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[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 = 8;
77 // Evaluation weights, initialized from UCI options
78 enum { Mobility, PassedPawns, Space };
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)
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[][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 // 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
157 const Score RookOn7thBonus = make_score(3, 20);
158 const Score QueenOn7thBonus = make_score(1, 8);
160 // Rooks and queens attacking pawns on the same rank
161 const Score RookOnPawnBonus = make_score(3, 48);
162 const Score QueenOnPawnBonus = make_score(1, 40);
164 // Rooks on open files (modified by Joona Kiiski)
165 const Score RookOpenFileBonus = make_score(43, 21);
166 const Score RookHalfOpenFileBonus = make_score(19, 10);
168 // Penalty for rooks trapped inside a friendly king which has lost the
170 const Value TrappedRookPenalty = Value(180);
172 // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
173 // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
174 // happen in Chess960 games.
175 const Score TrappedBishopA1H1Penalty = make_score(100, 100);
177 // Penalty for an undefended bishop or knight
178 const Score UndefendedMinorPenalty = make_score(25, 10);
180 // The SpaceMask[Color] contains the area of the board which is considered
181 // by the space evaluation. In the middle game, each side is given a bonus
182 // based on how many squares inside this area are safe and available for
183 // friendly minor pieces.
184 const Bitboard SpaceMask[] = {
185 (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
186 (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
187 (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
188 (1ULL << SQ_C7) | (1ULL << SQ_D7) | (1ULL << SQ_E7) | (1ULL << SQ_F7) |
189 (1ULL << SQ_C6) | (1ULL << SQ_D6) | (1ULL << SQ_E6) | (1ULL << SQ_F6) |
190 (1ULL << SQ_C5) | (1ULL << SQ_D5) | (1ULL << SQ_E5) | (1ULL << SQ_F5)
193 // King danger constants and variables. The king danger scores are taken
194 // from the KingDangerTable[]. Various little "meta-bonuses" measuring
195 // the strength of the enemy attack are added up into an integer, which
196 // is used as an index to KingDangerTable[].
198 // King safety evaluation is asymmetrical and different for us (root color)
199 // and for our opponent. These values are used to init KingDangerTable.
200 const int KingDangerWeights[] = { 259, 247 };
202 // KingAttackWeights[PieceType] contains king attack weights by piece type
203 const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
205 // Bonuses for enemy's safe checks
206 const int QueenContactCheckBonus = 6;
207 const int RookContactCheckBonus = 4;
208 const int QueenCheckBonus = 3;
209 const int RookCheckBonus = 2;
210 const int BishopCheckBonus = 1;
211 const int KnightCheckBonus = 1;
213 // InitKingDanger[Square] contains penalties based on the position of the
214 // defending king, indexed by king's square (from white's point of view).
215 const int InitKingDanger[] = {
216 2, 0, 2, 5, 5, 2, 0, 2,
217 2, 2, 4, 8, 8, 4, 2, 2,
218 7, 10, 12, 12, 12, 12, 10, 7,
219 15, 15, 15, 15, 15, 15, 15, 15,
220 15, 15, 15, 15, 15, 15, 15, 15,
221 15, 15, 15, 15, 15, 15, 15, 15,
222 15, 15, 15, 15, 15, 15, 15, 15,
223 15, 15, 15, 15, 15, 15, 15, 15
226 // KingDangerTable[Color][attackUnits] contains the actual king danger
227 // weighted scores, indexed by color and by a calculated integer number.
228 Score KingDangerTable[COLOR_NB][128];
230 // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
231 // evaluation terms, used when tracing.
