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2;
296 const int MaxSlope = 30;
297 const int Peak = 1280;
299 for (int t = 0, i = 1; i < 100; i++)
301 t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope));
303 KingDangerTable[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
304 KingDangerTable[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
309 /// trace() is like evaluate() but instead of a value returns a string suitable
310 /// to be print on stdout with the detailed descriptions and values of each
311 /// evaluation term. Used mainly for debugging.
313 std::string trace(const Position& pos) {
318 RootColor = pos.side_to_move();
321 TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
322 memset(TracedScores, 0, 2 * 16 * sizeof(Score));
324 do_evaluate<true>(pos, margin);
326 totals = TraceStream.str();
329 TraceStream << std::setw(21) << "Eval term " << "| White | Black | Total \n"
330 << " | MG EG | MG EG | MG EG \n"
331 << "---------------------+-------------+-------------+---------------\n";
333 trace_row("Material, PST, Tempo", PST);
334 trace_row("Material imbalance", IMBALANCE);
335 trace_row("Pawns", PAWN);
336 trace_row("Knights", KNIGHT);
337 trace_row("Bishops", BISHOP);
338 trace_row("Rooks", ROOK);
339 trace_row("Queens", QUEEN);
340 trace_row("Mobility", MOBILITY);
341 trace_row("King safety", KING);
342 trace_row("Threats", THREAT);
343 trace_row("Passed pawns", PASSED);
344 trace_row("Unstoppable pawns", UNSTOPPABLE);
345 trace_row("Space", SPACE);
347 TraceStream << "---------------------+-------------+-------------+---------------\n";
348 trace_row("Total", TOTAL);
349 TraceStream << totals;
351 return TraceStream.str();
360 Value do_evaluate(const Position& pos, Value& margin) {
362 assert(!pos.in_check());
366 Score score, mobilityWhite, mobilityBlack;
368 // margins[] store the uncertainty estimation of position's evaluation
369 // that typically is used by the search for pruning decisions.
370 margins[WHITE] = margins[BLACK] = VALUE_ZERO;
372 // Initialize score by reading the incrementally updated scores included
373 // in the position object (material + piece square tables) and adding
374 // Tempo bonus. Score is computed from the point of view of white.
375 score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
377 // Probe the material hash table
378 ei.mi = pos.this_thread()->materialTable.probe(pos);
379 score += ei.mi->material_value();
381 // If we have a specialized evaluation function for the current material
382 // configuration, call it and return.
383 if (ei.mi->specialized_eval_exists())
386 return ei.mi->evaluate(pos);
389 // Probe the pawn hash table
390 ei.pi = pos.this_thread()->pawnTable.probe(pos);
391 score += ei.pi->pawns_value();
393 // Initialize attack and king safety bitboards
394 init_eval_info<WHITE>(pos, ei);
395 init_eval_info<BLACK>(pos, ei);
397 // Evaluate pieces and mobility
398 score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
399 - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
401 score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
403 // Evaluate kings after all other pieces because we need complete attack
404 // information when computing the king safety evaluation.
405 score += evaluate_king<WHITE, Trace>(pos, ei, margins)
406 - evaluate_king<BLACK, Trace>(pos, ei, margins);
408 // Evaluate tactical threats, we need full attack information including king
409 score += evaluate_threats<WHITE>(pos, ei)
410 - evaluate_threats<BLACK>(pos, ei);
412 // Evaluate passed pawns, we need full attack information including king
413 score += evaluate_passed_pawns<WHITE>(pos, ei)
414 - evaluate_passed_pawns<BLACK>(pos, ei);
416 // If one side has only a king, check whether exists any unstoppable passed pawn
417 if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
418 score += evaluate_unstoppable_pawns(pos, ei);
420 // Evaluate space for both sides, only in middle-game.
421 if (ei.mi->space_weight())
423 int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
424 score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
427 // Scale winning side if position is more drawish that what it appears
428 ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
429 : ei.mi->scale_factor(pos, BLACK);
431 // If we don't already have an unusual scale factor, check for opposite
432 // colored bishop endgames, and use a lower scale for those.
433 if ( ei.mi->game_phase() < PHASE_MIDGAME
434 && pos.opposite_bishops()
435 && sf == SCALE_FACTOR_NORMAL)
437 // Only the two bishops ?
438 if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
439 && pos.non_pawn_material(BLACK) == BishopValueMidgame)
441 // Check for KBP vs KB with only a single pawn that is almost
442 // certainly a draw or at least two pawns.
