2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
5 Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
7 Stockfish is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version.
12 Stockfish is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program. If not, see <http://www.gnu.org/licenses/>.
23 #include <cstring> // For std::memset
35 enum Tracing { NO_TRACE, TRACE };
37 enum Term { // The first 8 entries are reserved for PieceType
38 MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
41 Score scores[TERM_NB][COLOR_NB];
43 double to_cp(Value v) { return double(v) / PawnValueEg; }
45 void add(int idx, Color c, Score s) {
49 void add(int idx, Score w, Score b = SCORE_ZERO) {
50 scores[idx][WHITE] = w;
51 scores[idx][BLACK] = b;
54 std::ostream& operator<<(std::ostream& os, Score s) {
55 os << std::setw(5) << to_cp(mg_value(s)) << " "
56 << std::setw(5) << to_cp(eg_value(s));
60 std::ostream& operator<<(std::ostream& os, Term t) {
62 if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
63 os << " ---- ----" << " | " << " ---- ----";
65 os << scores[t][WHITE] << " | " << scores[t][BLACK];
67 os << " | " << scores[t][WHITE] - scores[t][BLACK] << "\n";
72 using namespace Trace;
76 constexpr Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
77 constexpr Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
78 constexpr Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
79 constexpr Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
81 constexpr Bitboard KingFlank[FILE_NB] = {
82 QueenSide ^ FileDBB, QueenSide, QueenSide,
83 CenterFiles, CenterFiles,
84 KingSide, KingSide, KingSide ^ FileEBB
87 // Threshold for lazy and space evaluation
88 constexpr Value LazyThreshold = Value(1500);
89 constexpr Value SpaceThreshold = Value(12222);
91 // KingAttackWeights[PieceType] contains king attack weights by piece type
92 constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 };
94 // Penalties for enemy's safe checks
95 constexpr int QueenSafeCheck = 780;
96 constexpr int RookSafeCheck = 880;
97 constexpr int BishopSafeCheck = 435;
98 constexpr int KnightSafeCheck = 790;
100 #define S(mg, eg) make_score(mg, eg)
102 // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
103 // indexed by piece type and number of attacked squares in the mobility area.
104 constexpr Score MobilityBonus[][32] = {
105 { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights
106 S( 22, 26), S( 29, 29), S( 36, 29) },
107 { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
108 S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
109 S( 91, 88), S( 98, 97) },
110 { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
111 S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
112 S( 46,166), S( 48,169), S( 58,171) },
113 { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens
114 S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
115 S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
116 S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
117 S(106,184), S(109,191), S(113,206), S(116,212) }
120 // Outpost[knight/bishop][supported by pawn] contains bonuses for minor
121 // pieces if they occupy or can reach an outpost square, bigger if that
122 // square is supported by a pawn.
123 constexpr Score Outpost[][2] = {
124 { S(22, 6), S(36,12) }, // Knight
125 { S( 9, 2), S(15, 5) } // Bishop
128 // RookOnFile[semiopen/open] contains bonuses for each rook when there is
129 // no (friendly) pawn on the rook file.
130 constexpr Score RookOnFile[] = { S(20, 7), S(45, 20) };
132 // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
133 // which piece type attacks which one. Attacks on lesser pieces which are
134 // pawn-defended are not considered.