232 Score TracedScores[COLOR_NB][16];
233 std::stringstream TraceStream;
236 PST = 8, IMBALANCE = 9, MOBILITY = 10, THREAT = 11,
237 PASSED = 12, UNSTOPPABLE = 13, SPACE = 14, TOTAL = 15
240 // Function prototypes
242 Value do_evaluate(const Position& pos, Value& margin);
245 void init_eval_info(const Position& pos, EvalInfo& ei);
247 template<Color Us, bool Trace>
248 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
250 template<Color Us, bool Trace>
251 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
254 Score evaluate_threats(const Position& pos, EvalInfo& ei);
257 int evaluate_space(const Position& pos, EvalInfo& ei);
260 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
262 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
264 Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
265 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
266 double to_cp(Value v);
267 void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
268 void trace_row(const char* name, int idx);
274 /// evaluate() is the main evaluation function. It always computes two
275 /// values, an endgame score and a middle game score, and interpolates
276 /// between them based on the remaining material.
278 Value evaluate(const Position& pos, Value& margin) {
279 return do_evaluate<false>(pos, margin);
283 /// init() computes evaluation weights from the corresponding UCI parameters
284 /// and setup king tables.
288 Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
289 Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
290 Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
292 int KingDanger[] = { KingDangerWeights[0], KingDangerWeights[1] };
294 // If running in analysis mode, make sure we use symmetrical king safety.
295 // We do so by replacing both KingDanger weights by their average.
296 if (Options["UCI_AnalyseMode"])
297 KingDanger[0] = KingDanger[1] = (KingDanger[0] + KingDanger[1]) / 2;
299 const int MaxSlope = 30;
300 const int Peak = 1280;
302 for (int t = 0, i = 1; i < 100; i++)
304 t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope));
306 KingDangerTable[0][i] = apply_weight(make_score(t, 0), make_score(KingDanger[0], 0));
307 KingDangerTable[1][i] = apply_weight(make_score(t, 0), make_score(KingDanger[1], 0));
312 /// trace() is like evaluate() but instead of a value returns a string suitable
313 /// to be print on stdout with the detailed descriptions and values of each
314 /// evaluation term. Used mainly for debugging.
316 std::string trace(const Position& pos) {
321 Search::RootColor = pos.side_to_move();
324 TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
325 memset(TracedScores, 0, 2 * 16 * sizeof(Score));
327 do_evaluate<true>(pos, margin);
329 totals = TraceStream.str();
332 TraceStream << std::setw(21) << "Eval term " << "| White | Black | Total \n"
333 << " | MG EG | MG EG | MG EG \n"
334 << "---------------------+-------------+-------------+---------------\n";
336 trace_row("Material, PST, Tempo", PST);
337 trace_row("Material imbalance", IMBALANCE);
338 trace_row("Pawns", PAWN);
339 trace_row("Knights", KNIGHT);
340 trace_row("Bishops", BISHOP);
341 trace_row("Rooks", ROOK);
342 trace_row("Queens", QUEEN);
343 trace_row("Mobility", MOBILITY);
344 trace_row("King safety", KING);
345 trace_row("Threats", THREAT);
346 trace_row("Passed pawns", PASSED);
347 trace_row("Unstoppable pawns", UNSTOPPABLE);
348 trace_row("Space", SPACE);
350 TraceStream << "---------------------+-------------+-------------+---------------\n";
351 trace_row("Total", TOTAL);
352 TraceStream << totals;
354 return TraceStream.str();
363 Value do_evaluate(const Position& pos, Value& margin) {
365 assert(!pos.checkers());
368 Value margins[COLOR_NB];
369 Score score, mobilityWhite, mobilityBlack;
370 Thread* th = pos.this_thread();
372 // margins[] store the uncertainty estimation of position's evaluation
373 // that typically is used by the search for pruning decisions.
374 margins[WHITE] = margins[BLACK] = VALUE_ZERO;
376 // Initialize score by reading the incrementally updated scores included
377 // in the position object (material + piece square tables) and adding
378 // Tempo bonus. Score is computed from the point of view of white.
379 score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
381 // Probe the material hash table
382 ei.mi = Material::probe(pos, th->materialTable, th->endgames);
383 score += ei.mi->material_value();
385 // If we have a specialized evaluation function for the current material
386 // configuration, call it and return.
