2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2013 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][ALL_PIECES]
44 // contains all squares attacked by the given color.
45 Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
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.
53 Bitboard kingRing[COLOR_NB];
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[COLOR_NB];
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[COLOR_NB];
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[COLOR_NB];
74 // Evaluation grain size, must be a power of 2
75 const int GrainSize = 4;
77 // Evaluation weights, initialized from UCI options
78 enum { Mobility, PawnStructure, 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(289, 344), S(233, 201), S(221, 273), S(46, 0), S(271, 0), S(307, 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(-35,-30), S(-22,-20), S(-9,-10), S( 3, 0), S(15, 10), S(27, 20), // Knights
100 S( 37, 28), S( 42, 31), S(44, 33) },
101 { S(-22,-27), S( -8,-13), S( 6, 1), S(20, 15), S(34, 29), S(48, 43), // Bishops
102 S( 60, 55), S( 68, 63), S(74, 68), S(77, 72), S(80, 75), S(82, 77),
103 S( 84, 79), S( 86, 81), S(87, 82), S(87, 82) },
104 { S(-17,-33), S(-11,-16), S(-5, 0), S( 1, 16), S( 7, 32), S(13, 48), // Rooks
105 S( 18, 64), S( 22, 80), S(26, 96), S(29,109), S(31,115), S(33,119),
106 S( 35,122), S( 36,123), S(37,124), S(38,124) },
107 { S(-12,-20), S( -8,-13), S(-5, -7), S(-2, -1), S( 1, 5), S( 4, 11), // Queens
108 S( 7, 17), S( 10, 23), S(13, 29), S(16, 34), S(18, 38), S(20, 40),
109 S( 22, 41), S( 23, 41), S(24, 41), S(25, 41), S(25, 41), S(25, 41),
110 S( 25, 41), S( 25, 41), S(25, 41), S(25, 41), S(25, 41), S(25, 41),
111 S( 25, 41), S( 25, 41), S(25, 41), S(25, 41), S(25, 41), S(25, 41),
112 S( 25, 41), S( 25, 41) }
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[][SQUARE_NB] = {
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[][PIECE_TYPE_NB] = {
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( 0, 22), 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 const Score Tempo = make_score(24, 11);
155 const Score BishopPinBonus = make_score(66, 11);
156 const Score RookOn7thBonus = make_score(11, 20);
157 const Score QueenOn7thBonus = make_score( 3, 8);
158 const Score RookOnPawnBonus = make_score(10, 28);
159 const Score QueenOnPawnBonus = make_score( 4, 20);
160 const Score RookOpenFileBonus = make_score(43, 21);
161 const Score RookHalfOpenFileBonus = make_score(19, 10);
162 const Score BishopPawnsPenalty = make_score( 8, 12);
163 const Score UndefendedMinorPenalty = make_score(25, 10);
164 const Score TrappedRookPenalty = make_score(90, 0);
166 // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
167 // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
168 // happen in Chess960 games.
169 const Score TrappedBishopA1H1Penalty = make_score(50, 50);
171 // The SpaceMask[Color] contains the area of the board which is considered
172 // by the space evaluation. In the middle game, each side is given a bonus
173 // based on how many squares inside this area are safe and available for
174 // friendly minor pieces.
175 const Bitboard SpaceMask[] = {
176 (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
177 (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
178 (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
179 (1ULL << SQ_C7) | (1ULL << SQ_D7) | (1ULL << SQ_E7) | (1ULL << SQ_F7) |
180 (1ULL << SQ_C6) | (1ULL << SQ_D6) | (1ULL << SQ_E6) | (1ULL << SQ_F6) |
181 (1ULL << SQ_C5) | (1ULL << SQ_D5) | (1ULL << SQ_E5) | (1ULL << SQ_F5)
184 // King danger constants and variables. The king danger scores are taken
185 // from the KingDangerTable[]. Various little "meta-bonuses" measuring
186 // the strength of the enemy attack are added up into an integer, which
187 // is used as an index to KingDangerTable[].
189 // KingAttackWeights[PieceType] contains king attack weights by piece type
190 const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
192 // Bonuses for enemy's safe checks
193 const int QueenContactCheckBonus = 6;
194 const int RookContactCheckBonus = 4;
195 const int QueenCheckBonus = 3;
196 const int RookCheckBonus = 2;
197 const int BishopCheckBonus = 1;
198 const int KnightCheckBonus = 1;
200 // InitKingDanger[Square] contains penalties based on the position of the
201 // defending king, indexed by king's square (from white's point of view).
