2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2010 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/>.
35 #include "ucioption.h"
39 //// Local definitions
44 // Struct EvalInfo contains various information computed and collected
45 // by the evaluation functions.
48 // Pointer to pawn hash table entry
51 // attackedBy[color][piece type] is a bitboard representing all squares
52 // attacked by a given color and piece type, attackedBy[color][0] contains
53 // all squares attacked by the given color.
54 Bitboard attackedBy[2][8];
56 // kingZone[color] is the zone around the enemy king which is considered
57 // by the king safety evaluation. This consists of the squares directly
58 // adjacent to the king, and the three (or two, for a king on an edge file)
59 // squares two ranks in front of the king. For instance, if black's king
60 // is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
61 // f7, g7, h7, f6, g6 and h6.
64 // kingAttackersCount[color] is the number of pieces of the given color
65 // which attack a square in the kingZone of the enemy king.
66 int kingAttackersCount[2];
68 // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
69 // given color which attack a square in the kingZone of the enemy king. The
70 // weights of the individual piece types are given by the variables
71 // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
72 // KnightAttackWeight in evaluate.cpp
73 int kingAttackersWeight[2];
75 // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
76 // directly adjacent to the king of the given color. Pieces which attack
77 // more than one square are counted multiple times. For instance, if black's
78 // king is on g8 and there's a white knight on g5, this knight adds
79 // 2 to kingAdjacentZoneAttacksCount[BLACK].
80 int kingAdjacentZoneAttacksCount[2];
83 // Evaluation grain size, must be a power of 2
84 const int GrainSize = 8;
86 // Evaluation weights, initialized from UCI options
87 enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
91 #define S(mg, eg) make_score(mg, eg)
93 // Internal evaluation weights. These are applied on top of the evaluation
94 // weights read from UCI parameters. The purpose is to be able to change
95 // the evaluation weights while keeping the default values of the UCI
96 // parameters at 100, which looks prettier.
98 // Values modified by Joona Kiiski
99 const Score WeightsInternal[] = {
100 S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
103 // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
104 // end game, indexed by piece type and number of attacked squares not occupied
105 // by friendly pieces.
106 const Score MobilityBonus[][32] = {
108 { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights
109 S( 31, 22), S( 38, 27), S( 38, 27) },
110 { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops
111 S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73),
112 S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) },
113 { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks
114 S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114),
115 S( 29,116), S( 30,117), S( 31,118), S(32,118) },
116 { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens
117 S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
118 S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35),
119 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
120 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
121 S( 20, 35), S( 20, 35) }
124 // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and
125 // bishops, indexed by piece type and square (from white's point of view).
126 const Value OutpostBonus[][64] = {
129 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
130 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
131 V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
132 V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
133 V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
134 V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) },
136 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
137 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
138 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
139 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
140 V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
141 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
144 // ThreatBonus[attacking][attacked] contains threat bonuses according to
145 // which piece type attacks which one.
146 const Score ThreatBonus[][8] = {
148 { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
149 { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
150 { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
151 { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
154 // ThreatedByPawnPenalty[PieceType] contains a penalty according to which
155 // piece type is attacked by an enemy pawn.
156 const Score ThreatedByPawnPenalty[] = {
157 S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
162 // Rooks and queens on the 7th rank (modified by Joona Kiiski)
163 const Score RookOn7thBonus = make_score(47, 98);
164 const Score QueenOn7thBonus = make_score(27, 54);
166 // Rooks on open files (modified by Joona Kiiski)
167 const Score RookOpenFileBonus = make_score(43, 43);
168 const Score RookHalfOpenFileBonus = make_score(19, 19);
170 // Penalty for rooks trapped inside a friendly king which has lost the
172 const Value TrappedRookPenalty = Value(180);
174 // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
175 // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
176 // happen in Chess960 games.
177 const Score TrappedBishopA1H1Penalty = make_score(100, 100);
179 // The SpaceMask[Color] contains the area of the board which is considered
180 // by the space evaluation. In the middle game, each side is given a bonus
181 // based on how many squares inside this area are safe and available for
182 // friendly minor pieces.
183 const Bitboard SpaceMask[] = {
184 (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
185 (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
186 (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
187 (1ULL << SQ_C7) | (1ULL << SQ_D7) | (1ULL << SQ_E7) | (1ULL << SQ_F7) |
188 (1ULL << SQ_C6) | (1ULL << SQ_D6) | (1ULL << SQ_E6) | (1ULL << SQ_F6) |
189 (1ULL << SQ_C5) | (1ULL << SQ_D5) | (1ULL << SQ_E5) | (1ULL << SQ_F5)
192 // King danger constants and variables. The king danger scores are taken
193 // from the KingDangerTable[]. Various little "meta-bonuses" measuring
194 // the strength of the enemy attack are added up into an integer, which
195 // is used as an index to KingDangerTable[].