387 if (ei.mi->specialized_eval_exists())
390 return ei.mi->evaluate(pos);
393 // Probe the pawn hash table
394 ei.pi = Pawns::probe(pos, th->pawnsTable);
395 score += ei.pi->pawns_value();
397 // Initialize attack and king safety bitboards
398 init_eval_info<WHITE>(pos, ei);
399 init_eval_info<BLACK>(pos, ei);
401 // Evaluate pieces and mobility
402 score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
403 - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
405 score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
407 // Evaluate kings after all other pieces because we need complete attack
408 // information when computing the king safety evaluation.
409 score += evaluate_king<WHITE, Trace>(pos, ei, margins)
410 - evaluate_king<BLACK, Trace>(pos, ei, margins);
412 // Evaluate tactical threats, we need full attack information including king
413 score += evaluate_threats<WHITE>(pos, ei)
414 - evaluate_threats<BLACK>(pos, ei);
416 // Evaluate passed pawns, we need full attack information including king
417 score += evaluate_passed_pawns<WHITE>(pos, ei)
418 - evaluate_passed_pawns<BLACK>(pos, ei);
420 // If one side has only a king, check whether exists any unstoppable passed pawn
421 if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
422 score += evaluate_unstoppable_pawns(pos, ei);
424 // Evaluate space for both sides, only in middle-game.
425 if (ei.mi->space_weight())
427 int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
428 score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
431 // Scale winning side if position is more drawish that what it appears
432 ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
433 : ei.mi->scale_factor(pos, BLACK);
435 // If we don't already have an unusual scale factor, check for opposite
436 // colored bishop endgames, and use a lower scale for those.
437 if ( ei.mi->game_phase() < PHASE_MIDGAME
438 && pos.opposite_bishops()
439 && sf == SCALE_FACTOR_NORMAL)
441 // Only the two bishops ?
442 if ( pos.non_pawn_material(WHITE) == BishopValueMg
443 && pos.non_pawn_material(BLACK) == BishopValueMg)
445 // Check for KBP vs KB with only a single pawn that is almost
446 // certainly a draw or at least two pawns.
447 bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1);
448 sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
451 // Endgame with opposite-colored bishops, but also other pieces. Still
452 // a bit drawish, but not as drawish as with only the two bishops.
453 sf = ScaleFactor(50);
456 margin = margins[pos.side_to_move()];
457 Value v = interpolate(score, ei.mi->game_phase(), sf);
459 // In case of tracing add all single evaluation contributions for both white and black
462 trace_add(PST, pos.psq_score());
463 trace_add(IMBALANCE, ei.mi->material_value());
464 trace_add(PAWN, ei.pi->pawns_value());
465 trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
466 trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
467 trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
468 trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
469 Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei), 0);
470 Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
471 trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
472 trace_add(TOTAL, score);
473 TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
474 << ", Black: " << to_cp(margins[BLACK])
475 << "\nScaling: " << std::noshowpos
476 << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
477 << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
478 << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
479 << "Total evaluation: " << to_cp(v);
482 return pos.side_to_move() == WHITE ? v : -v;
486 // init_eval_info() initializes king bitboards for given color adding
487 // pawn attacks. To be done at the beginning of the evaluation.
490 void init_eval_info(const Position& pos, EvalInfo& ei) {
492 const Color Them = (Us == WHITE ? BLACK : WHITE);
494 Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
495 ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
497 // Init king safety tables only if we are going to use them
498 if ( pos.piece_count(Us, QUEEN)
499 && pos.non_pawn_material(Us) >= QueenValueMg + RookValueMg)
501 ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
502 b &= ei.attackedBy[Us][PAWN];
503 ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
504 ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
506 ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
510 // evaluate_outposts() evaluates bishop and knight outposts squares
512 template<PieceType Piece, Color Us>
513 Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
515 const Color Them = (Us == WHITE ? BLACK : WHITE);
517 assert (Piece == BISHOP || Piece == KNIGHT);
519 // Initial bonus based on square
520 Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
522 // Increase bonus if supported by pawn, especially if the opponent has
523 // no minor piece which can exchange the outpost piece.