202 const int InitKingDanger[] = {
203 2, 0, 2, 5, 5, 2, 0, 2,
204 2, 2, 4, 8, 8, 4, 2, 2,
205 7, 10, 12, 12, 12, 12, 10, 7,
206 15, 15, 15, 15, 15, 15, 15, 15,
207 15, 15, 15, 15, 15, 15, 15, 15,
208 15, 15, 15, 15, 15, 15, 15, 15,
209 15, 15, 15, 15, 15, 15, 15, 15,
210 15, 15, 15, 15, 15, 15, 15, 15
213 // KingDangerTable[Color][attackUnits] contains the actual king danger
214 // weighted scores, indexed by color and by a calculated integer number.
215 Score KingDangerTable[COLOR_NB][128];
217 // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
218 // evaluation terms, used when tracing.
219 Score TracedScores[COLOR_NB][16];
220 std::stringstream TraceStream;
223 PST = 8, IMBALANCE = 9, MOBILITY = 10, THREAT = 11,
224 PASSED = 12, UNSTOPPABLE = 13, SPACE = 14, TOTAL = 15
227 // Function prototypes
229 Value do_evaluate(const Position& pos, Value& margin);
232 void init_eval_info(const Position& pos, EvalInfo& ei);
234 template<Color Us, bool Trace>
235 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
237 template<Color Us, bool Trace>
238 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
240 template<Color Us, bool Trace>
241 Score evaluate_threats(const Position& pos, EvalInfo& ei);
243 template<Color Us, bool Trace>
244 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
247 int evaluate_space(const Position& pos, EvalInfo& ei);
249 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
251 Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
252 Score apply_weight(Score v, Score w);
253 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
254 double to_cp(Value v);
255 void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
256 void trace_row(const char* name, int idx);
262 /// evaluate() is the main evaluation function. It always computes two
263 /// values, an endgame score and a middle game score, and interpolates
264 /// between them based on the remaining material.
266 Value evaluate(const Position& pos, Value& margin) {
267 return do_evaluate<false>(pos, margin);
271 /// init() computes evaluation weights from the corresponding UCI parameters
272 /// and setup king tables.
276 Weights[Mobility] = weight_option("Mobility (Midgame)", "Mobility (Endgame)", WeightsInternal[Mobility]);
277 Weights[PawnStructure] = weight_option("Pawn Structure (Midgame)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
278 Weights[PassedPawns] = weight_option("Passed Pawns (Midgame)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
279 Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
280 Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
281 Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
283 const int MaxSlope = 30;
284 const int Peak = 1280;
286 for (int t = 0, i = 1; i < 100; i++)
288 t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope));
290 KingDangerTable[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
291 KingDangerTable[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
296 /// trace() is like evaluate() but instead of a value returns a string suitable
297 /// to be print on stdout with the detailed descriptions and values of each
298 /// evaluation term. Used mainly for debugging.
300 std::string trace(const Position& pos) {
305 Search::RootColor = pos.side_to_move();
308 TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
309 memset(TracedScores, 0, 2 * 16 * sizeof(Score));
311 do_evaluate<true>(pos, margin);
313 totals = TraceStream.str();
316 TraceStream << std::setw(21) << "Eval term " << "| White | Black | Total \n"
317 << " | MG EG | MG EG | MG EG \n"
318 << "---------------------+-------------+-------------+---------------\n";
320 trace_row("Material, PST, Tempo", PST);
321 trace_row("Material imbalance", IMBALANCE);
322 trace_row("Pawns", PAWN);
323 trace_row("Knights", KNIGHT);
324 trace_row("Bishops", BISHOP);
325 trace_row("Rooks", ROOK);
326 trace_row("Queens", QUEEN);
327 trace_row("Mobility", MOBILITY);
328 trace_row("King safety", KING);
329 trace_row("Threats", THREAT);
330 trace_row("Passed pawns", PASSED);
331 trace_row("Unstoppable pawns", UNSTOPPABLE);
332 trace_row("Space", SPACE);
334 TraceStream << "---------------------+-------------+-------------+---------------\n";
335 trace_row("Total", TOTAL);
336 TraceStream << totals;
338 return TraceStream.str();
347 Value do_evaluate(const Position& pos, Value& margin) {
349 assert(!pos.checkers());
352 Value margins[COLOR_NB];
353 Score score, mobilityWhite, mobilityBlack;
354 Thread* th = pos.this_thread();
356 // margins[] store the uncertainty estimation of position's evaluation
357 // that typically is used by the search for pruning decisions.
