const int GrainSize = 8;
// Evaluation weights, initialized from UCI options
- int WeightMobilityMidgame, WeightMobilityEndgame;
- int WeightPawnStructureMidgame, WeightPawnStructureEndgame;
- int WeightPassedPawnsMidgame, WeightPassedPawnsEndgame;
- int WeightKingSafety[2];
- int WeightSpace;
+ Score WeightMobility, WeightPawnStructure;
+ Score WeightPassedPawns, WeightSpace;
+ Score WeightKingSafety[2];
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
// parameters at 100, which looks prettier.
//
// Values modified by Joona Kiiski
- const int WeightMobilityMidgameInternal = 248;
- const int WeightMobilityEndgameInternal = 271;
- const int WeightPawnStructureMidgameInternal = 233;
- const int WeightPawnStructureEndgameInternal = 201;
- const int WeightPassedPawnsMidgameInternal = 252;
- const int WeightPassedPawnsEndgameInternal = 259;
- const int WeightKingSafetyInternal = 247;
- const int WeightKingOppSafetyInternal = 259;
- const int WeightSpaceInternal = 46;
+ const Score WeightMobilityInternal = make_score(248, 271);
+ const Score WeightPawnStructureInternal = make_score(233, 201);
+ const Score WeightPassedPawnsInternal = make_score(252, 259);
+ const Score WeightSpaceInternal = make_score( 46, 0);
+ const Score WeightKingSafetyInternal = make_score(247, 0);
+ const Score WeightKingOppSafetyInternal = make_score(259, 0);
// Mobility and outposts bonus modified by Joona Kiiski
- //
- // Visually better to define tables constants
+
typedef Value V;
- typedef Score S;
+ #define S(mg, eg) make_score(mg, eg)
+
+ CACHE_LINE_ALIGNMENT
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
- const Score KnightMobilityBonus[] = {
+ const Score KnightMobilityBonus[16] = {
S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3),
S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27)
};
// Bishop mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens are also included.
- const Score BishopMobilityBonus[] = {
+ const Score BishopMobilityBonus[16] = {
S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12),
S( 31, 26), S( 45, 40), S(57, 52), S(65, 60),
S( 71, 65), S( 74, 69), S(76, 71), S(78, 73),
// Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included.
- const Score RookMobilityBonus[] = {
+ const Score RookMobilityBonus[16] = {
S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13),
S( 4, 29), S( 10, 46), S(14, 62), S(19, 79),
S( 23, 95), S( 26,106), S(27,111), S(28,114),
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
- const Score QueenMobilityBonus[] = {
+ const Score QueenMobilityBonus[32] = {
S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8),
S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35),
};
// Pointers table to access mobility tables through piece type
- const Score* MobilityBonus[] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, RookMobilityBonus, QueenMobilityBonus };
+ const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus,
+ RookMobilityBonus, QueenMobilityBonus, 0, 0 };
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
};
+ // ThreatBonus[][] contains bonus according to which piece type
+ // attacks which one.
+ #define Z S(0, 0)
+
+ const Score ThreatBonus[8][8] = {
+ { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
+ { Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
+ { Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
+ { Z, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks
+ { Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN attacks
+ { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
+ { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
+ { Z, Z, Z, Z, Z, Z, Z, Z } // not used
+ };
+
+ // ThreatedByPawnPenalty[] contains a penalty according to which piece
+ // type is attacked by an enemy pawn.
+ const Score ThreatedByPawnPenalty[8] = {
+ Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
+ };
+
+ #undef Z
+ #undef S
+
// Bonus for unstoppable passed pawns
const Value UnstoppablePawnValue = Value(0x500);
// Rooks and queens on the 7th rank (modified by Joona Kiiski)
- const Score RookOn7thBonus = Score(47, 98);
- const Score QueenOn7thBonus = Score(27, 54);
+ const Score RookOn7thBonus = make_score(47, 98);
+ const Score QueenOn7thBonus = make_score(27, 54);
// Rooks on open files (modified by Joona Kiiski)
- const Value RookOpenFileBonus = Value(43);
- const Value RookHalfOpenFileBonus = Value(19);
+ const Score RookOpenFileBonus = make_score(43, 43);
+ const Score RookHalfOpenFileBonus = make_score(19, 19);
// Penalty for rooks trapped inside a friendly king which has lost the
// right to castle.
// Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
// enemy pawns.
- const Value TrappedBishopA7H7Penalty = Value(300);
+ const Score TrappedBishopA7H7Penalty = make_score(300, 300);
// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black)
const Bitboard MaskA7H7[2] = {
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
// happen in Chess960 games.