524 if (bonus && (ei.attackedBy[Us][PAWN] & s))
526 if ( !pos.pieces(Them, KNIGHT)
527 && !(same_color_squares(s) & pos.pieces(Them, BISHOP)))
528 bonus += bonus + bonus / 2;
532 return make_score(bonus, bonus);
536 // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
538 template<PieceType Piece, Color Us, bool Trace>
539 Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
545 Score score = SCORE_ZERO;
547 const Color Them = (Us == WHITE ? BLACK : WHITE);
548 const Square* pl = pos.piece_list(Us, Piece);
550 ei.attackedBy[Us][Piece] = 0;
552 while ((s = *pl++) != SQ_NONE)
554 // Find attacked squares, including x-ray attacks for bishops and rooks
555 if (Piece == KNIGHT || Piece == QUEEN)
556 b = pos.attacks_from<Piece>(s);
557 else if (Piece == BISHOP)
558 b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN));
559 else if (Piece == ROOK)
560 b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN));
564 ei.attackedBy[Us][Piece] |= b;
566 if (b & ei.kingRing[Them])
568 ei.kingAttackersCount[Us]++;
569 ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
570 Bitboard bb = (b & ei.attackedBy[Them][KING]);
572 ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
575 mob = (Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
576 : popcount<Full >(b & mobilityArea));
578 mobility += MobilityBonus[Piece][mob];
580 // Decrease score if we are attacked by an enemy pawn. Remaining part
581 // of threat evaluation must be done later when we have full attack info.
582 if (ei.attackedBy[Them][PAWN] & s)
583 score -= ThreatenedByPawnPenalty[Piece];
585 // Bishop and knight outposts squares
586 if ( (Piece == BISHOP || Piece == KNIGHT)
587 && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s)))
588 score += evaluate_outposts<Piece, Us>(pos, ei, s);
590 if ((Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) >= RANK_5)
592 // Major piece on 7th rank
593 if ( relative_rank(Us, s) == RANK_7
594 && relative_rank(Us, pos.king_square(Them)) == RANK_8)
595 score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
597 // Major piece attacking pawns on the same rank
598 Bitboard pawns = pos.pieces(Them, PAWN) & rank_bb(s);
600 score += (Piece == ROOK ? RookOnPawnBonus
601 : QueenOnPawnBonus) * popcount<Max15>(pawns);
604 // Special extra evaluation for bishops
605 if (Piece == BISHOP && pos.is_chess960())
607 // An important Chess960 pattern: A cornered bishop blocked by
608 // a friendly pawn diagonally in front of it is a very serious
609 // problem, especially when that pawn is also blocked.
610 if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))
612 Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
613 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
615 if (!pos.is_empty(s + d + pawn_push(Us)))
616 score -= 2*TrappedBishopA1H1Penalty;
617 else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
618 score -= TrappedBishopA1H1Penalty;
620 score -= TrappedBishopA1H1Penalty / 2;
625 // Special extra evaluation for rooks
628 // Open and half-open files
630 if (ei.pi->file_is_half_open(Us, f))
632 if (ei.pi->file_is_half_open(Them, f))
633 score += RookOpenFileBonus;
635 score += RookHalfOpenFileBonus;
638 // Penalize rooks which are trapped inside a king. Penalize more if
639 // king has lost right to castle.
640 if (mob > 6 || ei.pi->file_is_half_open(Us, f))
643 ksq = pos.king_square(Us);
645 if ( file_of(ksq) >= FILE_E
646 && file_of(s) > file_of(ksq)
647 && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
649 // Is there a half-open file between the king and the edge of the board?
650 if (!ei.pi->has_open_file_to_right(Us, file_of(ksq)))
651 score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
652 : (TrappedRookPenalty - mob * 16), 0);
654 else if ( file_of(ksq) <= FILE_D
655 && file_of(s) < file_of(ksq)
656 && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
658 // Is there a half-open file between the king and the edge of the board?
