2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
30 #include "ucioption.h"
34 // Struct EvalInfo contains various information computed and collected
35 // by the evaluation functions.
38 // Pointers to material and pawn hash table entries
42 // attackedBy[color][piece type] is a bitboard representing all squares
43 // attacked by a given color and piece type, attackedBy[color][0] contains
44 // all squares attacked by the given color.
45 Bitboard attackedBy[2][8];
47 // kingRing[color] is the zone around the king which is considered
48 // by the king safety evaluation. This consists of the squares directly
49 // adjacent to the king, and the three (or two, for a king on an edge file)
50 // squares two ranks in front of the king. For instance, if black's king
51 // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
52 // f7, g7, h7, f6, g6 and h6.
55 // kingAttackersCount[color] is the number of pieces of the given color
56 // which attack a square in the kingRing of the enemy king.
57 int kingAttackersCount[2];
59 // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
60 // given color which attack a square in the kingRing of the enemy king. The
61 // weights of the individual piece types are given by the variables
62 // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
63 // KnightAttackWeight in evaluate.cpp
64 int kingAttackersWeight[2];
66 // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
67 // directly adjacent to the king of the given color. Pieces which attack
68 // more than one square are counted multiple times. For instance, if black's
69 // king is on g8 and there's a white knight on g5, this knight adds
70 // 2 to kingAdjacentZoneAttacksCount[BLACK].
71 int kingAdjacentZoneAttacksCount[2];
74 // Evaluation grain size, must be a power of 2
75 const int GrainSize = 8;
77 // Evaluation weights, initialized from UCI options
78 enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem };
82 #define S(mg, eg) make_score(mg, eg)
84 // Internal evaluation weights. These are applied on top of the evaluation
85 // weights read from UCI parameters. The purpose is to be able to change
86 // the evaluation weights while keeping the default values of the UCI
87 // parameters at 100, which looks prettier.
89 // Values modified by Joona Kiiski
90 const Score WeightsInternal[] = {
91 S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0)
94 // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
95 // end game, indexed by piece type and number of attacked squares not occupied
96 // by friendly pieces.
97 const Score MobilityBonus[][32] = {
99 { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights
100 S( 31, 22), S( 38, 27), S( 38, 27) },
101 { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops
102 S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73),
103 S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) },
104 { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks
105 S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114),
106 S( 29,116), S( 30,117), S( 31,118), S(32,118) },
107 { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens
108 S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
109 S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35),
110 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
111 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
112 S( 20, 35), S( 20, 35) }
115 // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and
116 // bishops, indexed by piece type and square (from white's point of view).
117 const Value OutpostBonus[][64] = {
120 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
121 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
122 V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
123 V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
124 V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
125 V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) },
127 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
128 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
129 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
130 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
131 V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
132 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
135 // ThreatBonus[attacking][attacked] contains threat bonuses according to
136 // which piece type attacks which one.
137 const Score ThreatBonus[][8] = {
139 { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
140 { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
141 { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
142 { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
145 // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which
146 // piece type is attacked by an enemy pawn.
147 const Score ThreatenedByPawnPenalty[] = {
148 S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
153 // Rooks and queens on the 7th rank (modified by Joona Kiiski)
154 const Score RookOn7thBonus = make_score(47, 98);
155 const Score QueenOn7thBonus = make_score(27, 54);
157 // Rooks on open files (modified by Joona Kiiski)
158 const Score RookOpenFileBonus = make_score(43, 21);
159 const Score RookHalfOpenFileBonus = make_score(19, 10);
161 // Penalty for rooks trapped inside a friendly king which has lost the
163 const Value TrappedRookPenalty = Value(180);
165 // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
166 // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
167 // happen in Chess960 games.
168 const Score TrappedBishopA1H1Penalty = make_score(100, 100);
170 // Penalty for a minor piece that is not defended by anything
171 const Score UndefendedMinorPenalty = make_score(25, 10);
173 // The SpaceMask[Color] contains the area of the board which is considered
174 // by the space evaluation. In the middle game, each side is given a bonus
175 // based on how many squares inside this area are safe and available for
176 // friendly minor pieces.
