/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
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 <algorithm>
#include <cassert>
+#include <cstdlib>
#include <cstring> // For std::memset
+#include <fstream>
#include <iomanip>
#include <sstream>
+#include <iostream>
+#include <streambuf>
+#include <vector>
#include "bitboard.h"
#include "evaluate.h"
#include "material.h"
+#include "misc.h"
#include "pawns.h"
#include "thread.h"
+#include "uci.h"
+#include "incbin/incbin.h"
+
+
+// Macro to embed the default NNUE file data in the engine binary (using incbin.h, by Dale Weiler).
+// This macro invocation will declare the following three variables
+// const unsigned char gEmbeddedNNUEData[]; // a pointer to the embedded data
+// const unsigned char *const gEmbeddedNNUEEnd; // a marker to the end
+// const unsigned int gEmbeddedNNUESize; // the size of the embedded file
+// Note that this does not work in Microsof Visual Studio.
+#if !defined(_MSC_VER) && !defined(NNUE_EMBEDDING_OFF)
+ INCBIN(EmbeddedNNUE, EvalFileDefaultName);
+#else
+ const unsigned char gEmbeddedNNUEData[1] = {0x0};
+ const unsigned char *const gEmbeddedNNUEEnd = &gEmbeddedNNUEData[1];
+ const unsigned int gEmbeddedNNUESize = 1;
+#endif
+
+
+using namespace std;
+using namespace Eval::NNUE;
+
+namespace Eval {
+
+ bool useNNUE;
+ string eval_file_loaded = "None";
+
+ /// init_NNUE() tries to load a nnue network at startup time, or when the engine
+ /// receives a UCI command "setoption name EvalFile value nn-[a-z0-9]{12}.nnue"
+ /// The name of the nnue network is always retrieved from the EvalFile option.
+ /// We search the given network in three locations: internally (the default
+ /// network may be embedded in the binary), in the active working directory and
+ /// in the engine directory. Distro packagers may define the DEFAULT_NNUE_DIRECTORY
+ /// variable to have the engine search in a special directory in their distro.
+
+ void init_NNUE() {
+
+ useNNUE = Options["Use NNUE"];
+ if (!useNNUE)
+ return;
+
+ string eval_file = string(Options["EvalFile"]);
+
+ #if defined(DEFAULT_NNUE_DIRECTORY)
+ #define stringify2(x) #x
+ #define stringify(x) stringify2(x)
+ vector<string> dirs = { "<internal>" , "" , CommandLine::binaryDirectory , stringify(DEFAULT_NNUE_DIRECTORY) };
+ #else
+ vector<string> dirs = { "<internal>" , "" , CommandLine::binaryDirectory };
+ #endif
+
+ for (string directory : dirs)
+ if (eval_file_loaded != eval_file)
+ {
+ if (directory != "<internal>")
+ {
+ ifstream stream(directory + eval_file, ios::binary);
+ if (load_eval(eval_file, stream))
+ eval_file_loaded = eval_file;
+ }
+
+ if (directory == "<internal>" && eval_file == EvalFileDefaultName)
+ {
+ // C++ way to prepare a buffer for a memory stream
+ class MemoryBuffer : public basic_streambuf<char> {
+ public: MemoryBuffer(char* p, size_t n) { setg(p, p, p + n); setp(p, p + n); }
+ };
+
+ MemoryBuffer buffer(const_cast<char*>(reinterpret_cast<const char*>(gEmbeddedNNUEData)),
+ size_t(gEmbeddedNNUESize));
+
+ istream stream(&buffer);
+ if (load_eval(eval_file, stream))
+ eval_file_loaded = eval_file;
+ }
+ }
+ }
+
+ /// verify_NNUE() verifies that the last net used was loaded successfully
+ void verify_NNUE() {
+
+ string eval_file = string(Options["EvalFile"]);
+
+ if (useNNUE && eval_file_loaded != eval_file)
+ {
+ UCI::OptionsMap defaults;
+ UCI::init(defaults);
+
+ string msg1 = "If the UCI option \"Use NNUE\" is set to true, network evaluation parameters compatible with the engine must be available.";
+ string msg2 = "The option is set to true, but the network file " + eval_file + " was not loaded successfully.";
+ string msg3 = "The UCI option EvalFile might need to specify the full path, including the directory name, to the network file.";
+ string msg4 = "The default net can be downloaded from: https://tests.stockfishchess.org/api/nn/" + string(defaults["EvalFile"]);
+ string msg5 = "The engine will be terminated now.";