659 if (!ei.pi->has_open_file_to_left(Us, file_of(ksq)))
660 score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
661 : (TrappedRookPenalty - mob * 16), 0);
667 TracedScores[Us][Piece] = score;
673 // evaluate_threats<>() assigns bonuses according to the type of attacking piece
674 // and the type of attacked one.
677 Score evaluate_threats(const Position& pos, EvalInfo& ei) {
679 const Color Them = (Us == WHITE ? BLACK : WHITE);
681 Bitboard b, undefendedMinors, weakEnemies;
682 Score score = SCORE_ZERO;
684 // Undefended minors get penalized even if not under attack
685 undefendedMinors = pos.pieces(Them)
686 & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
687 & ~ei.attackedBy[Them][0];
689 if (undefendedMinors)
690 score += UndefendedMinorPenalty;
692 // Enemy pieces not defended by a pawn and under our attack
693 weakEnemies = pos.pieces(Them)
694 & ~ei.attackedBy[Them][PAWN]
695 & ei.attackedBy[Us][0];
700 // Add bonus according to type of attacked enemy piece and to the
701 // type of attacking piece, from knights to queens. Kings are not
702 // considered because are already handled in king evaluation.
703 for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
705 b = ei.attackedBy[Us][pt1] & weakEnemies;
707 for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
708 if (b & pos.pieces(pt2))
709 score += ThreatBonus[pt1][pt2];
715 // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
716 // pieces of a given color.
718 template<Color Us, bool Trace>
719 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
721 const Color Them = (Us == WHITE ? BLACK : WHITE);
723 Score score = mobility = SCORE_ZERO;
725 // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
726 const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
728 score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
729 score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
730 score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
731 score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
733 // Sum up all attacked squares
734 ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
735 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
736 | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
741 // evaluate_king<>() assigns bonuses and penalties to a king of a given color
743 template<Color Us, bool Trace>
744 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
746 const Color Them = (Us == WHITE ? BLACK : WHITE);
748 Bitboard undefended, b, b1, b2, safe;
750 const Square ksq = pos.king_square(Us);
752 // King shelter and enemy pawns storm
753 Score score = ei.pi->king_safety<Us>(pos, ksq);
755 // King safety. This is quite complicated, and is almost certainly far
756 // from optimally tuned.
757 if ( ei.kingAttackersCount[Them] >= 2
758 && ei.kingAdjacentZoneAttacksCount[Them])
760 // Find the attacked squares around the king which has no defenders
761 // apart from the king itself
762 undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
763 undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
764 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
765 | ei.attackedBy[Us][QUEEN]);
767 // Initialize the 'attackUnits' variable, which is used later on as an
768 // index to the KingDangerTable[] array. The initial value is based on
769 // the number and types of the enemy's attacking pieces, the number of
770 // attacked and undefended squares around our king, the square of the
771 // king, and the quality of the pawn shelter.
772 attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
773 + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
774 + InitKingDanger[relative_square(Us, ksq)]
775 - mg_value(score) / 32;
777 // Analyse enemy's safe queen contact checks. First find undefended
778 // squares around the king attacked by enemy queen...
779 b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
782 // ...then remove squares not supported by another enemy piece
783 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
784 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
786 attackUnits += QueenContactCheckBonus
788 * (Them == pos.side_to_move() ? 2 : 1);
791 // Analyse enemy's safe rook contact checks. First find undefended
792 // squares around the king attacked by enemy rooks...