358 margins[WHITE] = margins[BLACK] = VALUE_ZERO;
360 // Initialize score by reading the incrementally updated scores included
361 // in the position object (material + piece square tables) and adding
362 // Tempo bonus. Score is computed from the point of view of white.
363 score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
365 // Probe the material hash table
366 ei.mi = Material::probe(pos, th->materialTable, th->endgames);
367 score += ei.mi->material_value();
369 // If we have a specialized evaluation function for the current material
370 // configuration, call it and return.
371 if (ei.mi->specialized_eval_exists())
374 return ei.mi->evaluate(pos);
377 // Probe the pawn hash table
378 ei.pi = Pawns::probe(pos, th->pawnsTable);
379 score += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
381 // Initialize attack and king safety bitboards
382 init_eval_info<WHITE>(pos, ei);
383 init_eval_info<BLACK>(pos, ei);
385 // Evaluate pieces and mobility
386 score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
387 - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
389 score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
391 // Evaluate kings after all other pieces because we need complete attack
392 // information when computing the king safety evaluation.
393 score += evaluate_king<WHITE, Trace>(pos, ei, margins)
394 - evaluate_king<BLACK, Trace>(pos, ei, margins);
396 // Evaluate tactical threats, we need full attack information including king
397 score += evaluate_threats<WHITE, Trace>(pos, ei)
398 - evaluate_threats<BLACK, Trace>(pos, ei);
400 // Evaluate passed pawns, we need full attack information including king
401 score += evaluate_passed_pawns<WHITE, Trace>(pos, ei)
402 - evaluate_passed_pawns<BLACK, Trace>(pos, ei);
404 // If one side has only a king, check whether exists any unstoppable passed pawn
405 if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
406 score += evaluate_unstoppable_pawns(pos, ei);
408 // Evaluate space for both sides, only in middle-game.
409 if (ei.mi->space_weight())
411 int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
412 score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
415 // Scale winning side if position is more drawish that what it appears
416 ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
417 : ei.mi->scale_factor(pos, BLACK);
419 // If we don't already have an unusual scale factor, check for opposite
420 // colored bishop endgames, and use a lower scale for those.
421 if ( ei.mi->game_phase() < PHASE_MIDGAME
422 && pos.opposite_bishops()
423 && sf == SCALE_FACTOR_NORMAL)
425 // Only the two bishops ?
426 if ( pos.non_pawn_material(WHITE) == BishopValueMg
427 && pos.non_pawn_material(BLACK) == BishopValueMg)
429 // Check for KBP vs KB with only a single pawn that is almost
430 // certainly a draw or at least two pawns.
431 bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1);
432 sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
435 // Endgame with opposite-colored bishops, but also other pieces. Still
436 // a bit drawish, but not as drawish as with only the two bishops.
437 sf = ScaleFactor(50);
440 margin = margins[pos.side_to_move()];
441 Value v = interpolate(score, ei.mi->game_phase(), sf);
443 // In case of tracing add all single evaluation contributions for both white and black
446 trace_add(PST, pos.psq_score());
447 trace_add(IMBALANCE, ei.mi->material_value());
448 trace_add(PAWN, ei.pi->pawns_value());
449 trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
450 Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei), 0);
451 Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
452 trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
453 trace_add(TOTAL, score);
454 TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
455 << ", Black: " << to_cp(margins[BLACK])
456 << "\nScaling: " << std::noshowpos
457 << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
458 << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
459 << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
460 << "Total evaluation: " << to_cp(v);
463 return pos.side_to_move() == WHITE ? v : -v;
467 // init_eval_info() initializes king bitboards for given color adding
468 // pawn attacks. To be done at the beginning of the evaluation.