197 // KingAttackWeights[PieceType] contains king attack weights by piece type
198 const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
200 // Bonuses for enemy's safe checks
201 const int QueenContactCheckBonus = 6;
202 const int RookContactCheckBonus = 4;
203 const int QueenCheckBonus = 3;
204 const int RookCheckBonus = 2;
205 const int BishopCheckBonus = 1;
206 const int KnightCheckBonus = 1;
208 // InitKingDanger[Square] contains penalties based on the position of the
209 // defending king, indexed by king's square (from white's point of view).
210 const int InitKingDanger[] = {
211 2, 0, 2, 5, 5, 2, 0, 2,
212 2, 2, 4, 8, 8, 4, 2, 2,
213 7, 10, 12, 12, 12, 12, 10, 7,
214 15, 15, 15, 15, 15, 15, 15, 15,
215 15, 15, 15, 15, 15, 15, 15, 15,
216 15, 15, 15, 15, 15, 15, 15, 15,
217 15, 15, 15, 15, 15, 15, 15, 15,
218 15, 15, 15, 15, 15, 15, 15, 15
221 // KingDangerTable[Color][attackUnits] contains the actual king danger
222 // weighted scores, indexed by color and by a calculated integer number.
223 Score KingDangerTable[2][128];
225 // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
226 // evaluation terms, used when tracing.
227 Score TracedTerms[2][16];
228 std::stringstream TraceStream;
231 PST = 8, IMBALANCE = 9, MOBILITY = 10, THREAT = 11,
232 PASSED = 12, UNSTOPPABLE = 13, SPACE = 14, TOTAL = 15
235 // Function prototypes
236 template<bool HasPopCnt, bool Trace>
237 Value do_evaluate(const Position& pos, Value& margin);
239 template<Color Us, bool HasPopCnt>
240 void init_eval_info(const Position& pos, EvalInfo& ei);
242 template<Color Us, bool HasPopCnt, bool Trace>
243 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
245 template<Color Us, bool HasPopCnt, bool Trace>
246 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
249 Score evaluate_threats(const Position& pos, EvalInfo& ei);
251 template<Color Us, bool HasPopCnt>
252 int evaluate_space(const Position& pos, EvalInfo& ei);
255 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
257 template<bool HasPopCnt>
258 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
260 inline Score apply_weight(Score v, Score weight);
261 Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf);
262 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
267 /// evaluate() is the main evaluation function. It always computes two
268 /// values, an endgame score and a middle game score, and interpolates
269 /// between them based on the remaining material.
270 Value evaluate(const Position& pos, Value& margin) {
272 return CpuHasPOPCNT ? do_evaluate<true, false>(pos, margin)
273 : do_evaluate<false, false>(pos, margin);
278 double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
280 void trace_add(int idx, Score term_w, Score term_b = Score(0)) {
282 TracedTerms[WHITE][idx] = term_w;
283 TracedTerms[BLACK][idx] = term_b;
286 template<bool HasPopCnt, bool Trace>
287 Value do_evaluate(const Position& pos, Value& margin) {
291 Score mobilityWhite, mobilityBlack;
294 assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
295 assert(!pos.is_check());
297 // Initialize value by reading the incrementally updated scores included
298 // in the position object (material + piece square tables).
299 Score bonus = pos.value();
301 // margins[] store the uncertainty estimation of position's evaluation
302 // that typically is used by the search for pruning decisions.
303 margins[WHITE] = margins[BLACK] = VALUE_ZERO;
305 // Probe the material hash table
306 MaterialInfo* mi = Threads[pos.thread()].materialTable.get_material_info(pos);
307 bonus += mi->material_value();
309 // If we have a specialized evaluation function for the current material
310 // configuration, call it and return.
311 if (mi->specialized_eval_exists())
314 return mi->evaluate(pos);
317 // Probe the pawn hash table
318 ei.pi = Threads[pos.thread()].pawnTable.get_pawn_info(pos);
319 bonus += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
321 // Initialize attack and king safety bitboards
322 init_eval_info<WHITE, HasPopCnt>(pos, ei);
323 init_eval_info<BLACK, HasPopCnt>(pos, ei);
325 // Evaluate pieces and mobility
326 bonus += evaluate_pieces_of_color<WHITE, HasPopCnt, Trace>(pos, ei, mobilityWhite)
327 - evaluate_pieces_of_color<BLACK, HasPopCnt, Trace>(pos, ei, mobilityBlack);
329 bonus += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
331 // Evaluate kings after all other pieces because we need complete attack
332 // information when computing the king safety evaluation.