177 const Bitboard SpaceMask[] = {
178 (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
179 (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
180 (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
181 (1ULL << SQ_C7) | (1ULL << SQ_D7) | (1ULL << SQ_E7) | (1ULL << SQ_F7) |
182 (1ULL << SQ_C6) | (1ULL << SQ_D6) | (1ULL << SQ_E6) | (1ULL << SQ_F6) |
183 (1ULL << SQ_C5) | (1ULL << SQ_D5) | (1ULL << SQ_E5) | (1ULL << SQ_F5)
186 // King danger constants and variables. The king danger scores are taken
187 // from the KingDangerTable[]. Various little "meta-bonuses" measuring
188 // the strength of the enemy attack are added up into an integer, which
189 // is used as an index to KingDangerTable[].
191 // KingAttackWeights[PieceType] contains king attack weights by piece type
192 const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
194 // Bonuses for enemy's safe checks
195 const int QueenContactCheckBonus = 6;
196 const int RookContactCheckBonus = 4;
197 const int QueenCheckBonus = 3;
198 const int RookCheckBonus = 2;
199 const int BishopCheckBonus = 1;
200 const int KnightCheckBonus = 1;
202 // InitKingDanger[Square] contains penalties based on the position of the
203 // defending king, indexed by king's square (from white's point of view).
204 const int InitKingDanger[] = {
205 2, 0, 2, 5, 5, 2, 0, 2,
206 2, 2, 4, 8, 8, 4, 2, 2,
207 7, 10, 12, 12, 12, 12, 10, 7,
208 15, 15, 15, 15, 15, 15, 15, 15,
209 15, 15, 15, 15, 15, 15, 15, 15,
210 15, 15, 15, 15, 15, 15, 15, 15,
211 15, 15, 15, 15, 15, 15, 15, 15,
212 15, 15, 15, 15, 15, 15, 15, 15
215 // KingDangerTable[Color][attackUnits] contains the actual king danger
216 // weighted scores, indexed by color and by a calculated integer number.
217 Score KingDangerTable[2][128];
219 // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
220 // evaluation terms, used when tracing.
221 Score TracedScores[2][16];
222 std::stringstream TraceStream;
225 PST = 8, IMBALANCE = 9, MOBILITY = 10, THREAT = 11,
226 PASSED = 12, UNSTOPPABLE = 13, SPACE = 14, TOTAL = 15
229 // Function prototypes
231 Value do_evaluate(const Position& pos, Value& margin);
234 void init_eval_info(const Position& pos, EvalInfo& ei);
236 template<Color Us, bool Trace>
237 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
239 template<Color Us, bool Trace>
240 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
243 Score evaluate_threats(const Position& pos, EvalInfo& ei);
246 int evaluate_space(const Position& pos, EvalInfo& ei);
249 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
251 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
253 inline Score apply_weight(Score v, Score weight);
254 Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf);
255 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
256 double to_cp(Value v);
257 void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
258 void trace_row(const char* name, int idx);
266 /// evaluate() is the main evaluation function. It always computes two
267 /// values, an endgame score and a middle game score, and interpolates
268 /// between them based on the remaining material.
270 Value evaluate(const Position& pos, Value& margin) {
271 return do_evaluate<false>(pos, margin);
275 /// init() computes evaluation weights from the corresponding UCI parameters
276 /// and setup king tables.
280 Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
281 Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
282 Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
283 Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
284 Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
286 // King safety is asymmetrical. Our king danger level is weighted by
287 // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
288 // If running in analysis mode, make sure we use symmetrical king safety. We
289 // do this by replacing both Weights[kingDangerUs] and Weights[kingDangerThem]
291 if (Options["UCI_AnalyseMode"])
292 Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2;
294 const int MaxSlope = 30;
295 const int Peak = 1280;
297 for (int t = 0, i = 1; i < 100; i++)
299 t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope));
301 KingDangerTable[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
302 KingDangerTable[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
307 /// trace() is like evaluate() but instead of a value returns a string suitable
308 /// to be print on stdout with the detailed descriptions and values of each
309 /// evaluation term. Used mainly for debugging.