793 b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
795 // Consider only squares where the enemy rook gives check
796 b &= PseudoAttacks[ROOK][ksq];
800 // ...then remove squares not supported by another enemy piece
801 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
802 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
804 attackUnits += RookContactCheckBonus
806 * (Them == pos.side_to_move() ? 2 : 1);
809 // Analyse enemy's safe distance checks for sliders and knights
810 safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
812 b1 = pos.attacks_from<ROOK>(ksq) & safe;
813 b2 = pos.attacks_from<BISHOP>(ksq) & safe;
815 // Enemy queen safe checks
816 b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
818 attackUnits += QueenCheckBonus * popcount<Max15>(b);
820 // Enemy rooks safe checks
821 b = b1 & ei.attackedBy[Them][ROOK];
823 attackUnits += RookCheckBonus * popcount<Max15>(b);
825 // Enemy bishops safe checks
826 b = b2 & ei.attackedBy[Them][BISHOP];
828 attackUnits += BishopCheckBonus * popcount<Max15>(b);
830 // Enemy knights safe checks
831 b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
833 attackUnits += KnightCheckBonus * popcount<Max15>(b);
835 // To index KingDangerTable[] attackUnits must be in [0, 99] range
836 attackUnits = std::min(99, std::max(0, attackUnits));
838 // Finally, extract the king danger score from the KingDangerTable[]
839 // array and subtract the score from evaluation. Set also margins[]
840 // value that will be used for pruning because this value can sometimes
841 // be very big, and so capturing a single attacking piece can therefore
842 // result in a score change far bigger than the value of the captured piece.
843 score -= KingDangerTable[Us == Search::RootColor][attackUnits];
844 margins[Us] += mg_value(KingDangerTable[Us == Search::RootColor][attackUnits]);
848 TracedScores[Us][KING] = score;
854 // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
857 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
859 const Color Them = (Us == WHITE ? BLACK : WHITE);
861 Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
862 Score score = SCORE_ZERO;
864 b = ei.pi->passed_pawns(Us);
870 Square s = pop_lsb(&b);
872 assert(pos.pawn_is_passed(Us, s));
874 int r = int(relative_rank(Us, s) - RANK_2);
875 int rr = r * (r - 1);
877 // Base bonus based on rank
878 Value mbonus = Value(20 * rr);
879 Value ebonus = Value(10 * (rr + r + 1));
883 Square blockSq = s + pawn_push(Us);
885 // Adjust bonus based on kings proximity
886 ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr);
887 ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr);
889 // If blockSq is not the queening square then consider also a second push
890 if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
891 ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
893 // If the pawn is free to advance, increase bonus
894 if (pos.is_empty(blockSq))
896 squaresToQueen = forward_bb(Us, s);
897 defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
899 // If there is an enemy rook or queen attacking the pawn from behind,
900 // add all X-ray attacks by the rook or queen. Otherwise consider only
901 // the squares in the pawn's path attacked or occupied by the enemy.
902 if ( (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN))
903 && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
904 unsafeSquares = squaresToQueen;
906 unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
908 // If there aren't enemy attacks or pieces along the path to queen give
909 // huge bonus. Even bigger if we protect the pawn's path.
911 ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15));
913 // OK, there are enemy attacks or pieces (but not pawns). Are those
914 // squares which are attacked by the enemy also attacked by us ?
915 // If yes, big bonus (but smaller than when there are no enemy attacks),
916 // if no, somewhat smaller bonus.
917 ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
921 // Increase the bonus if the passed pawn is supported by a friendly pawn
922 // on the same rank and a bit smaller if it's on the previous rank.
923 supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s));
924 if (supportingPawns & rank_bb(s))
925 ebonus += Value(r * 20);
927 else if (supportingPawns & rank_bb(s - pawn_push(Us)))
928 ebonus += Value(r * 12);
930 // Rook pawns are a special case: They are sometimes worse, and
931 // sometimes better than other passed pawns. It is difficult to find
932 // good rules for determining whether they are good or bad. For now,
933 // we try the following: Increase the value for rook pawns if the
934 // other side has no pieces apart from a knight, and decrease the
935 // value if the other side has a rook or queen.
936 if (file_of(s) == FILE_A || file_of(s) == FILE_H)
938 if (pos.non_pawn_material(Them) <= KnightValueMg)
939 ebonus += ebonus / 4;
940 else if (pos.pieces(Them, ROOK, QUEEN))
941 ebonus -= ebonus / 4;
943 score += make_score(mbonus, ebonus);
947 // Add the scores to the middle game and endgame eval
948 return apply_weight(score, Weights[PassedPawns]);
952 // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
953 // conservative and returns a winning score only when we are very sure that the pawn is winning.