471 void init_eval_info(const Position& pos, EvalInfo& ei) {
473 const Color Them = (Us == WHITE ? BLACK : WHITE);
475 Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
476 ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
478 // Init king safety tables only if we are going to use them
479 if ( pos.piece_count(Us, QUEEN)
480 && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
482 ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
483 b &= ei.attackedBy[Us][PAWN];
484 ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
485 ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
487 ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
491 // evaluate_outposts() evaluates bishop and knight outposts squares
493 template<PieceType Piece, Color Us>
494 Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
496 const Color Them = (Us == WHITE ? BLACK : WHITE);
498 assert (Piece == BISHOP || Piece == KNIGHT);
500 // Initial bonus based on square
501 Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
503 // Increase bonus if supported by pawn, especially if the opponent has
504 // no minor piece which can exchange the outpost piece.
505 if (bonus && (ei.attackedBy[Us][PAWN] & s))
507 if ( !pos.pieces(Them, KNIGHT)
508 && !(same_color_squares(s) & pos.pieces(Them, BISHOP)))
509 bonus += bonus + bonus / 2;
513 return make_score(bonus, bonus);
517 // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
519 template<PieceType Piece, Color Us, bool Trace>
520 Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
524 Score score = SCORE_ZERO;
526 const Color Them = (Us == WHITE ? BLACK : WHITE);
527 const Square* pl = pos.piece_list(Us, Piece);
529 ei.attackedBy[Us][Piece] = 0;
531 while ((s = *pl++) != SQ_NONE)
533 // Find attacked squares, including x-ray attacks for bishops and rooks
534 b = Piece == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN))
535 : Piece == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN))
536 : pos.attacks_from<Piece>(s);
538 ei.attackedBy[Us][Piece] |= b;
540 if (b & ei.kingRing[Them])
542 ei.kingAttackersCount[Us]++;
543 ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
544 Bitboard bb = (b & ei.attackedBy[Them][KING]);
546 ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
549 int mob = popcount<Piece == QUEEN ? Full : Max15>(b & mobilityArea);
550 mobility += MobilityBonus[Piece][mob];
552 // Decrease score if we are attacked by an enemy pawn. Remaining part
553 // of threat evaluation must be done later when we have full attack info.
554 if (ei.attackedBy[Them][PAWN] & s)
555 score -= ThreatenedByPawnPenalty[Piece];
557 // Otherwise give a bonus if we are a bishop and can pin a piece or can
558 // give a discovered check through an x-ray attack.
559 else if ( Piece == BISHOP
560 && (PseudoAttacks[Piece][pos.king_square(Them)] & s)
561 && !more_than_one(BetweenBB[s][pos.king_square(Them)] & pos.pieces()))
562 score += BishopPinBonus;
564 // Penalty for bishop with same coloured pawns
566 score -= BishopPawnsPenalty * ei.pi->pawns_on_same_color_squares(Us, s);
568 // Bishop and knight outposts squares
569 if ( (Piece == BISHOP || Piece == KNIGHT)
570 && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s)))
571 score += evaluate_outposts<Piece, Us>(pos, ei, s);
573 if ( (Piece == ROOK || Piece == QUEEN)
574 && relative_rank(Us, s) >= RANK_5)
576 // Major piece on 7th rank and enemy king trapped on 8th
577 if ( relative_rank(Us, s) == RANK_7
578 && relative_rank(Us, pos.king_square(Them)) == RANK_8)
579 score += Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus;
581 // Major piece attacking enemy pawns on the same rank
582 Bitboard pawns = pos.pieces(Them, PAWN) & rank_bb(s);
584 score += popcount<Max15>(pawns) * (Piece == ROOK ? RookOnPawnBonus : QueenOnPawnBonus);
587 // Special extra evaluation for rooks
590 // Give a bonus for a rook on a open or half-open file
591 if (ei.pi->half_open(Us, file_of(s)))
592 score += ei.pi->half_open(Them, file_of(s)) ? RookOpenFileBonus
593 : RookHalfOpenFileBonus;
594 if (mob > 6 || ei.pi->half_open(Us, file_of(s)))
597 Square ksq = pos.king_square(Us);
599 // Penalize rooks which are trapped inside a king. Penalize more if
600 // king has lost right to castle.