443 bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1);
444 sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
447 // Endgame with opposite-colored bishops, but also other pieces. Still
448 // a bit drawish, but not as drawish as with only the two bishops.
449 sf = ScaleFactor(50);
452 margin = margins[pos.side_to_move()];
453 Value v = interpolate(score, ei.mi->game_phase(), sf);
455 // In case of tracing add all single evaluation contributions for both white and black
458 trace_add(PST, pos.psq_score());
459 trace_add(IMBALANCE, ei.mi->material_value());
460 trace_add(PAWN, ei.pi->pawns_value());
461 trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
462 trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
463 trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
464 trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
465 Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei), 0);
466 Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
467 trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
468 trace_add(TOTAL, score);
469 TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
470 << ", Black: " << to_cp(margins[BLACK])
471 << "\nScaling: " << std::noshowpos
472 << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
473 << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
474 << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
475 << "Total evaluation: " << to_cp(v);
478 return pos.side_to_move() == WHITE ? v : -v;
482 // init_eval_info() initializes king bitboards for given color adding
483 // pawn attacks. To be done at the beginning of the evaluation.
486 void init_eval_info(const Position& pos, EvalInfo& ei) {
488 const Color Them = (Us == WHITE ? BLACK : WHITE);
490 Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
491 ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
493 // Init king safety tables only if we are going to use them
494 if ( pos.piece_count(Us, QUEEN)
495 && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
497 ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
498 b &= ei.attackedBy[Us][PAWN];
499 ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
500 ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
502 ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
506 // evaluate_outposts() evaluates bishop and knight outposts squares
508 template<PieceType Piece, Color Us>
509 Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
511 const Color Them = (Us == WHITE ? BLACK : WHITE);
513 assert (Piece == BISHOP || Piece == KNIGHT);
515 // Initial bonus based on square
516 Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
518 // Increase bonus if supported by pawn, especially if the opponent has
519 // no minor piece which can exchange the outpost piece.
520 if (bonus && (ei.attackedBy[Us][PAWN] & s))
522 if ( !pos.pieces(Them, KNIGHT)
523 && !(same_color_squares(s) & pos.pieces(Them, BISHOP)))
524 bonus += bonus + bonus / 2;
528 return make_score(bonus, bonus);
532 // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
534 template<PieceType Piece, Color Us, bool Trace>
535 Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
541 Score score = SCORE_ZERO;
543 const Color Them = (Us == WHITE ? BLACK : WHITE);
544 const Square* pl = pos.piece_list(Us, Piece);
546 ei.attackedBy[Us][Piece] = 0;
548 while ((s = *pl++) != SQ_NONE)
550 // Find attacked squares, including x-ray attacks for bishops and rooks
551 if (Piece == KNIGHT || Piece == QUEEN)
552 b = pos.attacks_from<Piece>(s);
553 else if (Piece == BISHOP)
554 b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN));
555 else if (Piece == ROOK)
556 b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN));
560 ei.attackedBy[Us][Piece] |= b;
562 if (b & ei.kingRing[Them])
564 ei.kingAttackersCount[Us]++;
565 ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
566 Bitboard bb = (b & ei.attackedBy[Them][KING]);
568 ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
571 mob = (Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
572 : popcount<Full >(b & mobilityArea));
574 mobility += MobilityBonus[Piece][mob];
576 // Add a bonus if a slider is pinning an enemy piece
577 if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
578 && (PseudoAttacks[Piece][pos.king_square(Them)] & s))
580 b = BetweenBB[s][pos.king_square(Them)] & pos.pieces();
584 if (!more_than_one(b) && (b & pos.pieces(Them)))
585 score += ThreatBonus[Piece][type_of(pos.piece_on(lsb(b)))];
588 // Decrease score if we are attacked by an enemy pawn. Remaining part
589 // of threat evaluation must be done later when we have full attack info.
590 if (ei.attackedBy[Them][PAWN] & s)
591 score -= ThreatenedByPawnPenalty[Piece];
593 // Bishop and knight outposts squares
594 if ( (Piece == BISHOP || Piece == KNIGHT)
595 && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s)))
596 score += evaluate_outposts<Piece, Us>(pos, ei, s);
598 // Queen or rook on 7th rank
599 if ( (Piece == ROOK || Piece == QUEEN)
600 && relative_rank(Us, s) == RANK_7
601 && relative_rank(Us, pos.king_square(Them)) == RANK_8)
603 score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
606 // Special extra evaluation for bishops
607 if (Piece == BISHOP && pos.is_chess960())
609 // An important Chess960 pattern: A cornered bishop blocked by
610 // a friendly pawn diagonally in front of it is a very serious
611 // problem, especially when that pawn is also blocked.
