/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
*/
#include <cassert>
-#include <iostream>
#include <iomanip>
#include <sstream>
#include <algorithm>
//
// Values modified by Joona Kiiski
const Score WeightsInternal[] = {
- S(252, 344), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
+ S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0)
};
// MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
};
// Function prototypes
- template<bool HasPopCnt, bool Trace>
+ template<bool Trace>
Value do_evaluate(const Position& pos, Value& margin);
- template<Color Us, bool HasPopCnt>
+ template<Color Us>
void init_eval_info(const Position& pos, EvalInfo& ei);
- template<Color Us, bool HasPopCnt, bool Trace>
+ template<Color Us, bool Trace>
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
- template<Color Us, bool HasPopCnt, bool Trace>
+ template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
template<Color Us>
Score evaluate_threats(const Position& pos, EvalInfo& ei);
- template<Color Us, bool HasPopCnt>
+ template<Color Us>
int evaluate_space(const Position& pos, EvalInfo& ei);
template<Color Us>
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
- template<bool HasPopCnt>
Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
inline Score apply_weight(Score v, Score weight);
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
-Value evaluate(const Position& pos, Value& margin) {
-
- return CpuHasPOPCNT ? do_evaluate<true, false>(pos, margin)
- : do_evaluate<false, false>(pos, margin);
-}
+Value evaluate(const Position& pos, Value& margin) { return do_evaluate<false>(pos, margin); }
namespace {
-template<bool HasPopCnt, bool Trace>
+template<bool Trace>
Value do_evaluate(const Position& pos, Value& margin) {
EvalInfo ei;
margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// Probe the material hash table
- ei.mi = Threads[pos.thread()].materialTable.get_material_info(pos);
+ ei.mi = Threads[pos.thread()].materialTable.material_info(pos);
score += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
}
// Probe the pawn hash table
- ei.pi = Threads[pos.thread()].pawnTable.get_pawn_info(pos);
+ ei.pi = Threads[pos.thread()].pawnTable.pawn_info(pos);
score += ei.pi->pawns_value();
// Initialize attack and king safety bitboards
- init_eval_info<WHITE, HasPopCnt>(pos, ei);
- init_eval_info<BLACK, HasPopCnt>(pos, ei);
+ init_eval_info<WHITE>(pos, ei);
+ init_eval_info<BLACK>(pos, ei);
// Evaluate pieces and mobility
- score += evaluate_pieces_of_color<WHITE, HasPopCnt, Trace>(pos, ei, mobilityWhite)
- - evaluate_pieces_of_color<BLACK, HasPopCnt, Trace>(pos, ei, mobilityBlack);
+ score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
+ - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
- score += evaluate_king<WHITE, HasPopCnt, Trace>(pos, ei, margins)
- - evaluate_king<BLACK, HasPopCnt, Trace>(pos, ei, margins);
+ score += evaluate_king<WHITE, Trace>(pos, ei, margins)
+ - evaluate_king<BLACK, Trace>(pos, ei, margins);
// Evaluate tactical threats, we need full attack information including king
score += evaluate_threats<WHITE>(pos, ei)
// If one side has only a king, check whether exists any unstoppable passed pawn
if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
- score += evaluate_unstoppable_pawns<HasPopCnt>(pos, ei);
+ score += evaluate_unstoppable_pawns(pos, ei);
// Evaluate space for both sides, only in middle-game.
if (ei.mi->space_weight())
{
- int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
}
trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
- trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns<false>(pos, ei));
- Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE, false>(pos, ei), 0);
- Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK, false>(pos, ei), 0);
+ trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
+ Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei), 0);
+ Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
trace_add(TOTAL, score);
TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
// If running in analysis mode, make sure we use symmetrical king safety. We do this
// by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average.
- if (Options["UCI_AnalyseMode"].value<bool>())
+ if (Options["UCI_AnalyseMode"])
Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2;
init_safety();
// init_eval_info() initializes king bitboards for given color adding
// pawn attacks. To be done at the beginning of the evaluation.
- template<Color Us, bool HasPopCnt>
+ template<Color Us>
void init_eval_info(const Position& pos, EvalInfo& ei) {
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
{
ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
+ ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
} else
ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece.
- if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
+ if (bonus && (ei.attackedBy[Us][PAWN] & s))
{
- if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
- && (SquaresByColorBB[color_of(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
+ if ( !pos.pieces(KNIGHT, Them)
+ && !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
- template<PieceType Piece, Color Us, bool HasPopCnt, bool Trace>
+ template<PieceType Piece, Color Us, bool Trace>
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
Bitboard b;
File f;
Score score = SCORE_ZERO;
- const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* pl = pos.piece_list(Us, Piece);
- ei.attackedBy[Us][Piece] = EmptyBoardBB;
+ ei.attackedBy[Us][Piece] = 0;
while ((s = *pl++) != SQ_NONE)
{
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
Bitboard bb = (b & ei.attackedBy[Them][KING]);
if (bb)
- ei.kingAdjacentZoneAttacksCount[Us] += count_1s<Max15>(bb);
+ ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
}
// Mobility
- mob = (Piece != QUEEN ? count_1s<Max15>(b & mobilityArea)
- : count_1s<Full >(b & mobilityArea));
+ mob = (Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
+ : popcount<Full >(b & mobilityArea));
mobility += 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))
+ if (ei.attackedBy[Them][PAWN] & s)
score -= ThreatenedByPawnPenalty[Piece];
// Bishop and knight outposts squares
// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
// pieces of a given color.