135 constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
136 S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120)
139 constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
140 S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38)
143 // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
144 constexpr Score PassedRank[RANK_NB] = {
145 S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250)
148 // PassedFile[File] contains a bonus according to the file of a passed pawn
149 constexpr Score PassedFile[FILE_NB] = {
150 S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14),
151 S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7)
154 // PassedDanger[Rank] contains a term to weight the passed score
155 constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 };
157 // Assorted bonuses and penalties
158 constexpr Score BishopPawns = S( 3, 7);
159 constexpr Score CloseEnemies = S( 6, 0);
160 constexpr Score CorneredBishop = S( 50, 50);
161 constexpr Score Hanging = S( 52, 30);
162 constexpr Score HinderPassedPawn = S( 8, 0);
163 constexpr Score KingProtector = S( 6, 6);
164 constexpr Score KnightOnQueen = S( 21, 11);
165 constexpr Score LongDiagonalBishop = S( 22, 0);
166 constexpr Score MinorBehindPawn = S( 16, 0);
167 constexpr Score Overload = S( 13, 6);
168 constexpr Score PawnlessFlank = S( 19, 84);
169 constexpr Score RookOnPawn = S( 8, 24);
170 constexpr Score SliderOnQueen = S( 42, 21);
171 constexpr Score ThreatByKing = S( 23, 76);
172 constexpr Score ThreatByPawnPush = S( 45, 40);
173 constexpr Score ThreatByRank = S( 16, 3);
174 constexpr Score ThreatBySafePawn = S(173,102);
175 constexpr Score TrappedRook = S( 92, 0);
176 constexpr Score WeakQueen = S( 50, 10);
177 constexpr Score WeakUnopposedPawn = S( 5, 29);
181 // Evaluation class computes and stores attacks tables and other working data
186 Evaluation() = delete;
187 explicit Evaluation(const Position& p) : pos(p) {}
188 Evaluation& operator=(const Evaluation&) = delete;
192 template<Color Us> void initialize();
193 template<Color Us, PieceType Pt> Score pieces();
194 template<Color Us> Score king() const;
195 template<Color Us> Score threats() const;
196 template<Color Us> Score passed() const;
197 template<Color Us> Score space() const;
198 ScaleFactor scale_factor(Value eg) const;
199 Score initiative(Value eg) const;
204 Bitboard mobilityArea[COLOR_NB];
205 Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
207 // attackedBy[color][piece type] is a bitboard representing all squares
208 // attacked by a given color and piece type. Special "piece types" which
209 // is also calculated is ALL_PIECES.
210 Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
212 // attackedBy2[color] are the squares attacked by 2 pieces of a given color,
213 // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
214 // pawn or squares attacked by 2 pawns are not explicitly added.
215 Bitboard attackedBy2[COLOR_NB];
217 // kingRing[color] are the squares adjacent to the king, plus (only for a
218 // king on its first rank) the squares two ranks in front. For instance,
219 // if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
220 // and h6. It is set to 0 when king safety evaluation is skipped.
221 Bitboard kingRing[COLOR_NB];
223 // kingAttackersCount[color] is the number of pieces of the given color
224 // which attack a square in the kingRing of the enemy king.
225 int kingAttackersCount[COLOR_NB];
227 // kingAttackersWeight[color] is the sum of the "weights" of the pieces of
228 // the given color which attack a square in the kingRing of the enemy king.
229 // The weights of the individual piece types are given by the elements in
230 // the KingAttackWeights array.
231 int kingAttackersWeight[COLOR_NB];
233 // kingAttacksCount[color] is the number of attacks by the given color to
234 // squares directly adjacent to the enemy king. Pieces which attack more
235 // than one square are counted multiple times. For instance, if there is
236 // a white knight on g5 and black's king is on g8, this white knight adds 2
237 // to kingAttacksCount[WHITE].
238 int kingAttacksCount[COLOR_NB];
242 // Evaluation::initialize() computes king and pawn attacks, and the king ring
243 // bitboard for a given color. This is done at the beginning of the evaluation.
244 template<Tracing T> template<Color Us>
245 void Evaluation<T>::initialize() {
247 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
248 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
249 constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
250 constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
252 // Find our pawns that are blocked or on the first two ranks
253 Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
255 // Squares occupied by those pawns, by our king or queen, or controlled by enemy pawns
256 // are excluded from the mobility area.