612 if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))
614 Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
615 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
617 if (!pos.is_empty(s + d + pawn_push(Us)))
618 score -= 2*TrappedBishopA1H1Penalty;
619 else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
620 score -= TrappedBishopA1H1Penalty;
622 score -= TrappedBishopA1H1Penalty / 2;
627 // Special extra evaluation for rooks
630 // Open and half-open files
632 if (ei.pi->file_is_half_open(Us, f))
634 if (ei.pi->file_is_half_open(Them, f))
635 score += RookOpenFileBonus;
637 score += RookHalfOpenFileBonus;
640 // Penalize rooks which are trapped inside a king. Penalize more if
641 // king has lost right to castle.
642 if (mob > 6 || ei.pi->file_is_half_open(Us, f))
645 ksq = pos.king_square(Us);
647 if ( file_of(ksq) >= FILE_E
648 && file_of(s) > file_of(ksq)
649 && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
651 // Is there a half-open file between the king and the edge of the board?
652 if (!ei.pi->has_open_file_to_right(Us, file_of(ksq)))
653 score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
654 : (TrappedRookPenalty - mob * 16), 0);
656 else if ( file_of(ksq) <= FILE_D
657 && file_of(s) < file_of(ksq)
658 && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
660 // Is there a half-open file between the king and the edge of the board?
661 if (!ei.pi->has_open_file_to_left(Us, file_of(ksq)))
662 score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
663 : (TrappedRookPenalty - mob * 16), 0);
669 TracedScores[Us][Piece] = score;
675 // evaluate_threats<>() assigns bonuses according to the type of attacking piece
676 // and the type of attacked one.
679 Score evaluate_threats(const Position& pos, EvalInfo& ei) {
681 const Color Them = (Us == WHITE ? BLACK : WHITE);
683 Bitboard b, undefendedMinors, weakEnemies;
684 Score score = SCORE_ZERO;
686 // Undefended minors get penalized even if not under attack
687 undefendedMinors = pos.pieces(Them)
688 & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
689 & ~ei.attackedBy[Them][0];
691 if (undefendedMinors)
692 score += more_than_one(undefendedMinors) ? UndefendedMinorPenalty * 2
693 : UndefendedMinorPenalty;
695 // Enemy pieces not defended by a pawn and under our attack
696 weakEnemies = pos.pieces(Them)
697 & ~ei.attackedBy[Them][PAWN]
698 & ei.attackedBy[Us][0];
703 // Add bonus according to type of attacked enemy piece and to the
704 // type of attacking piece, from knights to queens. Kings are not
705 // considered because are already handled in king evaluation.
706 for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
708 b = ei.attackedBy[Us][pt1] & weakEnemies;
710 for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
711 if (b & pos.pieces(pt2))
712 score += ThreatBonus[pt1][pt2];
718 // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
719 // pieces of a given color.
721 template<Color Us, bool Trace>
722 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
724 const Color Them = (Us == WHITE ? BLACK : WHITE);
726 Score score = mobility = SCORE_ZERO;
728 // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
729 const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
731 score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
732 score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
733 score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
734 score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
736 // Sum up all attacked squares
737 ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
738 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
739 | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
744 // evaluate_king<>() assigns bonuses and penalties to a king of a given color
746 template<Color Us, bool Trace>
747 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
749 const Color Them = (Us == WHITE ? BLACK : WHITE);
751 Bitboard undefended, b, b1, b2, safe;
753 const Square ksq = pos.king_square(Us);
755 // King shelter and enemy pawns storm
756 Score score = ei.pi->king_safety<Us>(pos, ksq);
758 // King safety. This is quite complicated, and is almost certainly far
759 // from optimally tuned.
760 if ( ei.kingAttackersCount[Them] >= 2
761 && ei.kingAdjacentZoneAttacksCount[Them])
763 // Find the attacked squares around the king which has no defenders
764 // apart from the king itself
765 undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
766 undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
767 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
768 | ei.attackedBy[Us][QUEEN]);
770 // Initialize the 'attackUnits' variable, which is used later on as an
771 // index to the KingDangerTable[] array. The initial value is based on
772 // the number and types of the enemy's attacking pieces, the number of
773 // attacked and undefended squares around our king, the square of the
774 // king, and the quality of the pawn shelter.