- const Value TrappedBishopA1H1Penalty = Value(100);
+ const Score TrappedBishopA1H1Penalty = make_score(100, 100);
// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black)
const Bitboard MaskA1H1[2] = {
// Bonus for having a mate threat, initialized from UCI options
int MateThreatBonus;
- // ThreatBonus[][] contains bonus according to which piece type
- // attacks which one.
- const Score ThreatBonus[8][8] = {
- #define Z Score(0, 0)
- { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
- { Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
- { Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
- { Z, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks
- { Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN attacks
- { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
- { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
- { Z, Z, Z, Z, Z, Z, Z, Z } // not used
- #undef Z
- };
-
- // ThreatedByPawnPenalty[] contains a penalty according to which piece
- // type is attacked by an enemy pawn.
- const Value MidgameThreatedByPawnPenalty[8] = {
- V(0), V(0), V(56), V(56), V(76), V(86), V(0), V(0)
- };
-
- const Value EndgameThreatedByPawnPenalty[8] = {
- V(0), V(0), V(70), V(70), V(99), V(118), V(0), V(0)
- };
-
// InitKingDanger[] contains bonuses based on the position of the defending
// king.
const int InitKingDanger[64] = {
// in init_safety().
Value SafetyTable[100];
- // Pawn and material hash tables, indexed by the current thread id
- PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
- MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ // Pawn and material hash tables, indexed by the current thread id.
+ // Note that they will be initialized at 0 being global variables.
+ MaterialInfoTable* MaterialTable[THREAD_MAX];
+ PawnInfoTable* PawnTable[THREAD_MAX];
// Sizes of pawn and material hash tables
const int PawnTableSize = 16384;
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
- inline Score apply_weight(Score v, int wmg, int weg);
+ inline Score apply_weight(Score v, Score weight);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
- int weight_option(const std::string& opt, int weight);
+ Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
void init_safety();
}
// Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
- ei.value += apply_weight(ei.pi->value(), WeightPawnStructureMidgame, WeightPawnStructureEndgame);
+ ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure);
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
if (ei.pi->passed_pawns())
evaluate_passed_pawns(pos, ei);
- Phase phase = pos.game_phase();
+ Phase phase = ei.mi->game_phase();
// Middle-game specific evaluation terms
if (phase > PHASE_ENDGAME)
if ( square_file(pos.king_square(WHITE)) >= FILE_E
&& square_file(pos.king_square(BLACK)) <= FILE_D)
- ei.value += Score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
+ ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
else if ( square_file(pos.king_square(WHITE)) <= FILE_D
&& square_file(pos.king_square(BLACK)) >= FILE_E)
- ei.value += Score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
+ ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
// Evaluate space for both sides
if (ei.mi->space_weight() > 0)
}
// Mobility
- ei.value += apply_weight(ei.mobility, WeightMobilityMidgame, WeightMobilityEndgame);
+ ei.value += apply_weight(ei.mobility, WeightMobility);
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
- && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.value.eg() > Value(0))
- || (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.value.eg() < Value(0))))
+ && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > Value(0))
+ || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < Value(0))))
{
ScaleFactor sf;
} // namespace
-/// quick_evaluate() does a very approximate evaluation of the current position.
-/// It currently considers only material and piece square table scores. Perhaps
-/// we should add scores from the pawn and material hash tables?