601 if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
602 && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
603 && !ei.pi->half_open_on_side(Us, file_of(ksq), file_of(ksq) < FILE_E))
604 score -= (TrappedRookPenalty - make_score(mob * 8, 0)) * (pos.can_castle(Us) ? 1 : 2);
607 // An important Chess960 pattern: A cornered bishop blocked by a friendly
608 // pawn diagonally in front of it is a very serious problem, especially
609 // when that pawn is also blocked.
612 && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
614 const enum Piece P = make_piece(Us, PAWN);
615 Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
616 if (pos.piece_on(s + d) == P)
617 score -= !pos.is_empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1Penalty * 4
618 : pos.piece_on(s + d + d) == P ? TrappedBishopA1H1Penalty * 2
619 : TrappedBishopA1H1Penalty;
624 TracedScores[Us][Piece] = score;
630 // evaluate_threats<>() assigns bonuses according to the type of attacking piece
631 // and the type of attacked one.
633 template<Color Us, bool Trace>
634 Score evaluate_threats(const Position& pos, EvalInfo& ei) {
636 const Color Them = (Us == WHITE ? BLACK : WHITE);
638 Bitboard b, undefendedMinors, weakEnemies;
639 Score score = SCORE_ZERO;
641 // Undefended minors get penalized even if not under attack
642 undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
643 & ~ei.attackedBy[Them][ALL_PIECES];
645 if (undefendedMinors)
646 score += UndefendedMinorPenalty;
648 // Enemy pieces not defended by a pawn and under our attack
649 weakEnemies = pos.pieces(Them)
650 & ~ei.attackedBy[Them][PAWN]
651 & ei.attackedBy[Us][ALL_PIECES];
653 // Add bonus according to type of attacked enemy piece and to the
654 // type of attacking piece, from knights to queens. Kings are not
655 // considered because are already handled in king evaluation.
657 for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
659 b = ei.attackedBy[Us][pt1] & weakEnemies;
661 for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
662 if (b & pos.pieces(pt2))
663 score += ThreatBonus[pt1][pt2];
667 TracedScores[Us][THREAT] = score;
673 // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
674 // pieces of a given color.
676 template<Color Us, bool Trace>
677 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
679 const Color Them = (Us == WHITE ? BLACK : WHITE);
681 Score score = mobility = SCORE_ZERO;
683 // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
684 const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING));
686 score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
687 score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
688 score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
689 score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
691 // Sum up all attacked squares
692 ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
693 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
694 | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
696 TracedScores[Us][MOBILITY] = apply_weight(mobility, Weights[Mobility]);
702 // evaluate_king<>() assigns bonuses and penalties to a king of a given color
704 template<Color Us, bool Trace>
705 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
707 const Color Them = (Us == WHITE ? BLACK : WHITE);
709 Bitboard undefended, b, b1, b2, safe;
711 const Square ksq = pos.king_square(Us);
713 // King shelter and enemy pawns storm
714 Score score = ei.pi->king_safety<Us>(pos, ksq);
716 // King safety. This is quite complicated, and is almost certainly far
717 // from optimally tuned.
718 if ( ei.kingAttackersCount[Them] >= 2
719 && ei.kingAdjacentZoneAttacksCount[Them])
721 // Find the attacked squares around the king which has no defenders
722 // apart from the king itself
723 undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING];
724 undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
725 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
726 | ei.attackedBy[Us][QUEEN]);
728 // Initialize the 'attackUnits' variable, which is used later on as an
729 // index to the KingDangerTable[] array. The initial value is based on
730 // the number and types of the enemy's attacking pieces, the number of
731 // attacked and undefended squares around our king, the square of the
732 // king, and the quality of the pawn shelter.
733 attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
734 + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
735 + InitKingDanger[relative_square(Us, ksq)]
736 - mg_value(score) / 32;
738 // Analyse enemy's safe queen contact checks. First find undefended
739 // squares around the king attacked by enemy queen...
740 b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
743 // ...then remove squares not supported by another enemy piece
744 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
745 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
747 attackUnits += QueenContactCheckBonus
749 * (Them == pos.side_to_move() ? 2 : 1);
752 // Analyse enemy's safe rook contact checks. First find undefended
753 // squares around the king attacked by enemy rooks...