257 mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them));
259 // Initialise attackedBy bitboards for kings and pawns
260 attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
261 attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
262 attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
263 attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
265 // Init our king safety tables only if we are going to use them
266 if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
268 kingRing[Us] = attackedBy[Us][KING];
269 if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
270 kingRing[Us] |= shift<Up>(kingRing[Us]);
272 if (file_of(pos.square<KING>(Us)) == FILE_H)
273 kingRing[Us] |= shift<WEST>(kingRing[Us]);
275 else if (file_of(pos.square<KING>(Us)) == FILE_A)
276 kingRing[Us] |= shift<EAST>(kingRing[Us]);
278 kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
279 kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
282 kingRing[Us] = kingAttackersCount[Them] = 0;
286 // Evaluation::pieces() scores pieces of a given color and type
287 template<Tracing T> template<Color Us, PieceType Pt>
288 Score Evaluation<T>::pieces() {
290 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
291 constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
292 constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
293 : Rank5BB | Rank4BB | Rank3BB);
294 const Square* pl = pos.squares<Pt>(Us);
298 Score score = SCORE_ZERO;
300 attackedBy[Us][Pt] = 0;
302 while ((s = *pl++) != SQ_NONE)
304 // Find attacked squares, including x-ray attacks for bishops and rooks
305 b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
306 : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
307 : pos.attacks_from<Pt>(s);
309 if (pos.blockers_for_king(Us) & s)
310 b &= LineBB[pos.square<KING>(Us)][s];
312 attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
313 attackedBy[Us][Pt] |= b;
314 attackedBy[Us][ALL_PIECES] |= b;
316 if (b & kingRing[Them])
318 kingAttackersCount[Us]++;
319 kingAttackersWeight[Us] += KingAttackWeights[Pt];
320 kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
323 int mob = popcount(b & mobilityArea[Us]);
325 mobility[Us] += MobilityBonus[Pt - 2][mob];
327 if (Pt == BISHOP || Pt == KNIGHT)
329 // Bonus if piece is on an outpost square or can reach one
330 bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
332 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
334 else if (bb &= b & ~pos.pieces(Us))
335 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
337 // Knight and Bishop bonus for being right behind a pawn
338 if (shift<Down>(pos.pieces(PAWN)) & s)
339 score += MinorBehindPawn;
341 // Penalty if the piece is far from the king
342 score -= KingProtector * distance(s, pos.square<KING>(Us));
346 // Penalty according to number of pawns on the same color square as the
347 // bishop, bigger when the center files are blocked with pawns.
348 Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
350 score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s)
351 * (1 + popcount(blocked & CenterFiles));
353 // Bonus for bishop on a long diagonal which can "see" both center squares
354 if (more_than_one(Center & (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) | s)))
355 score += LongDiagonalBishop;
358 // An important Chess960 pattern: A cornered bishop blocked by a friendly
359 // pawn diagonally in front of it is a very serious problem, especially
360 // when that pawn is also blocked.
363 && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
365 Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
366 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
367 score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
368 : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
375 // Bonus for aligning rook with enemy pawns on the same rank/file
376 if (relative_rank(Us, s) >= RANK_5)
377 score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
379 // Bonus for rook on an open or semi-open file
380 if (pe->semiopen_file(Us, file_of(s)))
381 score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
383 // Penalty when trapped by the king, even more if the king cannot castle
386 File kf = file_of(pos.square<KING>(Us));
387 if ((kf < FILE_E) == (file_of(s) < kf))
388 score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
394 // Penalty if any relative pin or discovered attack against the queen
395 Bitboard queenPinners;
396 if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
401 Trace::add(Pt, Us, score);
407 // Evaluation::king() assigns bonuses and penalties to a king of a given color
408 template<Tracing T> template<Color Us>
409 Score Evaluation<T>::king() const {
411 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
412 constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
413 : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
415 const Square ksq = pos.square<KING>(Us);
416 Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks;
418 // King shelter and enemy pawns storm
419 Score score = pe->king_safety<Us>(pos, ksq);
421 // Find the squares that opponent attacks in our king flank, and the squares
422 // which are attacked twice in that flank but not defended by our pawns.
423 kingFlank = KingFlank[file_of(ksq)];
424 b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp;
425 b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN];
427 int tropism = popcount(b1) + popcount(b2);
429 // Main king safety evaluation
430 if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
435 // Attacked squares defended at most once by our queen or king
436 weak = attackedBy[Them][ALL_PIECES]
438 & (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]);
440 // Analyse the safe enemy's checks which are possible on next move
441 safe = ~pos.pieces(Them);
442 safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]);
444 b1 = attacks_bb<ROOK >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
445 b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
447 // Enemy queen safe checks
448 if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
449 kingDanger += QueenSafeCheck;
451 b1 &= attackedBy[Them][ROOK];
452 b2 &= attackedBy[Them][BISHOP];
454 // Enemy rooks checks
456 kingDanger += RookSafeCheck;
460 // Enemy bishops checks
462 kingDanger += BishopSafeCheck;
466 // Enemy knights checks
467 b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
469 kingDanger += KnightSafeCheck;
473 // Unsafe or occupied checking squares will also be considered, as long as
474 // the square is in the attacker's mobility area.