955 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
957 Bitboard b, b2, blockers, supporters, queeningPath, candidates;
958 Square s, blockSq, queeningSquare;
959 Color c, winnerSide, loserSide;
960 bool pathDefended, opposed;
961 int pliesToGo, movesToGo, oppMovesToGo, sacptg, blockersCount, minKingDist, kingptg, d;
962 int pliesToQueen[] = { 256, 256 };
964 // Step 1. Hunt for unstoppable passed pawns. If we find at least one,
965 // record how many plies are required for promotion.
966 for (c = WHITE; c <= BLACK; c++)
968 // Skip if other side has non-pawn pieces
969 if (pos.non_pawn_material(~c))
972 b = ei.pi->passed_pawns(c);
977 queeningSquare = relative_square(c, file_of(s) | RANK_8);
978 queeningPath = forward_bb(c, s);
980 // Compute plies to queening and check direct advancement
981 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
982 oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
983 pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
985 if (movesToGo >= oppMovesToGo && !pathDefended)
988 // Opponent king cannot block because path is defended and position
989 // is not in check. So only friendly pieces can be blockers.
990 assert(!pos.checkers());
991 assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c)));
993 // Add moves needed to free the path from friendly pieces and retest condition
994 movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));
996 if (movesToGo >= oppMovesToGo && !pathDefended)
999 pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
1000 pliesToQueen[c] = std::min(pliesToQueen[c], pliesToGo);
1004 // Step 2. If either side cannot promote at least three plies before the other side then situation
1005 // becomes too complex and we give up. Otherwise we determine the possibly "winning side"
1006 if (abs(pliesToQueen[WHITE] - pliesToQueen[BLACK]) < 3)
1009 winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
1010 loserSide = ~winnerSide;
1012 // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
1013 b = candidates = pos.pieces(loserSide, PAWN);
1019 // Compute plies from queening
1020 queeningSquare = relative_square(loserSide, file_of(s) | RANK_8);
1021 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1022 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1024 // Check if (without even considering any obstacles) we're too far away or doubled
1025 if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
1026 || (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN)))
1030 // If any candidate is already a passed pawn it _may_ promote in time. We give up.
1031 if (candidates & ei.pi->passed_pawns(loserSide))
1034 // Step 4. Check new passed pawn creation through king capturing and pawn sacrifices
1040 sacptg = blockersCount = 0;
1041 minKingDist = kingptg = 256;
1043 // Compute plies from queening
1044 queeningSquare = relative_square(loserSide, file_of(s) | RANK_8);
1045 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1046 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1048 // Generate list of blocking pawns and supporters
1049 supporters = adjacent_files_bb(file_of(s)) & candidates;
1050 opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN);
1051 blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN);
1055 // How many plies does it take to remove all the blocking pawns?
1058 blockSq = pop_lsb(&blockers);
1061 // Check pawns that can give support to overcome obstacle, for instance
1062 // black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
1065 b2 = supporters & in_front_bb(winnerSide, blockSq + pawn_push(winnerSide));
1067 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1069 d = square_distance(blockSq, pop_lsb(&b2)) - 2;
1070 movesToGo = std::min(movesToGo, d);
1074 // Check pawns that can be sacrificed against the blocking pawn
1075 b2 = attack_span_mask(winnerSide, blockSq) & candidates & ~(1ULL << s);
1077 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1079 d = square_distance(blockSq, pop_lsb(&b2)) - 2;
1080 movesToGo = std::min(movesToGo, d);
1083 // If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
1084 // it's not a real obstacle and we have nothing to add to pliesToGo.