311 std::string trace(const Position& pos) {
316 RootColor = pos.side_to_move();
319 TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
320 memset(TracedScores, 0, 2 * 16 * sizeof(Score));
322 do_evaluate<true>(pos, margin);
324 totals = TraceStream.str();
327 TraceStream << std::setw(21) << "Eval term " << "| White | Black | Total \n"
328 << " | MG EG | MG EG | MG EG \n"
329 << "---------------------+-------------+-------------+---------------\n";
331 trace_row("Material, PST, Tempo", PST);
332 trace_row("Material imbalance", IMBALANCE);
333 trace_row("Pawns", PAWN);
334 trace_row("Knights", KNIGHT);
335 trace_row("Bishops", BISHOP);
336 trace_row("Rooks", ROOK);
337 trace_row("Queens", QUEEN);
338 trace_row("Mobility", MOBILITY);
339 trace_row("King safety", KING);
340 trace_row("Threats", THREAT);
341 trace_row("Passed pawns", PASSED);
342 trace_row("Unstoppable pawns", UNSTOPPABLE);
343 trace_row("Space", SPACE);
345 TraceStream << "---------------------+-------------+-------------+---------------\n";
346 trace_row("Total", TOTAL);
347 TraceStream << totals;
349 return TraceStream.str();
358 Value do_evaluate(const Position& pos, Value& margin) {
360 assert(!pos.in_check());
364 Score score, mobilityWhite, mobilityBlack;
366 // Initialize score by reading the incrementally updated scores included
367 // in the position object (material + piece square tables).
370 // margins[] store the uncertainty estimation of position's evaluation
371 // that typically is used by the search for pruning decisions.
372 margins[WHITE] = margins[BLACK] = VALUE_ZERO;
374 // Probe the material hash table
375 ei.mi = Threads[pos.thread()].materialTable.material_info(pos);
376 score += ei.mi->material_value();
378 // If we have a specialized evaluation function for the current material
379 // configuration, call it and return.
380 if (ei.mi->specialized_eval_exists())
383 return ei.mi->evaluate(pos);
386 // Probe the pawn hash table
387 ei.pi = Threads[pos.thread()].pawnTable.pawn_info(pos);
388 score += ei.pi->pawns_value();
390 // Initialize attack and king safety bitboards
391 init_eval_info<WHITE>(pos, ei);
392 init_eval_info<BLACK>(pos, ei);
394 // Evaluate pieces and mobility
395 score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
396 - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
398 score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
400 // Evaluate kings after all other pieces because we need complete attack
401 // information when computing the king safety evaluation.
402 score += evaluate_king<WHITE, Trace>(pos, ei, margins)
403 - evaluate_king<BLACK, Trace>(pos, ei, margins);
405 // Evaluate tactical threats, we need full attack information including king
406 score += evaluate_threats<WHITE>(pos, ei)
407 - evaluate_threats<BLACK>(pos, ei);
409 // Evaluate passed pawns, we need full attack information including king
410 score += evaluate_passed_pawns<WHITE>(pos, ei)
411 - evaluate_passed_pawns<BLACK>(pos, ei);
413 // If one side has only a king, check whether exists any unstoppable passed pawn
414 if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
415 score += evaluate_unstoppable_pawns(pos, ei);
417 // Evaluate space for both sides, only in middle-game.
418 if (ei.mi->space_weight())
420 int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
421 score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
424 // Scale winning side if position is more drawish that what it appears
425 ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
426 : ei.mi->scale_factor(pos, BLACK);
428 // If we don't already have an unusual scale factor, check for opposite
429 // colored bishop endgames, and use a lower scale for those.
430 if ( ei.mi->game_phase() < PHASE_MIDGAME
431 && pos.opposite_colored_bishops()
432 && sf == SCALE_FACTOR_NORMAL)
434 // Only the two bishops ?