775 attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
776 + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
777 + InitKingDanger[relative_square(Us, ksq)]
778 - mg_value(score) / 32;
780 // Analyse enemy's safe queen contact checks. First find undefended
781 // squares around the king attacked by enemy queen...
782 b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
785 // ...then remove squares not supported by another enemy piece
786 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
787 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
789 attackUnits += QueenContactCheckBonus
791 * (Them == pos.side_to_move() ? 2 : 1);
794 // Analyse enemy's safe rook contact checks. First find undefended
795 // squares around the king attacked by enemy rooks...
796 b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
798 // Consider only squares where the enemy rook gives check
799 b &= PseudoAttacks[ROOK][ksq];
803 // ...then remove squares not supported by another enemy piece
804 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
805 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
807 attackUnits += RookContactCheckBonus
809 * (Them == pos.side_to_move() ? 2 : 1);
812 // Analyse enemy's safe distance checks for sliders and knights
813 safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
815 b1 = pos.attacks_from<ROOK>(ksq) & safe;
816 b2 = pos.attacks_from<BISHOP>(ksq) & safe;
818 // Enemy queen safe checks
819 b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
821 attackUnits += QueenCheckBonus * popcount<Max15>(b);
823 // Enemy rooks safe checks
824 b = b1 & ei.attackedBy[Them][ROOK];
826 attackUnits += RookCheckBonus * popcount<Max15>(b);
828 // Enemy bishops safe checks
829 b = b2 & ei.attackedBy[Them][BISHOP];
831 attackUnits += BishopCheckBonus * popcount<Max15>(b);
833 // Enemy knights safe checks
834 b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
836 attackUnits += KnightCheckBonus * popcount<Max15>(b);
838 // To index KingDangerTable[] attackUnits must be in [0, 99] range
839 attackUnits = std::min(99, std::max(0, attackUnits));
841 // Finally, extract the king danger score from the KingDangerTable[]
842 // array and subtract the score from evaluation. Set also margins[]
843 // value that will be used for pruning because this value can sometimes
844 // be very big, and so capturing a single attacking piece can therefore
845 // result in a score change far bigger than the value of the captured piece.
846 score -= KingDangerTable[Us == Eval::RootColor][attackUnits];
847 margins[Us] += mg_value(KingDangerTable[Us == Eval::RootColor][attackUnits]);
851 TracedScores[Us][KING] = score;
857 // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
860 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
862 const Color Them = (Us == WHITE ? BLACK : WHITE);
864 Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
865 Score score = SCORE_ZERO;
867 b = ei.pi->passed_pawns(Us);
873 Square s = pop_lsb(&b);
875 assert(pos.pawn_is_passed(Us, s));
877 int r = int(relative_rank(Us, s) - RANK_2);
878 int rr = r * (r - 1);
880 // Base bonus based on rank
881 Value mbonus = Value(20 * rr);
882 Value ebonus = Value(10 * (rr + r + 1));
886 Square blockSq = s + pawn_push(Us);
888 // Adjust bonus based on kings proximity
889 ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr);
890 ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr);
892 // If blockSq is not the queening square then consider also a second push
893 if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
894 ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
896 // If the pawn is free to advance, increase bonus
897 if (pos.is_empty(blockSq))
899 squaresToQueen = forward_bb(Us, s);
900 defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
902 // If there is an enemy rook or queen attacking the pawn from behind,
903 // add all X-ray attacks by the rook or queen. Otherwise consider only
904 // the squares in the pawn's path attacked or occupied by the enemy.
905 if ( (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN))
906 && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
907 unsafeSquares = squaresToQueen;
909 unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
911 // If there aren't enemy attacks or pieces along the path to queen give
912 // huge bonus. Even bigger if we protect the pawn's path.
914 ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15));
916 // OK, there are enemy attacks or pieces (but not pawns). Are those
917 // squares which are attacked by the enemy also attacked by us ?
918 // If yes, big bonus (but smaller than when there are no enemy attacks),
919 // if no, somewhat smaller bonus.
920 ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
924 // Increase the bonus if the passed pawn is supported by a friendly pawn
925 // on the same rank and a bit smaller if it's on the previous rank.