333 bonus += evaluate_king<WHITE, HasPopCnt, Trace>(pos, ei, margins)
334 - evaluate_king<BLACK, HasPopCnt, Trace>(pos, ei, margins);
336 // Evaluate tactical threats, we need full attack information including king
337 bonus += evaluate_threats<WHITE>(pos, ei)
338 - evaluate_threats<BLACK>(pos, ei);
340 // Evaluate passed pawns, we need full attack information including king
341 bonus += evaluate_passed_pawns<WHITE>(pos, ei)
342 - evaluate_passed_pawns<BLACK>(pos, ei);
344 // If one side has only a king, check whether exists any unstoppable passed pawn
345 if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
347 bonus += evaluate_unstoppable_pawns<HasPopCnt>(pos, ei);
350 trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns<HasPopCnt>(pos, ei));
353 // Evaluate space for both sides, only in middle-game.
354 if (mi->space_weight())
356 int s_w = evaluate_space<WHITE, HasPopCnt>(pos, ei);
357 int s_b = evaluate_space<BLACK, HasPopCnt>(pos, ei);
358 bonus += apply_weight(make_score((s_w - s_b) * mi->space_weight(), 0), Weights[Space]);
361 trace_add(SPACE, apply_weight(make_score(s_w * mi->space_weight(), make_score(0, 0)), Weights[Space]),
362 apply_weight(make_score(s_b * mi->space_weight(), make_score(0, 0)), Weights[Space]));
365 // Scale winning side if position is more drawish that what it appears
366 ScaleFactor sf = eg_value(bonus) > VALUE_DRAW ? mi->scale_factor(pos, WHITE)
367 : mi->scale_factor(pos, BLACK);
368 Phase phase = mi->game_phase();
370 // If we don't already have an unusual scale factor, check for opposite
371 // colored bishop endgames, and use a lower scale for those.
372 if ( phase < PHASE_MIDGAME
373 && pos.opposite_colored_bishops()
374 && sf == SCALE_FACTOR_NORMAL)
376 // Only the two bishops ?
377 if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
378 && pos.non_pawn_material(BLACK) == BishopValueMidgame)
380 // Check for KBP vs KB with only a single pawn that is almost
381 // certainly a draw or at least two pawns.
382 bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1);
383 sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
386 // Endgame with opposite-colored bishops, but also other pieces. Still
387 // a bit drawish, but not as drawish as with only the two bishops.
388 sf = ScaleFactor(50);
391 // Interpolate between the middle game and the endgame score
392 margin = margins[pos.side_to_move()];
393 Value v = scale_by_game_phase(bonus, phase, sf);
397 trace_add(PST, pos.value());
398 trace_add(IMBALANCE, mi->material_value());
399 trace_add(PAWN, apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]));
400 trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
401 trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
402 trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
403 trace_add(TOTAL, bonus);
404 TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
405 << ", Black: " << to_cp(margins[BLACK])
406 << "\nScaling: " << std::noshowpos
407 << std::setw(6) << 100.0 * phase/128.0 << "% MG, "
408 << std::setw(6) << 100.0 * (1.0 - phase/128.0) << "% * "
409 << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
410 << "Total evaluation: " << to_cp(v);
413 return pos.side_to_move() == WHITE ? v : -v;
419 /// read_weights() reads evaluation weights from the corresponding UCI parameters
421 void read_evaluation_uci_options(Color us) {
423 // King safety is asymmetrical. Our king danger level is weighted by
424 // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
425 const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem);
426 const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs);
428 Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
429 Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
430 Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
431 Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
432 Weights[kingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
433 Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
435 // If running in analysis mode, make sure we use symmetrical king safety. We do this
436 // by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average.
437 if (Options["UCI_AnalyseMode"].value<bool>())
438 Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2;
446 // init_eval_info() initializes king bitboards for given color adding
447 // pawn attacks. To be done at the beginning of the evaluation.
449 template<Color Us, bool HasPopCnt>
450 void init_eval_info(const Position& pos, EvalInfo& ei) {
452 const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
453 const Color Them = (Us == WHITE ? BLACK : WHITE);
455 Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
456 ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
458 // Init king safety tables only if we are going to use them
459 if ( pos.piece_count(Us, QUEEN)
460 && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
462 ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
463 b &= ei.attackedBy[Us][PAWN];
464 ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
465 ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
467 ei.kingZone[Us] = ei.kingAttackersCount[Us] = 0;
471 // evaluate_outposts() evaluates bishop and knight outposts squares
473 template<PieceType Piece, Color Us>
474 Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
476 const Color Them = (Us == WHITE ? BLACK : WHITE);
478 assert (Piece == BISHOP || Piece == KNIGHT);
480 // Initial bonus based on square
481 Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
483 // Increase bonus if supported by pawn, especially if the opponent has
484 // no minor piece which can exchange the outpost piece.