475 unsafeChecks &= mobilityArea[Them];
477 kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
478 + 69 * kingAttacksCount[Them]
479 + 185 * popcount(kingRing[Us] & weak)
480 + 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
482 - 873 * !pos.count<QUEEN>(Them)
483 - 6 * mg_value(score) / 8
486 // Transform the kingDanger units into a Score, and subtract it from the evaluation
489 int mobilityDanger = mg_value(mobility[Them] - mobility[Us]);
490 kingDanger = std::max(0, kingDanger + mobilityDanger);
491 score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
495 // Penalty when our king is on a pawnless flank
496 if (!(pos.pieces(PAWN) & kingFlank))
497 score -= PawnlessFlank;
499 // King tropism bonus, to anticipate slow motion attacks on our king
500 score -= CloseEnemies * tropism;
503 Trace::add(KING, Us, score);
509 // Evaluation::threats() assigns bonuses according to the types of the
510 // attacking and the attacked pieces.
511 template<Tracing T> template<Color Us>
512 Score Evaluation<T>::threats() const {
514 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
515 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
516 constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
518 Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe;
519 Score score = SCORE_ZERO;
522 nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN);
524 // Squares strongly protected by the enemy, either because they defend the
525 // square with a pawn, or because they defend the square twice and we don't.
526 stronglyProtected = attackedBy[Them][PAWN]
527 | (attackedBy2[Them] & ~attackedBy2[Us]);
529 // Non-pawn enemies, strongly protected
530 defended = nonPawnEnemies & stronglyProtected;
532 // Enemies not strongly protected and under our attack
533 weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
535 // Safe or protected squares
536 safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
538 // Bonus according to the kind of attacking pieces
541 b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
544 Square s = pop_lsb(&b);
545 score += ThreatByMinor[type_of(pos.piece_on(s))];
546 if (type_of(pos.piece_on(s)) != PAWN)
547 score += ThreatByRank * (int)relative_rank(Them, s);
549 else if (pos.blockers_for_king(Them) & s)
550 score += ThreatByRank * (int)relative_rank(Them, s) / 2;
553 b = weak & attackedBy[Us][ROOK];
556 Square s = pop_lsb(&b);
557 score += ThreatByRook[type_of(pos.piece_on(s))];
558 if (type_of(pos.piece_on(s)) != PAWN)
559 score += ThreatByRank * (int)relative_rank(Them, s);
561 else if (pos.blockers_for_king(Them) & s)
562 score += ThreatByRank * (int)relative_rank(Them, s) / 2;
565 if (weak & attackedBy[Us][KING])
566 score += ThreatByKing;
568 score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
570 b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES];
571 score += Overload * popcount(b);
574 // Bonus for enemy unopposed weak pawns
575 if (pos.pieces(Us, ROOK, QUEEN))
576 score += WeakUnopposedPawn * pe->weak_unopposed(Them);
578 // Find squares where our pawns can push on the next move
579 b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
580 b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
582 // Keep only the squares which are relatively safe
583 b &= ~attackedBy[Them][PAWN] & safe;
585 // Bonus for safe pawn threats on the next move
586 b = pawn_attacks_bb<Us>(b) & pos.pieces(Them);
587 score += ThreatByPawnPush * popcount(b);
589 // Our safe or protected pawns
590 b = pos.pieces(Us, PAWN) & safe;
592 b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
593 score += ThreatBySafePawn * popcount(b);
595 // Bonus for threats on the next moves against enemy queen
596 if (pos.count<QUEEN>(Them) == 1)
598 Square s = pos.square<QUEEN>(Them);
599 safe = mobilityArea[Us] & ~stronglyProtected;
601 b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
603 score += KnightOnQueen * popcount(b & safe);
605 b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
606 | (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s));
608 score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]);
612 Trace::add(THREAT, Us, score);
617 // Evaluation::passed() evaluates the passed pawns and candidate passed
618 // pawns of the given color.