435 if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
436 && pos.non_pawn_material(BLACK) == BishopValueMidgame)
438 // Check for KBP vs KB with only a single pawn that is almost
439 // certainly a draw or at least two pawns.
440 bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1);
441 sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
444 // Endgame with opposite-colored bishops, but also other pieces. Still
445 // a bit drawish, but not as drawish as with only the two bishops.
446 sf = ScaleFactor(50);
449 // Interpolate between the middle game and the endgame score
450 margin = margins[pos.side_to_move()];
451 Value v = scale_by_game_phase(score, ei.mi->game_phase(), sf);
453 // In case of tracing add all single evaluation contributions for both white and black
456 trace_add(PST, pos.value());
457 trace_add(IMBALANCE, ei.mi->material_value());
458 trace_add(PAWN, ei.pi->pawns_value());
459 trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
460 trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
461 trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
462 trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
463 Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei), 0);
464 Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
465 trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
466 trace_add(TOTAL, score);
467 TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
468 << ", Black: " << to_cp(margins[BLACK])
469 << "\nScaling: " << std::noshowpos
470 << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
471 << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
472 << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
473 << "Total evaluation: " << to_cp(v);
476 return pos.side_to_move() == WHITE ? v : -v;
480 // init_eval_info() initializes king bitboards for given color adding
481 // pawn attacks. To be done at the beginning of the evaluation.
484 void init_eval_info(const Position& pos, EvalInfo& ei) {
486 const Color Them = (Us == WHITE ? BLACK : WHITE);
488 Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
489 ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
491 // Init king safety tables only if we are going to use them
492 if ( pos.piece_count(Us, QUEEN)
493 && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
495 ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
496 b &= ei.attackedBy[Us][PAWN];
497 ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
498 ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
500 ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
504 // evaluate_outposts() evaluates bishop and knight outposts squares
506 template<PieceType Piece, Color Us>
507 Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
509 const Color Them = (Us == WHITE ? BLACK : WHITE);
511 assert (Piece == BISHOP || Piece == KNIGHT);
513 // Initial bonus based on square
514 Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
516 // Increase bonus if supported by pawn, especially if the opponent has
517 // no minor piece which can exchange the outpost piece.
518 if (bonus && (ei.attackedBy[Us][PAWN] & s))
520 if ( !pos.pieces(KNIGHT, Them)
521 && !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
522 bonus += bonus + bonus / 2;
526 return make_score(bonus, bonus);
530 // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
532 template<PieceType Piece, Color Us, bool Trace>
533 Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
539 Score score = SCORE_ZERO;
541 const Color Them = (Us == WHITE ? BLACK : WHITE);
542 const Square* pl = pos.piece_list(Us, Piece);
544 ei.attackedBy[Us][Piece] = 0;
546 while ((s = *pl++) != SQ_NONE)
548 // Find attacked squares, including x-ray attacks for bishops and rooks
549 if (Piece == KNIGHT || Piece == QUEEN)
550 b = pos.attacks_from<Piece>(s);
551 else if (Piece == BISHOP)
552 b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
553 else if (Piece == ROOK)
554 b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
558 ei.attackedBy[Us][Piece] |= b;
560 if (b & ei.kingRing[Them])
562 ei.kingAttackersCount[Us]++;
563 ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
564 Bitboard bb = (b & ei.attackedBy[Them][KING]);
566 ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
569 mob = (Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
570 : popcount<Full >(b & mobilityArea));
572 mobility += MobilityBonus[Piece][mob];
574 // Add a bonus if a slider is pinning an enemy piece
575 if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
576 && (PseudoAttacks[Piece][pos.king_square(Them)] & s))
578 b = BetweenBB[s][pos.king_square(Them)] & pos.pieces();
582 if (single_bit(b) && (b & pos.pieces(Them)))
583 score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(b)))];
586 // Decrease score if we are attacked by an enemy pawn. Remaining part
587 // of threat evaluation must be done later when we have full attack info.