+
+ sync_cout << "info string ERROR: " << msg1 << sync_endl;
+ sync_cout << "info string ERROR: " << msg2 << sync_endl;
+ sync_cout << "info string ERROR: " << msg3 << sync_endl;
+ sync_cout << "info string ERROR: " << msg4 << sync_endl;
+ sync_cout << "info string ERROR: " << msg5 << sync_endl;
+
+ exit(EXIT_FAILURE);
+ }
+
+ if (useNNUE)
+ sync_cout << "info string NNUE evaluation using " << eval_file << " enabled" << sync_endl;
+ else
+ sync_cout << "info string classical evaluation enabled" << sync_endl;
+ }
+}
namespace Trace {
enum Tracing { NO_TRACE, TRACE };
enum Term { // The first 8 entries are reserved for PieceType
- MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
+ MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, WINNABLE, TOTAL, TERM_NB
};
Score scores[TERM_NB][COLOR_NB];
std::ostream& operator<<(std::ostream& os, Term t) {
- if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
+ if (t == MATERIAL || t == IMBALANCE || t == WINNABLE || t == TOTAL)
os << " ---- ----" << " | " << " ---- ----";
else
os << scores[t][WHITE] << " | " << scores[t][BLACK];
namespace {
// Threshold for lazy and space evaluation
- constexpr Value LazyThreshold = Value(1500);
+ constexpr Value LazyThreshold1 = Value(1400);
+ constexpr Value LazyThreshold2 = Value(1300);
constexpr Value SpaceThreshold = Value(12222);
+ constexpr Value NNUEThreshold1 = Value(550);
+ constexpr Value NNUEThreshold2 = Value(150);
// KingAttackWeights[PieceType] contains king attack weights by piece type
- constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 };
+ constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
- // Penalties for enemy's safe checks
- constexpr int QueenSafeCheck = 780;
- constexpr int RookSafeCheck = 1080;
- constexpr int BishopSafeCheck = 635;
- constexpr int KnightSafeCheck = 790;
+ // SafeCheck[PieceType][single/multiple] contains safe check bonus by piece type,
+ // higher if multiple safe checks are possible for that piece type.
+ constexpr int SafeCheck[][2] = {
+ {}, {}, {792, 1283}, {645, 967}, {1084, 1897}, {772, 1119}
+ };
#define S(mg, eg) make_score(mg, eg)
// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
constexpr Score MobilityBonus[][32] = {
- { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights
- S( 22, 23), S( 28, 27), S( 33, 33) },
- { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
+ { S(-62,-81), S(-53,-56), S(-12,-31), S( -4,-16), S( 3, 5), S( 13, 11), // Knight
+ S( 22, 17), S( 28, 20), S( 33, 25) },
+ { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishop
S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
S( 91, 88), S( 98, 97) },
- { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
- S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
- S( 46,166), S( 48,169), S( 58,171) },
- { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens
- S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
- S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
- S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
- S(106,184), S(109,191), S(113,206), S(116,212) }
+ { S(-60,-78), S(-20,-17), S( 2, 23), S( 3, 39), S( 3, 70), S( 11, 99), // Rook
+ S( 22,103), S( 31,121), S( 40,134), S( 40,139), S( 41,158), S( 48,164),
+ S( 57,168), S( 57,169), S( 62,172) },
+ { S(-30,-48), S(-12,-30), S( -8, -7), S( -9, 19), S( 20, 40), S( 23, 55), // Queen
+ S( 23, 59), S( 35, 75), S( 38, 78), S( 53, 96), S( 64, 96), S( 65,100),
+ S( 65,121), S( 66,127), S( 67,131), S( 67,133), S( 72,136), S( 72,141),
+ S( 77,147), S( 79,150), S( 93,151), S(108,168), S(108,168), S(108,171),
+ S(110,182), S(114,182), S(114,192), S(116,219) }
+ };
+
+ // KingProtector[knight/bishop] contains penalty for each distance unit to own king
+ constexpr Score KingProtector[] = { S(8, 9), S(6, 9) };
+
+ // Outpost[knight/bishop] contains bonuses for each knight or bishop occupying a
+ // pawn protected square on rank 4 to 6 which is also safe from a pawn attack.