620 template<Tracing T> template<Color Us>
621 Score Evaluation<T>::passed() const {
623 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
624 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
626 auto king_proximity = [&](Color c, Square s) {
627 return std::min(distance(pos.square<KING>(c), s), 5);
630 Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
631 Score score = SCORE_ZERO;
633 b = pe->passed_pawns(Us);
637 Square s = pop_lsb(&b);
639 assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
641 if (forward_file_bb(Us, s) & pos.pieces(Them))
642 score -= HinderPassedPawn;
644 int r = relative_rank(Us, s);
645 int w = PassedDanger[r];
647 Score bonus = PassedRank[r];
651 Square blockSq = s + Up;
653 // Adjust bonus based on the king's proximity
654 bonus += make_score(0, ( king_proximity(Them, blockSq) * 5
655 - king_proximity(Us, blockSq) * 2) * w);
657 // If blockSq is not the queening square then consider also a second push
659 bonus -= make_score(0, king_proximity(Us, blockSq + Up) * w);
661 // If the pawn is free to advance, then increase the bonus
662 if (pos.empty(blockSq))
664 // If there is a rook or queen attacking/defending the pawn from behind,
665 // consider all the squaresToQueen. Otherwise consider only the squares
666 // in the pawn's path attacked or occupied by the enemy.
667 defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
669 bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
671 if (!(pos.pieces(Us) & bb))
672 defendedSquares &= attackedBy[Us][ALL_PIECES];
674 if (!(pos.pieces(Them) & bb))
675 unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
677 // If there aren't any enemy attacks, assign a big bonus. Otherwise
678 // assign a smaller bonus if the block square isn't attacked.
679 int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0;
681 // If the path to the queen is fully defended, assign a big bonus.
682 // Otherwise assign a smaller bonus if the block square is defended.
683 if (defendedSquares == squaresToQueen)
686 else if (defendedSquares & blockSq)
689 bonus += make_score(k * w, k * w);
691 else if (pos.pieces(Us) & blockSq)
692 bonus += make_score(w + r * 2, w + r * 2);
695 // Scale down bonus for candidate passers which need more than one
696 // pawn push to become passed, or have a pawn in front of them.
697 if ( !pos.pawn_passed(Us, s + Up)
698 || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
701 score += bonus + PassedFile[file_of(s)];
705 Trace::add(PASSED, Us, score);
711 // Evaluation::space() computes the space evaluation for a given side. The
712 // space evaluation is a simple bonus based on the number of safe squares
713 // available for minor pieces on the central four files on ranks 2--4. Safe
714 // squares one, two or three squares behind a friendly pawn are counted
715 // twice. Finally, the space bonus is multiplied by a weight. The aim is to
716 // improve play on game opening.
718 template<Tracing T> template<Color Us>
719 Score Evaluation<T>::space() const {
721 if (pos.non_pawn_material() < SpaceThreshold)
724 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
725 constexpr Bitboard SpaceMask =
726 Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
727 : CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
729 // Find the available squares for our pieces inside the area defined by SpaceMask
730 Bitboard safe = SpaceMask
731 & ~pos.pieces(Us, PAWN)
732 & ~attackedBy[Them][PAWN];
734 // Find all squares which are at most three squares behind some friendly pawn
735 Bitboard behind = pos.pieces(Us, PAWN);
736 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
737 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
739 int bonus = popcount(safe) + popcount(behind & safe);
740 int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files();
742 Score score = make_score(bonus * weight * weight / 16, 0);
745 Trace::add(SPACE, Us, score);
751 // Evaluation::initiative() computes the initiative correction value
752 // for the position. It is a second order bonus/malus based on the
753 // known attacking/defending status of the players.
756 Score Evaluation<T>::initiative(Value eg) const {
758 int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
759 - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
761 bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
762 && (pos.pieces(PAWN) & KingSide);
764 // Compute the initiative bonus for the attacking side
765 int complexity = 8 * pe->pawn_asymmetry()
766 + 12 * pos.count<PAWN>()
768 + 16 * pawnsOnBothFlanks
769 + 48 * !pos.non_pawn_material()
772 // Now apply the bonus: note that we find the attacking side by extracting
773 // the sign of the endgame value, and that we carefully cap the bonus so
774 // that the endgame score will never change sign after the bonus.