588 if (ei.attackedBy[Them][PAWN] & s)
589 score -= ThreatenedByPawnPenalty[Piece];
591 // Bishop and knight outposts squares
592 if ( (Piece == BISHOP || Piece == KNIGHT)
593 && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
594 score += evaluate_outposts<Piece, Us>(pos, ei, s);
596 // Queen or rook on 7th rank
597 if ( (Piece == ROOK || Piece == QUEEN)
598 && relative_rank(Us, s) == RANK_7
599 && relative_rank(Us, pos.king_square(Them)) == RANK_8)
601 score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
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.square_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);
682 Score score = SCORE_ZERO;
684 // Undefended minors get penalized even if not under attack
685 Bitboard undefended = pos.pieces(Them)
686 & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
687 & ~ei.attackedBy[Them][0];
689 score += single_bit(undefended) ? UndefendedMinorPenalty
690 : UndefendedMinorPenalty * 2;
692 // Enemy pieces not defended by a pawn and under our attack
693 Bitboard weakEnemies = pos.pieces(Them)
694 & ~ei.attackedBy[Them][PAWN]
695 & ei.attackedBy[Us][0];
699 // Add bonus according to type of attacked enemy piece and to the
700 // type of attacking piece, from knights to queens. Kings are not
701 // considered because are already handled in king evaluation.
702 for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
704 b = ei.attackedBy[Us][pt1] & weakEnemies;
706 for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
707 if (b & pos.pieces(pt2))
708 score += ThreatBonus[pt1][pt2];
714 // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
715 // pieces of a given color.
717 template<Color Us, bool Trace>
718 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
720 const Color Them = (Us == WHITE ? BLACK : WHITE);
722 Score score = mobility = SCORE_ZERO;
724 // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
725 const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
727 score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
728 score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
729 score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
730 score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
732 // Sum up all attacked squares
733 ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
734 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
735 | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
740 // evaluate_king<>() assigns bonuses and penalties to a king of a given color
742 template<Color Us, bool Trace>
743 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
745 const Color Them = (Us == WHITE ? BLACK : WHITE);
747 Bitboard undefended, b, b1, b2, safe;
749 const Square ksq = pos.king_square(Us);
752 Score score = ei.pi->king_shelter<Us>(pos, ksq);
754 // King safety. This is quite complicated, and is almost certainly far
755 // from optimally tuned.
756 if ( ei.kingAttackersCount[Them] >= 2
757 && ei.kingAdjacentZoneAttacksCount[Them])
759 // Find the attacked squares around the king which has no defenders
760 // apart from the king itself
761 undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
762 undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
763 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
764 | ei.attackedBy[Us][QUEEN]);
766 // Initialize the 'attackUnits' variable, which is used later on as an
767 // index to the KingDangerTable[] array. The initial value is based on
768 // the number and types of the enemy's attacking pieces, the number of
769 // attacked and undefended squares around our king, the square of the
770 // king, and the quality of the pawn shelter.
771 attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
772 + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
773 + InitKingDanger[relative_square(Us, ksq)]
774 - mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
776 // Analyse enemy's safe queen contact checks. First find undefended
777 // squares around the king attacked by enemy queen...
778 b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
781 // ...then remove squares not supported by another enemy piece
782 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
783 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
785 attackUnits += QueenContactCheckBonus
787 * (Them == pos.side_to_move() ? 2 : 1);
790 // Analyse enemy's safe rook contact checks. First find undefended
791 // squares around the king attacked by enemy rooks...