754 b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
756 // Consider only squares where the enemy rook gives check
757 b &= PseudoAttacks[ROOK][ksq];
761 // ...then remove squares not supported by another enemy piece
762 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
763 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
765 attackUnits += RookContactCheckBonus
767 * (Them == pos.side_to_move() ? 2 : 1);
770 // Analyse enemy's safe distance checks for sliders and knights
771 safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]);
773 b1 = pos.attacks_from<ROOK>(ksq) & safe;
774 b2 = pos.attacks_from<BISHOP>(ksq) & safe;
776 // Enemy queen safe checks
777 b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
779 attackUnits += QueenCheckBonus * popcount<Max15>(b);
781 // Enemy rooks safe checks
782 b = b1 & ei.attackedBy[Them][ROOK];
784 attackUnits += RookCheckBonus * popcount<Max15>(b);
786 // Enemy bishops safe checks
787 b = b2 & ei.attackedBy[Them][BISHOP];
789 attackUnits += BishopCheckBonus * popcount<Max15>(b);
791 // Enemy knights safe checks
792 b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
794 attackUnits += KnightCheckBonus * popcount<Max15>(b);
796 // To index KingDangerTable[] attackUnits must be in [0, 99] range
797 attackUnits = std::min(99, std::max(0, attackUnits));
799 // Finally, extract the king danger score from the KingDangerTable[]
800 // array and subtract the score from evaluation. Set also margins[]
801 // value that will be used for pruning because this value can sometimes
802 // be very big, and so capturing a single attacking piece can therefore
803 // result in a score change far bigger than the value of the captured piece.
804 score -= KingDangerTable[Us == Search::RootColor][attackUnits];
805 margins[Us] += mg_value(KingDangerTable[Us == Search::RootColor][attackUnits]);
809 TracedScores[Us][KING] = score;
815 // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
817 template<Color Us, bool Trace>
818 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
820 const Color Them = (Us == WHITE ? BLACK : WHITE);
822 Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
823 Score score = SCORE_ZERO;
825 b = ei.pi->passed_pawns(Us);
829 Square s = pop_lsb(&b);
831 assert(pos.pawn_is_passed(Us, s));
833 int r = int(relative_rank(Us, s) - RANK_2);
834 int rr = r * (r - 1);
836 // Base bonus based on rank
837 Value mbonus = Value(20 * rr);
838 Value ebonus = Value(10 * (rr + r + 1));
842 Square blockSq = s + pawn_push(Us);
844 // Adjust bonus based on kings proximity
845 ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr);
846 ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr);
848 // If blockSq is not the queening square then consider also a second push
849 if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
850 ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
852 // If the pawn is free to advance, increase bonus
853 if (pos.is_empty(blockSq))
855 squaresToQueen = forward_bb(Us, s);
856 defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES];
858 // If there is an enemy rook or queen attacking the pawn from behind,
859 // add all X-ray attacks by the rook or queen. Otherwise consider only
860 // the squares in the pawn's path attacked or occupied by the enemy.
861 if ( (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN))
862 && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
863 unsafeSquares = squaresToQueen;
865 unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
867 // If there aren't enemy attacks huge bonus, a bit smaller if at
868 // least block square is not attacked, otherwise smallest bonus.
869 int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 3;
871 // Big bonus if the path to queen is fully defended, a bit less
872 // if at least block square is defended.
873 if (defendedSquares == squaresToQueen)
876 else if (defendedSquares & blockSq)
877 k += (unsafeSquares & defendedSquares) == unsafeSquares ? 4 : 2;
879 mbonus += Value(k * rr), ebonus += Value(k * rr);
883 // Increase the bonus if the passed pawn is supported by a friendly pawn
884 // on the same rank and a bit smaller if it's on the previous rank.
885 supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s));
886 if (supportingPawns & rank_bb(s))
887 ebonus += Value(r * 20);
889 else if (supportingPawns & rank_bb(s - pawn_push(Us)))
890 ebonus += Value(r * 12);
892 // Rook pawns are a special case: They are sometimes worse, and
893 // sometimes better than other passed pawns. It is difficult to find
894 // good rules for determining whether they are good or bad. For now,
895 // we try the following: Increase the value for rook pawns if the
896 // other side has no pieces apart from a knight, and decrease the
897 // value if the other side has a rook or queen.