775 int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
778 Trace::add(INITIATIVE, make_score(0, v));
780 return make_score(0, v);
784 // Evaluation::scale_factor() computes the scale factor for the winning side
787 ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
789 Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
790 int sf = me->scale_factor(pos, strongSide);
792 // If scale is not already specific, scale down the endgame via general heuristics
793 if (sf == SCALE_FACTOR_NORMAL)
795 if ( pos.opposite_bishops()
796 && pos.non_pawn_material(WHITE) == BishopValueMg
797 && pos.non_pawn_material(BLACK) == BishopValueMg)
800 sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);
803 return ScaleFactor(sf);
807 // Evaluation::value() is the main function of the class. It computes the various
808 // parts of the evaluation and returns the value of the position from the point
809 // of view of the side to move.
812 Value Evaluation<T>::value() {
814 assert(!pos.checkers());
816 // Probe the material hash table
817 me = Material::probe(pos);
819 // If we have a specialized evaluation function for the current material
820 // configuration, call it and return.
821 if (me->specialized_eval_exists())
822 return me->evaluate(pos);
824 // Initialize score by reading the incrementally updated scores included in
825 // the position object (material + piece square tables) and the material
826 // imbalance. Score is computed internally from the white point of view.
827 Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt;
829 // Probe the pawn hash table
830 pe = Pawns::probe(pos);
831 score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
833 // Early exit if score is high
834 Value v = (mg_value(score) + eg_value(score)) / 2;
835 if (abs(v) > LazyThreshold)
836 return pos.side_to_move() == WHITE ? v : -v;
838 // Main evaluation begins here
843 // Pieces should be evaluated first (populate attack tables)
844 score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
845 + pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
846 + pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
847 + pieces<WHITE, QUEEN >() - pieces<BLACK, QUEEN >();
849 score += mobility[WHITE] - mobility[BLACK];
851 score += king< WHITE>() - king< BLACK>()
852 + threats<WHITE>() - threats<BLACK>()
853 + passed< WHITE>() - passed< BLACK>()
854 + space< WHITE>() - space< BLACK>();
856 score += initiative(eg_value(score));
858 // Interpolate between a middlegame and a (scaled by 'sf') endgame score
859 ScaleFactor sf = scale_factor(eg_value(score));
860 v = mg_value(score) * int(me->game_phase())
861 + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
863 v /= int(PHASE_MIDGAME);
865 // In case of tracing add all remaining individual evaluation terms
868 Trace::add(MATERIAL, pos.psq_score());
869 Trace::add(IMBALANCE, me->imbalance());
870 Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
871 Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
872 Trace::add(TOTAL, score);
875 return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view
882 /// evaluate() is the evaluator for the outer world. It returns a static
883 /// evaluation of the position from the point of view of the side to move.
885 Value Eval::evaluate(const Position& pos) {
886 return Evaluation<NO_TRACE>(pos).value();
890 /// trace() is like evaluate(), but instead of returning a value, it returns
891 /// a string (suitable for outputting to stdout) that contains the detailed
892 /// descriptions and values of each evaluation term. Useful for debugging.
894 std::string Eval::trace(const Position& pos) {
896 std::memset(scores, 0, sizeof(scores));
898 pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
900 Value v = Evaluation<TRACE>(pos).value();
902 v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view
904 std::stringstream ss;
905 ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
906 << " Term | White | Black | Total \n"
907 << " | MG EG | MG EG | MG EG \n"
908 << " ------------+-------------+-------------+------------\n"
909 << " Material | " << Term(MATERIAL)
910 << " Imbalance | " << Term(IMBALANCE)
911 << " Initiative | " << Term(INITIATIVE)
912 << " Pawns | " << Term(PAWN)
913 << " Knights | " << Term(KNIGHT)
914 << " Bishops | " << Term(BISHOP)
915 << " Rooks | " << Term(ROOK)
916 << " Queens | " << Term(QUEEN)
917 << " Mobility | " << Term(MOBILITY)
918 << " King safety | " << Term(KING)
919 << " Threats | " << Term(THREAT)
920 << " Passed | " << Term(PASSED)
921 << " Space | " << Term(SPACE)
922 << " ------------+-------------+-------------+------------\n"
923 << " Total | " << Term(TOTAL);
925 ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";