926 supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s));
927 if (supportingPawns & rank_bb(s))
928 ebonus += Value(r * 20);
930 else if (supportingPawns & rank_bb(s - pawn_push(Us)))
931 ebonus += Value(r * 12);
933 // Rook pawns are a special case: They are sometimes worse, and
934 // sometimes better than other passed pawns. It is difficult to find
935 // good rules for determining whether they are good or bad. For now,
936 // we try the following: Increase the value for rook pawns if the
937 // other side has no pieces apart from a knight, and decrease the
938 // value if the other side has a rook or queen.
939 if (file_of(s) == FILE_A || file_of(s) == FILE_H)
941 if (pos.non_pawn_material(Them) <= KnightValueMidgame)
942 ebonus += ebonus / 4;
943 else if (pos.pieces(Them, ROOK, QUEEN))
944 ebonus -= ebonus / 4;
946 score += make_score(mbonus, ebonus);
950 // Add the scores to the middle game and endgame eval
951 return apply_weight(score, Weights[PassedPawns]);
955 // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
956 // conservative and returns a winning score only when we are very sure that the pawn is winning.
958 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
960 Bitboard b, b2, blockers, supporters, queeningPath, candidates;
961 Square s, blockSq, queeningSquare;
962 Color c, winnerSide, loserSide;
963 bool pathDefended, opposed;
964 int pliesToGo, movesToGo, oppMovesToGo, sacptg, blockersCount, minKingDist, kingptg, d;
965 int pliesToQueen[] = { 256, 256 };
967 // Step 1. Hunt for unstoppable passed pawns. If we find at least one,
968 // record how many plies are required for promotion.
969 for (c = WHITE; c <= BLACK; c++)
971 // Skip if other side has non-pawn pieces
972 if (pos.non_pawn_material(~c))
975 b = ei.pi->passed_pawns(c);
980 queeningSquare = relative_square(c, file_of(s) | RANK_8);
981 queeningPath = forward_bb(c, s);
983 // Compute plies to queening and check direct advancement
984 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
985 oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
986 pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
988 if (movesToGo >= oppMovesToGo && !pathDefended)
991 // Opponent king cannot block because path is defended and position
992 // is not in check. So only friendly pieces can be blockers.
993 assert(!pos.in_check());
994 assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c)));
996 // Add moves needed to free the path from friendly pieces and retest condition
997 movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));
999 if (movesToGo >= oppMovesToGo && !pathDefended)
1002 pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
1003 pliesToQueen[c] = std::min(pliesToQueen[c], pliesToGo);
1007 // Step 2. If either side cannot promote at least three plies before the other side then situation
1008 // becomes too complex and we give up. Otherwise we determine the possibly "winning side"
1009 if (abs(pliesToQueen[WHITE] - pliesToQueen[BLACK]) < 3)
1012 winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
1013 loserSide = ~winnerSide;
1015 // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
1016 b = candidates = pos.pieces(loserSide, PAWN);
1022 // Compute plies from queening
1023 queeningSquare = relative_square(loserSide, file_of(s) | RANK_8);
1024 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1025 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1027 // Check if (without even considering any obstacles) we're too far away or doubled
1028 if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
1029 || (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN)))
1033 // If any candidate is already a passed pawn it _may_ promote in time. We give up.
1034 if (candidates & ei.pi->passed_pawns(loserSide))
1037 // Step 4. Check new passed pawn creation through king capturing and pawn sacrifices
1043 sacptg = blockersCount = 0;
1044 minKingDist = kingptg = 256;
1046 // Compute plies from queening
1047 queeningSquare = relative_square(loserSide, file_of(s) | RANK_8);
1048 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1049 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1051 // Generate list of blocking pawns and supporters
1052 supporters = adjacent_files_bb(file_of(s)) & candidates;
1053 opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN);
1054 blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN);
1058 // How many plies does it take to remove all the blocking pawns?
1061 blockSq = pop_lsb(&blockers);
1064 // Check pawns that can give support to overcome obstacle, for instance
1065 // black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
1068 b2 = supporters & in_front_bb(winnerSide, blockSq + pawn_push(winnerSide));
1070 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1072 d = square_distance(blockSq, pop_lsb(&b2)) - 2;
1073 movesToGo = std::min(movesToGo, d);
1077 // Check pawns that can be sacrificed against the blocking pawn
1078 b2 = attack_span_mask(winnerSide, blockSq) & candidates & ~(1ULL << s);
1080 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1082 d = square_distance(blockSq, pop_lsb(&b2)) - 2;
1083 movesToGo = std::min(movesToGo, d);
1086 // If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
1087 // it's not a real obstacle and we have nothing to add to pliesToGo.