-
-Value quick_evaluate(const Position &pos) {
-
- assert(pos.is_ok());
-
- static const
- ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
-
- Phase ph = pos.game_phase();
- Color stm = pos.side_to_move();
-
- return Sign[stm] * scale_by_game_phase(pos.value(), ph, sf);
-}
-
-
/// init_eval() initializes various tables used by the evaluation function
void init_eval(int threads) {
Color them = opposite_color(us);
- WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal);
- WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal);
- WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal);
- WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal);
- WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal);
- WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal);
- WeightSpace = weight_option("Space", WeightSpaceInternal);
- WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
- WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
+ WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal);
+ WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal);
+ WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal);
+ WeightSpace = weight_option("Space", "Space", WeightSpaceInternal);
+ WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal);
+ WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal);
// If running in analysis mode, make sure we use symmetrical king safety. We do this
// by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
namespace {
- // evaluate_mobility() computes mobility and attacks for every piece
-
- template<PieceType Piece, Color Us, bool HasPopCnt>
- int evaluate_mobility(Bitboard b, Bitboard mob_area, EvalInfo& ei) {
-
- const Color Them = (Us == WHITE ? BLACK : WHITE);
-
- // Update attack info
- ei.attackedBy[Us][Piece] |= b;
-
- // King attacks
- if (b & ei.kingZone[Us])
- {
- ei.kingAttackersCount[Us]++;
- ei.kingAttackersWeight[Us] += AttackWeight[Piece];
- Bitboard bb = (b & ei.attackedBy[Them][KING]);
- if (bb)
- ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
- }
-
- // Mobility
- int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & mob_area)
- : count_1s<HasPopCnt>(b & mob_area));
-
- ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
- return mob;
- }
-
-
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece, Color Us>
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
- if (bonus && (pos.attacks_from<PAWN>(s, Them) & pos.pieces(PAWN, Us)))
+ if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
{
if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
else
bonus += bonus / 2;
}
- ei.value += Sign[Us] * Score(bonus, bonus);
+ ei.value += Sign[Us] * make_score(bonus, bonus);
}
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt>
- void evaluate_pieces(const Position& pos, EvalInfo& ei) {
+ void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
Bitboard b;
Square s, ksq;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece);
- // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
-
while ((s = *ptr++) != SQ_NONE)
{
+ // Find attacked squares, including x-ray attacks for bishops and rooks
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
else
assert(false);
- // Attacks and mobility
- mob = evaluate_mobility<Piece, Us, HasPopCnt>(b, mob_area, ei);
+ // Update attack info
+ ei.attackedBy[Us][Piece] |= b;
+
+ // King attacks
+ if (b & ei.kingZone[Us])
+ {
+ ei.kingAttackersCount[Us]++;
+ ei.kingAttackersWeight[Us] += AttackWeight[Piece];
+ Bitboard bb = (b & ei.attackedBy[Them][KING]);
+ if (bb)
+ ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
+ }
+
+ // Mobility
+ mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
+ : count_1s<HasPopCnt>(b & no_mob_area));
+
+ ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s))
- ei.value -= Sign[Us] * Score(MidgameThreatedByPawnPenalty[Piece], EndgameThreatedByPawnPenalty[Piece]);
+ ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece];
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
evaluate_trapped_bishop_a1h1(pos, s, Us, ei);
}
- if (Piece == ROOK || Piece == QUEEN)
+ // Queen or rook on 7th rank
+ if ( (Piece == ROOK || Piece == QUEEN)
+ && relative_rank(Us, s) == RANK_7
+ && relative_rank(Us, pos.king_square(Them)) == RANK_8)
{
- // Queen or rook on 7th rank
- if ( relative_rank(Us, s) == RANK_7
- && relative_rank(Us, pos.king_square(Them)) == RANK_8)
- {
- ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
- }
+ ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
}
// Special extra evaluation for rooks
if (ei.pi->file_is_half_open(Us, f))
{
if (ei.pi->file_is_half_open(Them, f))
- ei.value += Sign[Us] * Score(RookOpenFileBonus, RookOpenFileBonus);
+ ei.value += Sign[Us] * RookOpenFileBonus;
else
- ei.value += Sign[Us] * Score(RookHalfOpenFileBonus, RookHalfOpenFileBonus);
+ ei.value += Sign[Us] * RookHalfOpenFileBonus;
}
// Penalize rooks which are trapped inside a king. Penalize more if
{
// Is there a half-open file between the king and the edge of the board?
if (!ei.pi->has_open_file_to_right(Us, square_file(ksq)))
- ei.value -= Sign[Us] * Score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
- : (TrappedRookPenalty - mob * 16), 0);
+ ei.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+ : (TrappedRookPenalty - mob * 16), 0);
}
else if ( square_file(ksq) <= FILE_D
- && square_file(s) < square_file(ksq)
- && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
+ && square_file(s) < square_file(ksq)
+ && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
{
// Is there a half-open file between the king and the edge of the board?
if (!ei.pi->has_open_file_to_left(Us, square_file(ksq)))
- ei.value -= Sign[Us] * Score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
- : (TrappedRookPenalty - mob * 16), 0);
+ ei.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+ : (TrappedRookPenalty - mob * 16), 0);
}
}
}
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b;
- Score bonus(0, 0);
+ Score bonus = make_score(0, 0);
// Enemy pieces not defended by a pawn and under our attack
Bitboard weakEnemies = pos.pieces_of_color(Them)
template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
- evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei);
- evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei);
- evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei);
- evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
+ const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
+
+ evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
+ evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
+ evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
+ evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
- // Sum up all attacked squares
- ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
- | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
- | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
+ // Sum up all attacked squares
+ ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
+ | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
+ | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
}
void evaluate_king(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe;
+ Square from, to;
+ bool sente;
+ int attackUnits, count, shelter = 0;
const Square s = pos.king_square(Us);
- int shelter = 0;
// King shelter
if (relative_rank(Us, s) <= RANK_4)
{
shelter = ei.pi->get_king_shelter(pos, Us, s);
- ei.value += Sign[Us] * Score(shelter, 0);
+ ei.value += Sign[Us] * make_score(shelter, 0);
}
// King safety. This is quite complicated, and is almost certainly far
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Is it the attackers turn to move?