485 if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
487 if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
488 && (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
489 bonus += bonus + bonus / 2;
493 return make_score(bonus, bonus);
497 // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
499 template<PieceType Piece, Color Us, bool HasPopCnt, bool Trace>
500 Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
506 Score bonus = SCORE_ZERO;
508 const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
509 const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
510 const Color Them = (Us == WHITE ? BLACK : WHITE);
511 const Square* ptr = pos.piece_list_begin(Us, Piece);
513 ei.attackedBy[Us][Piece] = EmptyBoardBB;
515 while ((s = *ptr++) != SQ_NONE)
517 // Find attacked squares, including x-ray attacks for bishops and rooks
518 if (Piece == KNIGHT || Piece == QUEEN)
519 b = pos.attacks_from<Piece>(s);
520 else if (Piece == BISHOP)
521 b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
522 else if (Piece == ROOK)
523 b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
527 // Update attack info
528 ei.attackedBy[Us][Piece] |= b;
531 if (b & ei.kingZone[Us])
533 ei.kingAttackersCount[Us]++;
534 ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
535 Bitboard bb = (b & ei.attackedBy[Them][KING]);
537 ei.kingAdjacentZoneAttacksCount[Us] += count_1s<Max15>(bb);
541 mob = (Piece != QUEEN ? count_1s<Max15>(b & mobilityArea)
542 : count_1s<Full >(b & mobilityArea));
544 mobility += MobilityBonus[Piece][mob];
546 // Decrease score if we are attacked by an enemy pawn. Remaining part
547 // of threat evaluation must be done later when we have full attack info.
548 if (bit_is_set(ei.attackedBy[Them][PAWN], s))
549 bonus -= ThreatedByPawnPenalty[Piece];
551 // Bishop and knight outposts squares
552 if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
553 bonus += evaluate_outposts<Piece, Us>(pos, ei, s);
555 // Queen or rook on 7th rank
556 if ( (Piece == ROOK || Piece == QUEEN)
557 && relative_rank(Us, s) == RANK_7
558 && relative_rank(Us, pos.king_square(Them)) == RANK_8)
560 bonus += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
563 // Special extra evaluation for bishops
564 if (Piece == BISHOP && pos.is_chess960())
566 // An important Chess960 pattern: A cornered bishop blocked by
567 // a friendly pawn diagonally in front of it is a very serious
568 // problem, especially when that pawn is also blocked.
569 if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))
571 Square d = pawn_push(Us) + (square_file(s) == FILE_A ? DELTA_E : DELTA_W);
572 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
574 if (!pos.square_is_empty(s + d + pawn_push(Us)))
575 bonus -= 2*TrappedBishopA1H1Penalty;
576 else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
577 bonus -= TrappedBishopA1H1Penalty;
579 bonus -= TrappedBishopA1H1Penalty / 2;
584 // Special extra evaluation for rooks
587 // Open and half-open files
589 if (ei.pi->file_is_half_open(Us, f))
591 if (ei.pi->file_is_half_open(Them, f))
592 bonus += RookOpenFileBonus;
594 bonus += RookHalfOpenFileBonus;
597 // Penalize rooks which are trapped inside a king. Penalize more if
598 // king has lost right to castle.
599 if (mob > 6 || ei.pi->file_is_half_open(Us, f))
602 ksq = pos.king_square(Us);
604 if ( square_file(ksq) >= FILE_E
605 && square_file(s) > square_file(ksq)
606 && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
608 // Is there a half-open file between the king and the edge of the board?
609 if (!ei.pi->has_open_file_to_right(Us, square_file(ksq)))
610 bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
611 : (TrappedRookPenalty - mob * 16), 0);
613 else if ( square_file(ksq) <= FILE_D
614 && square_file(s) < square_file(ksq)
615 && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
617 // Is there a half-open file between the king and the edge of the board?
618 if (!ei.pi->has_open_file_to_left(Us, square_file(ksq)))
619 bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
620 : (TrappedRookPenalty - mob * 16), 0);
626 TracedTerms[Us][Piece] = bonus;
632 // evaluate_threats<>() assigns bonuses according to the type of attacking piece
633 // and the type of attacked one.
636 Score evaluate_threats(const Position& pos, EvalInfo& ei) {
638 const Color Them = (Us == WHITE ? BLACK : WHITE);
641 Score bonus = SCORE_ZERO;
643 // Enemy pieces not defended by a pawn and under our attack
644 Bitboard weakEnemies = pos.pieces_of_color(Them)
645 & ~ei.attackedBy[Them][PAWN]
646 & ei.attackedBy[Us][0];
650 // Add bonus according to type of attacked enemy piece and to the
651 // type of attacking piece, from knights to queens. Kings are not
652 // considered because are already handled in king evaluation.