792 b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
794 // Consider only squares where the enemy rook gives check
795 b &= PseudoAttacks[ROOK][ksq];
799 // ...then remove squares not supported by another enemy piece
800 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
801 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
803 attackUnits += RookContactCheckBonus
805 * (Them == pos.side_to_move() ? 2 : 1);
808 // Analyse enemy's safe distance checks for sliders and knights
809 safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
811 b1 = pos.attacks_from<ROOK>(ksq) & safe;
812 b2 = pos.attacks_from<BISHOP>(ksq) & safe;
814 // Enemy queen safe checks
815 b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
817 attackUnits += QueenCheckBonus * popcount<Max15>(b);
819 // Enemy rooks safe checks
820 b = b1 & ei.attackedBy[Them][ROOK];
822 attackUnits += RookCheckBonus * popcount<Max15>(b);
824 // Enemy bishops safe checks
825 b = b2 & ei.attackedBy[Them][BISHOP];
827 attackUnits += BishopCheckBonus * popcount<Max15>(b);
829 // Enemy knights safe checks
830 b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
832 attackUnits += KnightCheckBonus * popcount<Max15>(b);
834 // To index KingDangerTable[] attackUnits must be in [0, 99] range
835 attackUnits = std::min(99, std::max(0, attackUnits));
837 // Finally, extract the king danger score from the KingDangerTable[]
838 // array and subtract the score from evaluation. Set also margins[]
839 // value that will be used for pruning because this value can sometimes
840 // be very big, and so capturing a single attacking piece can therefore
841 // result in a score change far bigger than the value of the captured piece.
842 score -= KingDangerTable[Us == Eval::RootColor][attackUnits];
843 margins[Us] += mg_value(KingDangerTable[Us == Eval::RootColor][attackUnits]);
847 TracedScores[Us][KING] = score;
853 // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
856 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
858 const Color Them = (Us == WHITE ? BLACK : WHITE);
860 Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
861 Score score = SCORE_ZERO;
863 b = ei.pi->passed_pawns(Us);
869 Square s = pop_1st_bit(&b);
871 assert(pos.pawn_is_passed(Us, s));
873 int r = int(relative_rank(Us, s) - RANK_2);
874 int rr = r * (r - 1);
876 // Base bonus based on rank
877 Value mbonus = Value(20 * rr);
878 Value ebonus = Value(10 * (rr + r + 1));
882 Square blockSq = s + pawn_push(Us);
884 // Adjust bonus based on kings proximity
885 ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr);
886 ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr);
888 // If blockSq is not the queening square then consider also a second push
889 if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
890 ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
892 // If the pawn is free to advance, increase bonus
893 if (pos.square_is_empty(blockSq))
895 squaresToQueen = squares_in_front_of(Us, s);
896 defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
898 // If there is an enemy rook or queen attacking the pawn from behind,
899 // add all X-ray attacks by the rook or queen. Otherwise consider only
900 // the squares in the pawn's path attacked or occupied by the enemy.
901 if ( (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them))
902 && (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
903 unsafeSquares = squaresToQueen;
905 unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
907 // If there aren't enemy attacks or pieces along the path to queen give
908 // huge bonus. Even bigger if we protect the pawn's path.
910 ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15));
912 // OK, there are enemy attacks or pieces (but not pawns). Are those
913 // squares which are attacked by the enemy also attacked by us ?
914 // If yes, big bonus (but smaller than when there are no enemy attacks),
915 // if no, somewhat smaller bonus.
916 ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
920 // Increase the bonus if the passed pawn is supported by a friendly pawn
921 // on the same rank and a bit smaller if it's on the previous rank.
922 supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
923 if (supportingPawns & rank_bb(s))
924 ebonus += Value(r * 20);
926 else if (supportingPawns & rank_bb(s - pawn_push(Us)))
927 ebonus += Value(r * 12);
929 // Rook pawns are a special case: They are sometimes worse, and
930 // sometimes better than other passed pawns. It is difficult to find
931 // good rules for determining whether they are good or bad. For now,
932 // we try the following: Increase the value for rook pawns if the
933 // other side has no pieces apart from a knight, and decrease the
934 // value if the other side has a rook or queen.
935 if (file_of(s) == FILE_A || file_of(s) == FILE_H)
937 if (pos.non_pawn_material(Them) <= KnightValueMidgame)
938 ebonus += ebonus / 4;
939 else if (pos.pieces(ROOK, QUEEN, Them))
940 ebonus -= ebonus / 4;
942 score += make_score(mbonus, ebonus);
946 // Add the scores to the middle game and endgame eval
947 return apply_weight(score, Weights[PassedPawns]);
951 // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
952 // conservative and returns a winning score only when we are very sure that the pawn is winning.