898 if (file_of(s) == FILE_A || file_of(s) == FILE_H)
900 if (pos.non_pawn_material(Them) <= KnightValueMg)
901 ebonus += ebonus / 4;
902 else if (pos.pieces(Them, ROOK, QUEEN))
903 ebonus -= ebonus / 4;
905 score += make_score(mbonus, ebonus);
910 TracedScores[Us][PASSED] = apply_weight(score, Weights[PassedPawns]);
912 // Add the scores to the middle game and endgame eval
913 return apply_weight(score, Weights[PassedPawns]);
917 // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
918 // conservative and returns a winning score only when we are very sure that the pawn is winning.
920 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
922 Bitboard b, b2, blockers, supporters, queeningPath, candidates;
923 Square s, blockSq, queeningSquare;
924 Color c, winnerSide, loserSide;
925 bool pathDefended, opposed;
926 int pliesToGo, movesToGo, oppMovesToGo, sacptg, blockersCount, minKingDist, kingptg, d;
927 int pliesToQueen[] = { 256, 256 };
929 // Step 1. Hunt for unstoppable passed pawns. If we find at least one,
930 // record how many plies are required for promotion.
931 for (c = WHITE; c <= BLACK; c++)
933 // Skip if other side has non-pawn pieces
934 if (pos.non_pawn_material(~c))
937 b = ei.pi->passed_pawns(c);
942 queeningSquare = relative_square(c, file_of(s) | RANK_8);
943 queeningPath = forward_bb(c, s);
945 // Compute plies to queening and check direct advancement
946 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
947 oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
948 pathDefended = ((ei.attackedBy[c][ALL_PIECES] & queeningPath) == queeningPath);
950 if (movesToGo >= oppMovesToGo && !pathDefended)
953 // Opponent king cannot block because path is defended and position
954 // is not in check. So only friendly pieces can be blockers.
955 assert(!pos.checkers());
956 assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c)));
958 // Add moves needed to free the path from friendly pieces and retest condition
959 movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));
961 if (movesToGo >= oppMovesToGo && !pathDefended)
964 pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
965 pliesToQueen[c] = std::min(pliesToQueen[c], pliesToGo);
969 // Step 2. If either side cannot promote at least three plies before the other side then situation
970 // becomes too complex and we give up. Otherwise we determine the possibly "winning side"
971 if (abs(pliesToQueen[WHITE] - pliesToQueen[BLACK]) < 3)
974 winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
975 loserSide = ~winnerSide;
977 // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
978 b = candidates = pos.pieces(loserSide, PAWN);
984 // Compute plies from queening
985 queeningSquare = relative_square(loserSide, file_of(s) | RANK_8);
986 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
987 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
989 // Check if (without even considering any obstacles) we're too far away or doubled
990 if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
991 || (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN)))
995 // If any candidate is already a passed pawn it _may_ promote in time. We give up.
996 if (candidates & ei.pi->passed_pawns(loserSide))
999 // Step 4. Check new passed pawn creation through king capturing and pawn sacrifices
1005 sacptg = blockersCount = 0;
1006 minKingDist = kingptg = 256;
1008 // Compute plies from queening
1009 queeningSquare = relative_square(loserSide, file_of(s) | RANK_8);
1010 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1011 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1013 // Generate list of blocking pawns and supporters
1014 supporters = adjacent_files_bb(file_of(s)) & candidates;
1015 opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN);
1016 blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN);
1020 // How many plies does it take to remove all the blocking pawns?
1023 blockSq = pop_lsb(&blockers);
1026 // Check pawns that can give support to overcome obstacle, for instance
1027 // black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
1030 b2 = supporters & in_front_bb(winnerSide, blockSq + pawn_push(winnerSide));
1032 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1034 d = square_distance(blockSq, pop_lsb(&b2)) - 2;
1035 movesToGo = std::min(movesToGo, d);
1039 // Check pawns that can be sacrificed against the blocking pawn
1040 b2 = attack_span_mask(winnerSide, blockSq) & candidates & ~(1ULL << s);
1042 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1044 d = square_distance(blockSq, pop_lsb(&b2)) - 2;
1045 movesToGo = std::min(movesToGo, d);
1048 // If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
1049 // it's not a real obstacle and we have nothing to add to pliesToGo.