653 for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
655 b = ei.attackedBy[Us][pt1] & weakEnemies;
657 for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
658 if (b & pos.pieces(pt2))
659 bonus += ThreatBonus[pt1][pt2];
665 // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
666 // pieces of a given color.
668 template<Color Us, bool HasPopCnt, bool Trace>
669 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
671 const Color Them = (Us == WHITE ? BLACK : WHITE);
673 Score bonus = mobility = SCORE_ZERO;
675 // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
676 const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
678 bonus += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
679 bonus += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
680 bonus += evaluate_pieces<ROOK, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
681 bonus += evaluate_pieces<QUEEN, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
683 // Sum up all attacked squares
684 ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
685 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
686 | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
691 // evaluate_king<>() assigns bonuses and penalties to a king of a given color
693 template<Color Us, bool HasPopCnt, bool Trace>
694 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
696 const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
697 const Color Them = (Us == WHITE ? BLACK : WHITE);
699 Bitboard undefended, b, b1, b2, safe;
701 const Square ksq = pos.king_square(Us);
704 Score bonus = ei.pi->king_shelter<Us>(pos, ksq);
706 // King safety. This is quite complicated, and is almost certainly far
707 // from optimally tuned.
708 if ( ei.kingAttackersCount[Them] >= 2
709 && ei.kingAdjacentZoneAttacksCount[Them])
711 // Find the attacked squares around the king which has no defenders
712 // apart from the king itself
713 undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
714 undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
715 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
716 | ei.attackedBy[Us][QUEEN]);
718 // Initialize the 'attackUnits' variable, which is used later on as an
719 // index to the KingDangerTable[] array. The initial value is based on
720 // the number and types of the enemy's attacking pieces, the number of
721 // attacked and undefended squares around our king, the square of the
722 // king, and the quality of the pawn shelter.
723 attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
724 + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s<Max15>(undefended))
725 + InitKingDanger[relative_square(Us, ksq)]
726 - mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
728 // Analyse enemy's safe queen contact checks. First find undefended
729 // squares around the king attacked by enemy queen...
730 b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them);
733 // ...then remove squares not supported by another enemy piece
734 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
735 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
737 attackUnits += QueenContactCheckBonus
739 * (Them == pos.side_to_move() ? 2 : 1);
742 // Analyse enemy's safe rook contact checks. First find undefended
743 // squares around the king attacked by enemy rooks...
744 b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them);
746 // Consider only squares where the enemy rook gives check
747 b &= RookPseudoAttacks[ksq];
751 // ...then remove squares not supported by another enemy piece
752 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
753 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
755 attackUnits += RookContactCheckBonus
757 * (Them == pos.side_to_move() ? 2 : 1);
760 // Analyse enemy's safe distance checks for sliders and knights
761 safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]);
763 b1 = pos.attacks_from<ROOK>(ksq) & safe;
764 b2 = pos.attacks_from<BISHOP>(ksq) & safe;
766 // Enemy queen safe checks
767 b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
769 attackUnits += QueenCheckBonus * count_1s<Max15>(b);
771 // Enemy rooks safe checks
772 b = b1 & ei.attackedBy[Them][ROOK];
774 attackUnits += RookCheckBonus * count_1s<Max15>(b);
776 // Enemy bishops safe checks
777 b = b2 & ei.attackedBy[Them][BISHOP];
779 attackUnits += BishopCheckBonus * count_1s<Max15>(b);
781 // Enemy knights safe checks
782 b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
784 attackUnits += KnightCheckBonus * count_1s<Max15>(b);
786 // To index KingDangerTable[] attackUnits must be in [0, 99] range
787 attackUnits = Min(99, Max(0, attackUnits));
789 // Finally, extract the king danger score from the KingDangerTable[]
790 // array and subtract the score from evaluation. Set also margins[]
791 // value that will be used for pruning because this value can sometimes
792 // be very big, and so capturing a single attacking piece can therefore
793 // result in a score change far bigger than the value of the captured piece.