954 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
956 Bitboard b, b2, blockers, supporters, queeningPath, candidates;
957 Square s, blockSq, queeningSquare;
958 Color c, winnerSide, loserSide;
959 bool pathDefended, opposed;
960 int pliesToGo, movesToGo, oppMovesToGo, sacptg, blockersCount, minKingDist, kingptg, d;
961 int pliesToQueen[] = { 256, 256 };
963 // Step 1. Hunt for unstoppable passed pawns. If we find at least one,
964 // record how many plies are required for promotion.
965 for (c = WHITE; c <= BLACK; c++)
967 // Skip if other side has non-pawn pieces
968 if (pos.non_pawn_material(~c))
971 b = ei.pi->passed_pawns(c);
976 queeningSquare = relative_square(c, make_square(file_of(s), RANK_8));
977 queeningPath = squares_in_front_of(c, s);
979 // Compute plies to queening and check direct advancement
980 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
981 oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
982 pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
984 if (movesToGo >= oppMovesToGo && !pathDefended)
987 // Opponent king cannot block because path is defended and position
988 // is not in check. So only friendly pieces can be blockers.
989 assert(!pos.in_check());
990 assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c)));
992 // Add moves needed to free the path from friendly pieces and retest condition
993 movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));
995 if (movesToGo >= oppMovesToGo && !pathDefended)
998 pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
999 pliesToQueen[c] = std::min(pliesToQueen[c], pliesToGo);
1003 // Step 2. If either side cannot promote at least three plies before the other side then situation
1004 // becomes too complex and we give up. Otherwise we determine the possibly "winning side"
1005 if (abs(pliesToQueen[WHITE] - pliesToQueen[BLACK]) < 3)
1008 winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
1009 loserSide = ~winnerSide;
1011 // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
1012 b = candidates = pos.pieces(PAWN, loserSide);
1016 s = pop_1st_bit(&b);
1018 // Compute plies from queening
1019 queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
1020 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1021 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1023 // Check if (without even considering any obstacles) we're too far away or doubled
1024 if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
1025 || (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide)))
1029 // If any candidate is already a passed pawn it _may_ promote in time. We give up.
1030 if (candidates & ei.pi->passed_pawns(loserSide))
1033 // Step 4. Check new passed pawn creation through king capturing and pawn sacrifices
1038 s = pop_1st_bit(&b);
1039 sacptg = blockersCount = 0;
1040 minKingDist = kingptg = 256;
1042 // Compute plies from queening
1043 queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
1044 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1045 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1047 // Generate list of blocking pawns and supporters
1048 supporters = adjacent_files_bb(file_of(s)) & candidates;
1049 opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide);
1050 blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
1054 // How many plies does it take to remove all the blocking pawns?
1057 blockSq = pop_1st_bit(&blockers);
1060 // Check pawns that can give support to overcome obstacle, for instance
1061 // black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
1064 b2 = supporters & in_front_bb(winnerSide, blockSq + pawn_push(winnerSide));
1066 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1068 d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
1069 movesToGo = std::min(movesToGo, d);
1073 // Check pawns that can be sacrificed against the blocking pawn
1074 b2 = attack_span_mask(winnerSide, blockSq) & candidates & ~(1ULL << s);
1076 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1078 d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
1079 movesToGo = std::min(movesToGo, d);
1082 // If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
1083 // it's not a real obstacle and we have nothing to add to pliesToGo.