1091 // Plies needed to sacrifice against all the blocking pawns
1092 sacptg += movesToGo * 2;
1095 // Plies needed for the king to capture all the blocking pawns
1096 d = square_distance(pos.king_square(loserSide), blockSq);
1097 minKingDist = std::min(minKingDist, d);
1098 kingptg = (minKingDist + blockersCount) * 2;
1101 // Check if pawn sacrifice plan _may_ save the day
1102 if (pliesToQueen[winnerSide] + 3 > pliesToGo + sacptg)
1105 // Check if king capture plan _may_ save the day (contains some false positives)
1106 if (pliesToQueen[winnerSide] + 3 > pliesToGo + kingptg)
1110 // Winning pawn is unstoppable and will promote as first, return big score
1111 Score score = make_score(0, (Value) 1280 - 32 * pliesToQueen[winnerSide]);
1112 return winnerSide == WHITE ? score : -score;
1116 // evaluate_space() computes the space evaluation for a given side. The
1117 // space evaluation is a simple bonus based on the number of safe squares
1118 // available for minor pieces on the central four files on ranks 2--4. Safe
1119 // squares one, two or three squares behind a friendly pawn are counted
1120 // twice. Finally, the space bonus is scaled by a weight taken from the
1121 // material hash table. The aim is to improve play on game opening.
1123 int evaluate_space(const Position& pos, EvalInfo& ei) {
1125 const Color Them = (Us == WHITE ? BLACK : WHITE);
1127 // Find the safe squares for our pieces inside the area defined by
1128 // SpaceMask[]. A square is unsafe if it is attacked by an enemy
1129 // pawn, or if it is undefended and attacked by an enemy piece.
1130 Bitboard safe = SpaceMask[Us]
1131 & ~pos.pieces(Us, PAWN)
1132 & ~ei.attackedBy[Them][PAWN]
1133 & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
1135 // Find all squares which are at most three squares behind some friendly pawn
1136 Bitboard behind = pos.pieces(Us, PAWN);
1137 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
1138 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
1140 return popcount<Max15>(safe) + popcount<Max15>(behind & safe);
1144 // interpolate() interpolates between a middle game and an endgame score,
1145 // based on game phase. It also scales the return value by a ScaleFactor array.
1147 Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {
1149 assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
1150 assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
1151 assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
1153 int ev = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
1154 int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
1155 return Value((result + GrainSize / 2) & ~(GrainSize - 1));
1159 // weight_option() computes the value of an evaluation weight, by combining
1160 // two UCI-configurable weights (midgame and endgame) with an internal weight.
1162 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
1164 // Scale option value from 100 to 256
1165 int mg = Options[mgOpt] * 256 / 100;
1166 int eg = Options[egOpt] * 256 / 100;
1168 return apply_weight(make_score(mg, eg), internalWeight);
1172 // A couple of little helpers used by tracing code, to_cp() converts a value to
1173 // a double in centipawns scale, trace_add() stores white and black scores.
1175 double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
1177 void trace_add(int idx, Score wScore, Score bScore) {
1179 TracedScores[WHITE][idx] = wScore;
1180 TracedScores[BLACK][idx] = bScore;
1184 // trace_row() is an helper function used by tracing code to register the
1185 // values of a single evaluation term.
1187 void trace_row(const char* name, int idx) {
1189 Score wScore = TracedScores[WHITE][idx];
1190 Score bScore = TracedScores[BLACK][idx];
1193 case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
1194 TraceStream << std::setw(20) << name << " | --- --- | --- --- | "
1195 << std::setw(6) << to_cp(mg_value(wScore)) << " "
1196 << std::setw(6) << to_cp(eg_value(wScore)) << " \n";
1199 TraceStream << std::setw(20) << name << " | " << std::noshowpos
1200 << std::setw(5) << to_cp(mg_value(wScore)) << " "
1201 << std::setw(5) << to_cp(eg_value(wScore)) << " | "
1202 << std::setw(5) << to_cp(mg_value(bScore)) << " "
1203 << std::setw(5) << to_cp(eg_value(bScore)) << " | "
1205 << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " "
1206 << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n";