1053 // Plies needed to sacrifice against all the blocking pawns
1054 sacptg += movesToGo * 2;
1057 // Plies needed for the king to capture all the blocking pawns
1058 d = square_distance(pos.king_square(loserSide), blockSq);
1059 minKingDist = std::min(minKingDist, d);
1060 kingptg = (minKingDist + blockersCount) * 2;
1063 // Check if pawn sacrifice plan _may_ save the day
1064 if (pliesToQueen[winnerSide] + 3 > pliesToGo + sacptg)
1067 // Check if king capture plan _may_ save the day (contains some false positives)
1068 if (pliesToQueen[winnerSide] + 3 > pliesToGo + kingptg)
1072 // Winning pawn is unstoppable and will promote as first, return big score
1073 Score score = make_score(0, (Value) 1280 - 32 * pliesToQueen[winnerSide]);
1074 return winnerSide == WHITE ? score : -score;
1078 // evaluate_space() computes the space evaluation for a given side. The
1079 // space evaluation is a simple bonus based on the number of safe squares
1080 // available for minor pieces on the central four files on ranks 2--4. Safe
1081 // squares one, two or three squares behind a friendly pawn are counted
1082 // twice. Finally, the space bonus is scaled by a weight taken from the
1083 // material hash table. The aim is to improve play on game opening.
1085 int evaluate_space(const Position& pos, EvalInfo& ei) {
1087 const Color Them = (Us == WHITE ? BLACK : WHITE);
1089 // Find the safe squares for our pieces inside the area defined by
1090 // SpaceMask[]. A square is unsafe if it is attacked by an enemy
1091 // pawn, or if it is undefended and attacked by an enemy piece.
1092 Bitboard safe = SpaceMask[Us]
1093 & ~pos.pieces(Us, PAWN)
1094 & ~ei.attackedBy[Them][PAWN]
1095 & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
1097 // Find all squares which are at most three squares behind some friendly pawn
1098 Bitboard behind = pos.pieces(Us, PAWN);
1099 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
1100 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
1102 // Since SpaceMask[Us] is fully on our half of the board
1103 assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
1105 // Count safe + (behind & safe) with a single popcount
1106 return popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
1110 // interpolate() interpolates between a middle game and an endgame score,
1111 // based on game phase. It also scales the return value by a ScaleFactor array.
1113 Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {
1115 assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
1116 assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
1117 assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
1119 int ev = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
1120 int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
1121 return Value((result + GrainSize / 2) & ~(GrainSize - 1));
1124 // apply_weight() weights score v by score w trying to prevent overflow
1125 Score apply_weight(Score v, Score w) {
1126 return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
1127 (int(eg_value(v)) * eg_value(w)) / 0x100);
1130 // weight_option() computes the value of an evaluation weight, by combining
1131 // two UCI-configurable weights (midgame and endgame) with an internal weight.
1133 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
1135 // Scale option value from 100 to 256
1136 int mg = Options[mgOpt] * 256 / 100;
1137 int eg = Options[egOpt] * 256 / 100;
1139 return apply_weight(make_score(mg, eg), internalWeight);
1143 // A couple of little helpers used by tracing code, to_cp() converts a value to
1144 // a double in centipawns scale, trace_add() stores white and black scores.
1146 double to_cp(Value v) { return double(v) / double(PawnValueMg); }
1148 void trace_add(int idx, Score wScore, Score bScore) {
1150 TracedScores[WHITE][idx] = wScore;
1151 TracedScores[BLACK][idx] = bScore;
1155 // trace_row() is an helper function used by tracing code to register the
1156 // values of a single evaluation term.
1158 void trace_row(const char* name, int idx) {
1160 Score wScore = TracedScores[WHITE][idx];
1161 Score bScore = TracedScores[BLACK][idx];
1164 case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
1165 TraceStream << std::setw(20) << name << " | --- --- | --- --- | "
1166 << std::setw(6) << to_cp(mg_value(wScore)) << " "
1167 << std::setw(6) << to_cp(eg_value(wScore)) << " \n";
1170 TraceStream << std::setw(20) << name << " | " << std::noshowpos
1171 << std::setw(5) << to_cp(mg_value(wScore)) << " "
1172 << std::setw(5) << to_cp(eg_value(wScore)) << " | "
1173 << std::setw(5) << to_cp(mg_value(bScore)) << " "
1174 << std::setw(5) << to_cp(eg_value(bScore)) << " | "
1176 << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " "
1177 << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n";