1088 // Plies needed to sacrifice against all the blocking pawns
1089 sacptg += movesToGo * 2;
1092 // Plies needed for the king to capture all the blocking pawns
1093 d = square_distance(pos.king_square(loserSide), blockSq);
1094 minKingDist = std::min(minKingDist, d);
1095 kingptg = (minKingDist + blockersCount) * 2;
1098 // Check if pawn sacrifice plan _may_ save the day
1099 if (pliesToQueen[winnerSide] + 3 > pliesToGo + sacptg)
1102 // Check if king capture plan _may_ save the day (contains some false positives)
1103 if (pliesToQueen[winnerSide] + 3 > pliesToGo + kingptg)
1107 // Winning pawn is unstoppable and will promote as first, return big score
1108 Score score = make_score(0, (Value) 1280 - 32 * pliesToQueen[winnerSide]);
1109 return winnerSide == WHITE ? score : -score;
1113 // evaluate_space() computes the space evaluation for a given side. The
1114 // space evaluation is a simple bonus based on the number of safe squares
1115 // available for minor pieces on the central four files on ranks 2--4. Safe
1116 // squares one, two or three squares behind a friendly pawn are counted
1117 // twice. Finally, the space bonus is scaled by a weight taken from the
1118 // material hash table. The aim is to improve play on game opening.
1120 int evaluate_space(const Position& pos, EvalInfo& ei) {
1122 const Color Them = (Us == WHITE ? BLACK : WHITE);
1124 // Find the safe squares for our pieces inside the area defined by
1125 // SpaceMask[]. A square is unsafe if it is attacked by an enemy
1126 // pawn, or if it is undefended and attacked by an enemy piece.
1127 Bitboard safe = SpaceMask[Us]
1128 & ~pos.pieces(Us, PAWN)
1129 & ~ei.attackedBy[Them][PAWN]
1130 & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
1132 // Find all squares which are at most three squares behind some friendly pawn
1133 Bitboard behind = pos.pieces(Us, PAWN);
1134 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
1135 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
1137 // Since SpaceMask[Us] is fully on our half of the board
1138 assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
1140 // Count safe + (behind & safe) with a single popcount
1141 return popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
1145 // interpolate() interpolates between a middle game and an endgame score,
1146 // based on game phase. It also scales the return value by a ScaleFactor array.
1148 Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {
1150 assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
1151 assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
1152 assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
1154 int ev = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
1155 int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
1156 return Value((result + GrainSize / 2) & ~(GrainSize - 1));
1160 // weight_option() computes the value of an evaluation weight, by combining
1161 // two UCI-configurable weights (midgame and endgame) with an internal weight.
1163 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
1165 // Scale option value from 100 to 256
1166 int mg = Options[mgOpt] * 256 / 100;
1167 int eg = Options[egOpt] * 256 / 100;
1169 return apply_weight(make_score(mg, eg), internalWeight);
1173 // A couple of little helpers used by tracing code, to_cp() converts a value to
1174 // a double in centipawns scale, trace_add() stores white and black scores.
1176 double to_cp(Value v) { return double(v) / double(PawnValueMg); }
1178 void trace_add(int idx, Score wScore, Score bScore) {
1180 TracedScores[WHITE][idx] = wScore;
1181 TracedScores[BLACK][idx] = bScore;
1185 // trace_row() is an helper function used by tracing code to register the
1186 // values of a single evaluation term.
1188 void trace_row(const char* name, int idx) {
1190 Score wScore = TracedScores[WHITE][idx];
1191 Score bScore = TracedScores[BLACK][idx];
1194 case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
1195 TraceStream << std::setw(20) << name << " | --- --- | --- --- | "
1196 << std::setw(6) << to_cp(mg_value(wScore)) << " "
1197 << std::setw(6) << to_cp(eg_value(wScore)) << " \n";
1200 TraceStream << std::setw(20) << name << " | " << std::noshowpos
1201 << std::setw(5) << to_cp(mg_value(wScore)) << " "
1202 << std::setw(5) << to_cp(eg_value(wScore)) << " | "
1203 << std::setw(5) << to_cp(mg_value(bScore)) << " "
1204 << std::setw(5) << to_cp(eg_value(bScore)) << " | "
1206 << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " "
1207 << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n";