- bool sente = (Them == pos.side_to_move());
+ sente = (Them == pos.side_to_move());
// Find the attacked squares around the king which has no defenders
// apart from the king itself
- Bitboard undefended =
- ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN)
- & ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP)
- & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
- & ei.attacked_by(Us, KING);
-
- Bitboard occ = pos.occupied_squares(), b, b2;
+ undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
+ undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
+ | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
+ | ei.attacked_by(Us, QUEEN));
// Initialize the 'attackUnits' variable, which is used later on as an
- // index to the SafetyTable[] array. The initial value is based on the
+ // index to the SafetyTable[] array. The initial value is based on the
// number and types of the attacking pieces, the number of attacked and
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
- int attackUnits =
- Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25)
- + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
- + InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
+ attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ + InitKingDanger[relative_square(Us, s)]
+ - (shelter >> 5);
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
if (b)
{
- Bitboard attackedByOthers =
- ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
- | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
+ attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
+ | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
b &= attackedByOthers;
+
+ // Squares attacked by the queen and supported by another enemy piece and
+ // not defended by other pieces but our king.
if (b)
{
- // The bitboard b now contains the squares available for safe queen
- // contact checks.
- int count = count_1s_max_15<HasPopCnt>(b);
- attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
-
- // Is there a mate threat?
- if (QueenContactMates && !pos.is_check())
- {
- Bitboard escapeSquares =
- pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
-
- while (b)
+ // The bitboard b now contains the squares available for safe queen
+ // contact checks.
+ count = count_1s_max_15<HasPopCnt>(b);
+ attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
+
+ // Is there a mate threat?
+ if (QueenContactMates && !pos.is_check())
{
- Square from, to = pop_1st_bit(&b);
- if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+ escapeSquares = pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
+ occ = pos.occupied_squares();
+ while (b)
{
- // We have a mate, unless the queen is pinned or there
- // is an X-ray attack through the queen.
- for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
- {
- from = pos.piece_list(Them, QUEEN, i);
- if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
- && !bit_is_set(pos.pinned_pieces(Them), from)
- && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
- && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
+ to = pop_1st_bit(&b);
- ei.mateThreat[Them] = make_move(from, to);
+ // Do we have escape squares from queen contact check attack ?
+ if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+ {
+ // We have a mate, unless the queen is pinned or there
+ // is an X-ray attack through the queen.
+ for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
+ {
+ from = pos.piece_list(Them, QUEEN, i);
+ if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
+ && !bit_is_set(pos.pinned_pieces(Them), from)
+ && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
+ && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
+
+ // Set the mate threat move
+ ei.mateThreat[Them] = make_move(from, to);
+ }
}
}
}
- }
}
}
// Analyse safe distance checks
+ safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
+
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
- b = pos.attacks_from<ROOK>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<ROOK>(s) & safe;
// Queen checks
b2 = b & ei.attacked_by(Them, QUEEN);
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
- b = pos.attacks_from<BISHOP>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<BISHOP>(s) & safe;
// Queen checks
b2 = b & ei.attacked_by(Them, QUEEN);
}
if (KnightCheckBonus > 0)
{
- b = pos.attacks_from<KNIGHT>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<KNIGHT>(s) & safe;
// Knight checks
b2 = b & ei.attacked_by(Them, KNIGHT);
// adding pawns later).
if (DiscoveredCheckBonus)
{
- b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
- if (b)
- attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
+ b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
+ if (b)
+ attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
}
- // Has a mate threat been found? We don't do anything here if the
+ // Has a mate threat been found? We don't do anything here if the
// side with the mating move is the side to move, because in that
// case the mating side will get a huge bonus at the end of the main
// evaluation function instead.
attackUnits += MateThreatBonus;
// Ensure that attackUnits is between 0 and 99, in order to avoid array
- // out of bounds errors:
- if (attackUnits < 0)
- attackUnits = 0;
-
- if (attackUnits >= 100)
- attackUnits = 99;
+ // out of bounds errors.
+ attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king safety score from the SafetyTable[] array.
- // Add the score to the evaluation, and also to ei.futilityMargin. The
+ // Add the score to the evaluation, and also to ei.futilityMargin. The
// reason for adding the king safety score to the futility margin is
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
- Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us], 0);
+ Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]);
ei.value -= Sign[Us] * v;
if (Us == pos.side_to_move())
- ei.futilityMargin += v.mg();
+ ei.futilityMargin += mg_value(v);
}
}
}
// Add the scores for this pawn to the middle game and endgame eval.
- ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawnsMidgame, WeightPassedPawnsEndgame);
+ ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns);
} // while
}
if (!movesToGo[WHITE] || !movesToGo[BLACK])
{
Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK;
- ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide])));
+ ei.value += make_score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide])));
}
else
{ // Both sides have unstoppable pawns! Try to find out who queens
// If one side queens at least three plies before the other, that side wins
if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3)
- ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))));
+ ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)));
// If one side queens one ply before the other and checks the king or attacks
// the undefended opponent's queening square, that side wins. To avoid cases
if ( (b & pos.pieces(KING, loserSide))
||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq)))
- ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))));
+ ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)));
}
}
}
&& pos.see(s, b6) < 0
&& pos.see(s, b8) < 0)
{
- ei.value -= Sign[us] * Score(TrappedBishopA7H7Penalty, TrappedBishopA7H7Penalty);
+ ei.value -= Sign[us] * TrappedBishopA7H7Penalty;
}
}
if (pos.piece_on(b2) == pawn)
{
- Value penalty;
+ Score penalty;
if (!pos.square_is_empty(b3))
- penalty = 2*TrappedBishopA1H1Penalty;
+ penalty = 2 * TrappedBishopA1H1Penalty;
else if (pos.piece_on(c3) == pawn)
penalty = TrappedBishopA1H1Penalty;
else
penalty = TrappedBishopA1H1Penalty / 2;
- ei.value -= Sign[us] * Score(penalty, penalty);
+ ei.value -= Sign[us] * penalty;
}
}
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
- ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace, 0);
+ ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace);
}
- // apply_weight() applies an evaluation weight to a value
+ // apply_weight() applies an evaluation weight to a value trying to prevent overflow
- inline Score apply_weight(Score v, int wmg, int weg) {
- return Score(v.mg() * wmg, v.eg() * weg) / 0x100;
+ inline Score apply_weight(Score v, Score w) {
+ return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, (int(eg_value(v)) * eg_value(w)) / 0x100);
}
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) {
- assert(v.mg() > -VALUE_INFINITE && v.mg() < VALUE_INFINITE);
- assert(v.eg() > -VALUE_INFINITE && v.eg() < VALUE_INFINITE);
+ assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
+ assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
- Value ev = apply_scale_factor(v.eg(), sf[(v.eg() > Value(0) ? WHITE : BLACK)]);
+ Value ev = apply_scale_factor(eg_value(v), sf[(eg_value(v) > Value(0) ? WHITE : BLACK)]);
- Value result = Value(int((v.mg() * ph + ev * (128 - ph)) / 128));
- return Value(int(result) & ~(GrainSize - 1));
+ int result = (mg_value(v) * ph + ev * (128 - ph)) / 128;
+ return Value(result & ~(GrainSize - 1));
}
// weight_option() computes the value of an evaluation weight, by combining
- // an UCI-configurable weight with an internal weight.
+ // two UCI-configurable weights (midgame and endgame) with an internal weight.
- int weight_option(const std::string& opt, int internalWeight) {
+ Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
- int uciWeight = get_option_value_int(opt);
- uciWeight = (uciWeight * 0x100) / 100;
- return (uciWeight * internalWeight) / 0x100;
- }
+ Score uciWeight = make_score(get_option_value_int(mgOpt), get_option_value_int(egOpt));
+ // Convert to integer to prevent overflow
+ int mg = mg_value(uciWeight);
+ int eg = eg_value(uciWeight);
+
+ mg = (mg * 0x100) / 100;
+ eg = (eg * 0x100) / 100;
+ mg = (mg * mg_value(internalWeight)) / 0x100;
+ eg = (eg * eg_value(internalWeight)) / 0x100;
+ return make_score(mg, eg);
+ }
// init_safety() initizes the king safety evaluation, based on UCI
// parameters. It is called from read_weights().
}
}
}
-
-std::ostream& operator<<(std::ostream &os, Score s) {
-
- return os << "(" << s.mg() << ", " << s.eg() << ")";
-}