794 bonus -= KingDangerTable[Us][attackUnits];
795 margins[Us] += mg_value(KingDangerTable[Us][attackUnits]);
799 TracedTerms[Us][KING] = bonus;
805 // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
808 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
810 const Color Them = (Us == WHITE ? BLACK : WHITE);
812 Score bonus = SCORE_ZERO;
813 Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
814 Bitboard b = ei.pi->passed_pawns(Us);
820 Square s = pop_1st_bit(&b);
822 assert(pos.pawn_is_passed(Us, s));
824 int r = int(relative_rank(Us, s) - RANK_2);
825 int rr = r * (r - 1);
827 // Base bonus based on rank
828 Value mbonus = Value(20 * rr);
829 Value ebonus = Value(10 * (rr + r + 1));
833 Square blockSq = s + pawn_push(Us);
835 // Adjust bonus based on kings proximity
836 ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr);
837 ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
838 ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * rr);
840 // If the pawn is free to advance, increase bonus
841 if (pos.square_is_empty(blockSq))
843 squaresToQueen = squares_in_front_of(Us, s);
844 defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
846 // If there is an enemy rook or queen attacking the pawn from behind,
847 // add all X-ray attacks by the rook or queen. Otherwise consider only
848 // the squares in the pawn's path attacked or occupied by the enemy.
849 if ( (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them))
850 && (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
851 unsafeSquares = squaresToQueen;
853 unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them));
855 // If there aren't enemy attacks or pieces along the path to queen give
856 // huge bonus. Even bigger if we protect the pawn's path.
858 ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15));
860 // OK, there are enemy attacks or pieces (but not pawns). Are those
861 // squares which are attacked by the enemy also attacked by us ?
862 // If yes, big bonus (but smaller than when there are no enemy attacks),
863 // if no, somewhat smaller bonus.
864 ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
866 // At last, add a small bonus when there are no *friendly* pieces
867 // in the pawn's path.
868 if (!(squaresToQueen & pos.pieces_of_color(Us)))
873 // Increase the bonus if the passed pawn is supported by a friendly pawn
874 // on the same rank and a bit smaller if it's on the previous rank.
875 supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
876 if (supportingPawns & rank_bb(s))
877 ebonus += Value(r * 20);
878 else if (supportingPawns & rank_bb(s - pawn_push(Us)))
879 ebonus += Value(r * 12);
881 // Rook pawns are a special case: They are sometimes worse, and
882 // sometimes better than other passed pawns. It is difficult to find
883 // good rules for determining whether they are good or bad. For now,
884 // we try the following: Increase the value for rook pawns if the
885 // other side has no pieces apart from a knight, and decrease the
886 // value if the other side has a rook or queen.
887 if (square_file(s) == FILE_A || square_file(s) == FILE_H)
889 if (pos.non_pawn_material(Them) <= KnightValueMidgame)
890 ebonus += ebonus / 4;
891 else if (pos.pieces(ROOK, QUEEN, Them))
892 ebonus -= ebonus / 4;
894 bonus += make_score(mbonus, ebonus);
898 // Add the scores to the middle game and endgame eval
899 return apply_weight(bonus, Weights[PassedPawns]);
902 // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides
903 template<bool HasPopCnt>
904 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
906 const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
908 // Step 1. Hunt for unstoppable pawns. If we find at least one, record how many plies
909 // are required for promotion
910 int pliesToGo[2] = {256, 256};
912 for (Color c = WHITE; c <= BLACK; c++)
914 // Skip if other side has non-pawn pieces
915 if (pos.non_pawn_material(opposite_color(c)))
918 Bitboard b = ei.pi->passed_pawns(c);
922 Square s = pop_1st_bit(&b);
923 Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
925 int mtg = RANK_8 - relative_rank(c, s) - int(relative_rank(c, s) == RANK_2);
926 int oppmtg = square_distance(pos.king_square(opposite_color(c)), queeningSquare) - int(c != pos.side_to_move());
927 bool pathDefended = ((ei.attackedBy[c][0] & squares_in_front_of(c, s)) == squares_in_front_of(c, s));
929 if (mtg >= oppmtg && !pathDefended)
932 int blockerCount = count_1s<Max15>(squares_in_front_of(c, s) & pos.occupied_squares());
935 if (mtg >= oppmtg && !pathDefended)
938 int ptg = 2 * mtg - int(c == pos.side_to_move());
940 if (ptg < pliesToGo[c])
945 // Step 2. If either side cannot promote at least three plies before the other side then
946 // situation becomes too complex and we give up. Otherwise we determine the possibly "winning side"
947 if (abs(pliesToGo[WHITE] - pliesToGo[BLACK]) < 3)
948 return make_score(0, 0);
950 Color winnerSide = (pliesToGo[WHITE] < pliesToGo[BLACK] ? WHITE : BLACK);
951 Color loserSide = opposite_color(winnerSide);
953 // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
954 // We collect the potential candidates in potentialBB.