- template<Color Us, bool HasPopCnt, bool Trace>
+ template<Color Us, bool Trace>
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
- score += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
- score += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
- score += evaluate_pieces<ROOK, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
- score += evaluate_pieces<QUEEN, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
+ score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
+ score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
+ score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
+ score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
// Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
- template<Color Us, bool HasPopCnt, bool Trace>
+ template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard undefended, b, b1, b2, safe;
// attacked and undefended squares around our king, the square of the
// king, and the quality of the pawn shelter.
attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
- + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s<Max15>(undefended))
+ + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
- mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
if (b)
attackUnits += QueenContactCheckBonus
- * count_1s<Max15>(b)
+ * popcount<Max15>(b)
* (Them == pos.side_to_move() ? 2 : 1);
}
b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
// Consider only squares where the enemy rook gives check
- b &= RookPseudoAttacks[ksq];
+ b &= PseudoAttacks[ROOK][ksq];
if (b)
{
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
if (b)
attackUnits += RookContactCheckBonus
- * count_1s<Max15>(b)
+ * popcount<Max15>(b)
* (Them == pos.side_to_move() ? 2 : 1);
}
// Enemy queen safe checks
b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
if (b)
- attackUnits += QueenCheckBonus * count_1s<Max15>(b);
+ attackUnits += QueenCheckBonus * popcount<Max15>(b);
// Enemy rooks safe checks
b = b1 & ei.attackedBy[Them][ROOK];
if (b)
- attackUnits += RookCheckBonus * count_1s<Max15>(b);
+ attackUnits += RookCheckBonus * popcount<Max15>(b);
// Enemy bishops safe checks
b = b2 & ei.attackedBy[Them][BISHOP];
if (b)
- attackUnits += BishopCheckBonus * count_1s<Max15>(b);
+ attackUnits += BishopCheckBonus * popcount<Max15>(b);
// Enemy knights safe checks
b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
if (b)
- attackUnits += KnightCheckBonus * count_1s<Max15>(b);
+ attackUnits += KnightCheckBonus * popcount<Max15>(b);
// To index KingDangerTable[] attackUnits must be in [0, 99] range
attackUnits = std::min(99, std::max(0, attackUnits));
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on kings proximity
- ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * rr);
- ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr);
+ ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr);
+ ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr);
// If blockSq is not the queening square then consider also a second push
if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
// If yes, big bonus (but smaller than when there are no enemy attacks),
// if no, somewhat smaller bonus.
ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
-
- // At last, add a small bonus when there are no *friendly* pieces
- // in the pawn's path.
- if (!(squaresToQueen & pos.pieces(Us)))
- ebonus += Value(rr);
}
} // rr != 0
// Increase the bonus if the passed pawn is supported by a friendly pawn
// on the same rank and a bit smaller if it's on the previous rank.
- supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
+ supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
if (supportingPawns & rank_bb(s))
ebonus += Value(r * 20);
+
else if (supportingPawns & rank_bb(s - pawn_push(Us)))
ebonus += Value(r * 12);
// evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
// conservative and returns a winning score only when we are very sure that the pawn is winning.
- template<bool HasPopCnt>
Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
-
Bitboard b, b2, blockers, supporters, queeningPath, candidates;
Square s, blockSq, queeningSquare;
Color c, winnerSide, loserSide;
for (c = WHITE; c <= BLACK; c++)
{
// Skip if other side has non-pawn pieces
- if (pos.non_pawn_material(flip(c)))
+ if (pos.non_pawn_material(~c))
continue;
b = ei.pi->passed_pawns(c);
// Compute plies to queening and check direct advancement
movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
- oppMovesToGo = square_distance(pos.king_square(flip(c)), queeningSquare) - int(c != pos.side_to_move());
+ oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
if (movesToGo >= oppMovesToGo && !pathDefended)
assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c)));
// Add moves needed to free the path from friendly pieces and retest condition
- movesToGo += count_1s<Max15>(queeningPath & pos.pieces(c));
+ movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));
if (movesToGo >= oppMovesToGo && !pathDefended)
continue;
return SCORE_ZERO;
winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
- loserSide = flip(winnerSide);
+ loserSide = ~winnerSide;
// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
b = candidates = pos.pieces(PAWN, loserSide);
// Check if (without even considering any obstacles) we're too far away or doubled
if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
|| (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide)))
- clear_bit(&candidates, s);
+ candidates ^= s;
}
// If any candidate is already a passed pawn it _may_ promote in time. We give up.
pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
// Generate list of blocking pawns and supporters
- supporters = neighboring_files_bb(s) & candidates;
+ supporters = adjacent_files_bb(file_of(s)) & candidates;
opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide);
blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
// squares one, two or three squares behind a friendly pawn are counted
// twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table. The aim is to improve play on game opening.
- template<Color Us, bool HasPopCnt>
+ template<Color Us>
int evaluate_space(const Position& pos, EvalInfo& ei) {
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Find the safe squares for our pieces inside the area defined by
behind |= (Us == WHITE ? behind >> 8 : behind << 8);
behind |= (Us == WHITE ? behind >> 16 : behind << 16);
- return count_1s<Max15>(safe) + count_1s<Max15>(behind & safe);
+ return popcount<Max15>(safe) + popcount<Max15>(behind & safe);
}
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
// Scale option value from 100 to 256
- int mg = Options[mgOpt].value<int>() * 256 / 100;
- int eg = Options[egOpt].value<int>() * 256 / 100;
+ int mg = Options[mgOpt] * 256 / 100;
+ int eg = Options[egOpt] * 256 / 100;
return apply_weight(make_score(mg, eg), internalWeight);
}
TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
memset(TracedScores, 0, 2 * 16 * sizeof(Score));
- do_evaluate<false, true>(pos, margin);
+ do_evaluate<true>(pos, margin);
totals = TraceStream.str();
TraceStream.str("");