1087 // Plies needed to sacrifice against all the blocking pawns
1088 sacptg += movesToGo * 2;
1091 // Plies needed for the king to capture all the blocking pawns
1092 d = square_distance(pos.king_square(loserSide), blockSq);
1093 minKingDist = std::min(minKingDist, d);
1094 kingptg = (minKingDist + blockersCount) * 2;
1097 // Check if pawn sacrifice plan _may_ save the day
1098 if (pliesToQueen[winnerSide] + 3 > pliesToGo + sacptg)
1101 // Check if king capture plan _may_ save the day (contains some false positives)
1102 if (pliesToQueen[winnerSide] + 3 > pliesToGo + kingptg)
1106 // Winning pawn is unstoppable and will promote as first, return big score
1107 Score score = make_score(0, (Value) 0x500 - 0x20 * pliesToQueen[winnerSide]);
1108 return winnerSide == WHITE ? score : -score;
1112 // evaluate_space() computes the space evaluation for a given side. The
1113 // space evaluation is a simple bonus based on the number of safe squares
1114 // available for minor pieces on the central four files on ranks 2--4. Safe
1115 // squares one, two or three squares behind a friendly pawn are counted
1116 // twice. Finally, the space bonus is scaled by a weight taken from the
1117 // material hash table. The aim is to improve play on game opening.
1119 int evaluate_space(const Position& pos, EvalInfo& ei) {
1121 const Color Them = (Us == WHITE ? BLACK : WHITE);
1123 // Find the safe squares for our pieces inside the area defined by
1124 // SpaceMask[]. A square is unsafe if it is attacked by an enemy
1125 // pawn, or if it is undefended and attacked by an enemy piece.
1126 Bitboard safe = SpaceMask[Us]
1127 & ~pos.pieces(PAWN, Us)
1128 & ~ei.attackedBy[Them][PAWN]
1129 & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
1131 // Find all squares which are at most three squares behind some friendly pawn
1132 Bitboard behind = pos.pieces(PAWN, Us);
1133 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
1134 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
1136 return popcount<Max15>(safe) + popcount<Max15>(behind & safe);
1140 // apply_weight() applies an evaluation weight to a value trying to prevent overflow
1142 inline Score apply_weight(Score v, Score w) {
1143 return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
1144 (int(eg_value(v)) * eg_value(w)) / 0x100);
1148 // scale_by_game_phase() interpolates between a middle game and an endgame score,
1149 // based on game phase. It also scales the return value by a ScaleFactor array.
1151 Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf) {
1153 assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
1154 assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
1155 assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
1157 int ev = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
1158 int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
1159 return Value((result + GrainSize / 2) & ~(GrainSize - 1));
1163 // weight_option() computes the value of an evaluation weight, by combining
1164 // two UCI-configurable weights (midgame and endgame) with an internal weight.
1166 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
1168 // Scale option value from 100 to 256
1169 int mg = Options[mgOpt] * 256 / 100;
1170 int eg = Options[egOpt] * 256 / 100;
1172 return apply_weight(make_score(mg, eg), internalWeight);
1176 // A couple of little helpers used by tracing code, to_cp() converts a value to
1177 // a double in centipawns scale, trace_add() stores white and black scores.
1179 double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
1181 void trace_add(int idx, Score wScore, Score bScore) {
1183 TracedScores[WHITE][idx] = wScore;
1184 TracedScores[BLACK][idx] = bScore;
1188 // trace_row() is an helper function used by tracing code to register the
1189 // values of a single evaluation term.
1191 void trace_row(const char* name, int idx) {
1193 Score wScore = TracedScores[WHITE][idx];
1194 Score bScore = TracedScores[BLACK][idx];
1197 case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
1198 TraceStream << std::setw(20) << name << " | --- --- | --- --- | "
1199 << std::setw(6) << to_cp(mg_value(wScore)) << " "
1200 << std::setw(6) << to_cp(eg_value(wScore)) << " \n";
1203 TraceStream << std::setw(20) << name << " | " << std::noshowpos
1204 << std::setw(5) << to_cp(mg_value(wScore)) << " "
1205 << std::setw(5) << to_cp(eg_value(wScore)) << " | "
1206 << std::setw(5) << to_cp(mg_value(bScore)) << " "
1207 << std::setw(5) << to_cp(eg_value(bScore)) << " | "
1209 << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " "
1210 << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n";