955 Bitboard pawnBB = pos.pieces(PAWN, loserSide);
956 Bitboard potentialBB = pawnBB;
957 const Bitboard passedBB = ei.pi->passed_pawns(loserSide);
961 Square psq = pop_1st_bit(&pawnBB);
963 // Check direct advancement
964 int mtg = RANK_8 - relative_rank(loserSide, psq) - int(relative_rank(loserSide, psq) == RANK_2);
965 int ptg = 2 * mtg - int(loserSide == pos.side_to_move());
967 // Check if (without even considering any obstacles) we're too far away
968 if (pliesToGo[winnerSide] + 3 <= ptg)
970 clear_bit(&potentialBB, psq);
974 // If this is passed pawn, then it _may_ promote in time. We give up.
975 if (bit_is_set(passedBB, psq))
976 return make_score(0, 0);
978 // Doubled pawn is worthless
979 if (squares_in_front_of(loserSide, psq) & (pos.pieces(PAWN, loserSide)))
981 clear_bit(&potentialBB, psq);
986 // Step 4. Check new passed pawn creation through king capturing and sacrifises
987 pawnBB = potentialBB;
991 Square psq = pop_1st_bit(&pawnBB);
993 int mtg = RANK_8 - relative_rank(loserSide, psq) - int(relative_rank(loserSide, psq) == RANK_2);
994 int ptg = 2 * mtg - int(loserSide == pos.side_to_move());
996 // Generate list of obstacles
997 Bitboard obsBB = passed_pawn_mask(loserSide, psq) & pos.pieces(PAWN, winnerSide);
998 const bool pawnIsOpposed = squares_in_front_of(loserSide, psq) & obsBB;
1001 // How many plies does it take to remove all the obstacles?
1003 int realObsCount = 0;
1004 int minKingDist = 256;
1008 Square obSq = pop_1st_bit(&obsBB);
1011 // Check pawns that can give support to overcome obstacle (Eg. wp: a4,b4 bp: b2. b4 is giving support)
1012 if (!pawnIsOpposed && square_file(psq) != square_file(obSq))
1014 Bitboard supBB = in_front_bb(winnerSide, Square(obSq + (winnerSide == WHITE ? 8 : -8)))
1015 & neighboring_files_bb(psq) & potentialBB;
1017 while(supBB) // This while-loop could be replaced with supSq = LSB/MSB(supBB) (depending on color)
1019 Square supSq = pop_1st_bit(&supBB);
1020 int dist = square_distance(obSq, supSq);
1021 minMoves = Min(minMoves, dist - 2);
1026 // Check pawns that can be sacrifised
1027 Bitboard sacBB = passed_pawn_mask(winnerSide, obSq) & neighboring_files_bb(obSq) & potentialBB & ~(1ULL << psq);
1029 while(sacBB) // This while-loop could be replaced with sacSq = LSB/MSB(sacBB) (depending on color)
1031 Square sacSq = pop_1st_bit(&sacBB);
1032 int dist = square_distance(obSq, sacSq);
1033 minMoves = Min(minMoves, dist - 2);
1036 // If obstacle can be destroyed with immediate pawn sacrifise, it's not real obstacle
1040 // Pawn sac calculations
1041 sacptg += minMoves * 2;
1043 // King capture calc
1045 int kingDist = square_distance(pos.king_square(loserSide), obSq);
1046 minKingDist = Min(minKingDist, kingDist);
1049 // Check if pawn sac plan _may_ save the day
1050 if (pliesToGo[winnerSide] + 3 > ptg + sacptg)
1051 return make_score(0, 0);
1053 // Check if king capture plan _may_ save the day (contains some false positives)
1054 int kingptg = (minKingDist + realObsCount) * 2;
1055 if (pliesToGo[winnerSide] + 3 > ptg + kingptg)
1056 return make_score(0, 0);
1059 // Step 5. Assign bonus
1060 const int Sign[2] = {1, -1};
1061 return Sign[winnerSide] * make_score(0, (Value) 0x500 - 0x20 * pliesToGo[winnerSide]);
1065 // evaluate_space() computes the space evaluation for a given side. The
1066 // space evaluation is a simple bonus based on the number of safe squares
1067 // available for minor pieces on the central four files on ranks 2--4. Safe
1068 // squares one, two or three squares behind a friendly pawn are counted
1069 // twice. Finally, the space bonus is scaled by a weight taken from the
1070 // material hash table. The aim is to improve play on game opening.
1071 template<Color Us, bool HasPopCnt>
1072 int evaluate_space(const Position& pos, EvalInfo& ei) {
1074 const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
1075 const Color Them = (Us == WHITE ? BLACK : WHITE);
1077 // Find the safe squares for our pieces inside the area defined by
1078 // SpaceMask[]. A square is unsafe if it is attacked by an enemy
1079 // pawn, or if it is undefended and attacked by an enemy piece.
1080 Bitboard safe = SpaceMask[Us]
1081 & ~pos.pieces(PAWN, Us)
1082 & ~ei.attackedBy[Them][PAWN]
1083 & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
1085 // Find all squares which are at most three squares behind some friendly pawn
1086 Bitboard behind = pos.pieces(PAWN, Us);
1087 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
1088 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
1090 return count_1s<Max15>(safe) + count_1s<Max15>(behind & safe);
1094 // apply_weight() applies an evaluation weight to a value trying to prevent overflow
1096 inline Score apply_weight(Score v, Score w) {
1097 return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
1098 (int(eg_value(v)) * eg_value(w)) / 0x100);
1102 // scale_by_game_phase() interpolates between a middle game and an endgame score,
1103 // based on game phase. It also scales the return value by a ScaleFactor array.
1105 Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf) {
1107 assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
1108 assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
1109 assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
1111 int ev = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
1112 int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
1113 return Value((result + GrainSize / 2) & ~(GrainSize - 1));
1117 // weight_option() computes the value of an evaluation weight, by combining
1118 // two UCI-configurable weights (midgame and endgame) with an internal weight.
1120 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
1122 // Scale option value from 100 to 256
1123 int mg = Options[mgOpt].value<int>() * 256 / 100;
1124 int eg = Options[egOpt].value<int>() * 256 / 100;
1126 return apply_weight(make_score(mg, eg), internalWeight);
1130 // init_safety() initizes the king safety evaluation, based on UCI
1131 // parameters. It is called from read_weights().
1133 void init_safety() {
1135 const Value MaxSlope = Value(30);
1136 const Value Peak = Value(1280);
1139 // First setup the base table
1140 for (int i = 0; i < 100; i++)
1142 t[i] = Value(int(0.4 * i * i));
1145 t[i] = Min(t[i], t[i - 1] + MaxSlope);
1147 t[i] = Min(t[i], Peak);
1150 // Then apply the weights and get the final KingDangerTable[] array
1151 for (Color c = WHITE; c <= BLACK; c++)
1152 for (int i = 0; i < 100; i++)
1153 KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]);
1157 // trace_row() is an helper function used by tracing code to register the
1158 // values of a single evaluation term.
1160 void trace_row(const char *name, int idx) {
1162 Score term_w = TracedTerms[WHITE][idx];
1163 Score term_b = TracedTerms[BLACK][idx];
1166 case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
1167 TraceStream << std::setw(20) << name << " | --- --- | --- --- | "
1168 << std::setw(6) << to_cp(mg_value(term_w)) << " "
1169 << std::setw(6) << to_cp(eg_value(term_w)) << " \n";
1172 TraceStream << std::setw(20) << name << " | " << std::noshowpos
1173 << std::setw(5) << to_cp(mg_value(term_w)) << " "
1174 << std::setw(5) << to_cp(eg_value(term_w)) << " | "
1175 << std::setw(5) << to_cp(mg_value(term_b)) << " "
1176 << std::setw(5) << to_cp(eg_value(term_b)) << " | "
1178 << std::setw(6) << to_cp(mg_value(term_w - term_b)) << " "
1179 << std::setw(6) << to_cp(eg_value(term_w - term_b)) << " \n";
1185 /// trace_evaluate() is like evaluate() but instead of a value returns a string
1186 /// suitable to be print on stdout with the detailed descriptions and values of
1187 /// each evaluation term. Used mainly for debugging.
1189 std::string trace_evaluate(const Position& pos) {
1194 TraceStream.str("");
1195 TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
1196 memset(TracedTerms, 0, 2 * 16 * sizeof(Score));
1198 do_evaluate<false, true>(pos, margin);
1200 totals = TraceStream.str();
1201 TraceStream.str("");
1203 TraceStream << std::setw(21) << "Eval term " << "| White | Black | Total \n"
1204 << " | MG EG | MG EG | MG EG \n"
1205 << "---------------------+-------------+-------------+---------------\n";
1207 trace_row("Material, PST, Tempo", PST);
1208 trace_row("Material imbalance", IMBALANCE);
1209 trace_row("Pawns", PAWN);
1210 trace_row("Knights", KNIGHT);
1211 trace_row("Bishops", BISHOP);
1212 trace_row("Rooks", ROOK);
1213 trace_row("Queens", QUEEN);
1214 trace_row("Mobility", MOBILITY);
1215 trace_row("King safety", KING);
1216 trace_row("Threats", THREAT);
1217 trace_row("Passed pawns", PASSED);
1218 trace_row("Unstoppable pawns", UNSTOPPABLE);
1219 trace_row("Space", SPACE);
1221 TraceStream << "---------------------+-------------+-------------+---------------\n";
1222 trace_row("Total", TOTAL);
1223 TraceStream << totals;
1225 return TraceStream.str();