+ constexpr Score Outpost[] = { S(56, 34), S(31, 23) };
+
+ // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
+ constexpr Score PassedRank[RANK_NB] = {
+ S(0, 0), S(9, 28), S(15, 31), S(17, 39), S(64, 70), S(171, 177), S(277, 260)
};
// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
- constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) };
+ constexpr Score RookOnFile[] = { S(19, 7), S(48, 27) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
// pawn-defended are not considered.
constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120)
+ S(0, 0), S(5, 32), S(55, 41), S(77, 56), S(89, 119), S(79, 162)
};
constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
- };
-
- // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
- constexpr Score PassedRank[RANK_NB] = {
- S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250)
- };
-
- // PassedFile[File] contains a bonus according to the file of a passed pawn
- constexpr Score PassedFile[FILE_NB] = {
- S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14),
- S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7)
+ S(0, 0), S(3, 44), S(37, 68), S(42, 60), S(0, 39), S(58, 43)
};
// Assorted bonuses and penalties
- constexpr Score BishopPawns = S( 3, 7);
- constexpr Score CorneredBishop = S( 50, 50);
- constexpr Score FlankAttacks = S( 8, 0);
- constexpr Score Hanging = S( 69, 36);
- constexpr Score KingProtector = S( 7, 8);
- constexpr Score KnightOnQueen = S( 16, 12);
- constexpr Score LongDiagonalBishop = S( 45, 0);
- constexpr Score MinorBehindPawn = S( 18, 3);
- constexpr Score Outpost = S( 9, 3);
- constexpr Score PawnlessFlank = S( 17, 95);
- constexpr Score RestrictedPiece = S( 7, 7);
- constexpr Score RookOnPawn = S( 10, 32);
- constexpr Score SliderOnQueen = S( 59, 18);
- constexpr Score ThreatByKing = S( 24, 89);
- constexpr Score ThreatByPawnPush = S( 48, 39);
- constexpr Score ThreatByRank = S( 13, 0);
- constexpr Score ThreatBySafePawn = S(173, 94);
- constexpr Score TrappedRook = S( 47, 4);
- constexpr Score WeakQueen = S( 49, 15);
- constexpr Score WeakUnopposedPawn = S( 12, 23);
+ constexpr Score BadOutpost = S( -7, 36);
+ constexpr Score BishopOnKingRing = S( 24, 0);
+ constexpr Score BishopPawns = S( 3, 7);
+ constexpr Score BishopXRayPawns = S( 4, 5);
+ constexpr Score CorneredBishop = S( 50, 50);
+ constexpr Score FlankAttacks = S( 8, 0);
+ constexpr Score Hanging = S( 69, 36);
+ constexpr Score KnightOnQueen = S( 16, 11);
+ constexpr Score LongDiagonalBishop = S( 45, 0);
+ constexpr Score MinorBehindPawn = S( 18, 3);
+ constexpr Score PassedFile = S( 11, 8);
+ constexpr Score PawnlessFlank = S( 17, 95);
+ constexpr Score ReachableOutpost = S( 31, 22);
+ constexpr Score RestrictedPiece = S( 7, 7);
+ constexpr Score RookOnKingRing = S( 16, 0);
+ constexpr Score RookOnQueenFile = S( 6, 11);
+ constexpr Score SliderOnQueen = S( 60, 18);
+ constexpr Score ThreatByKing = S( 24, 89);
+ constexpr Score ThreatByPawnPush = S( 48, 39);
+ constexpr Score ThreatBySafePawn = S(173, 94);
+ constexpr Score TrappedRook = S( 55, 13);
+ constexpr Score WeakQueenProtection = S( 14, 0);
+ constexpr Score WeakQueen = S( 56, 15);
+
#undef S
template<Color Us> Score threats() const;
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
- ScaleFactor scale_factor(Value eg) const;
- Score initiative(Value eg) const;
+ Value winnable(Score score) const;
const Position& pos;
Material::Entry* me;
// is also calculated is ALL_PIECES.
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
- // attackedBy2[color] are the squares attacked by 2 pieces of a given color,
- // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
- // pawn or squares attacked by 2 pawns are not explicitly added.
+ // attackedBy2[color] are the squares attacked by at least 2 units of a given
+ // color, including x-rays. But diagonal x-rays through pawns are not computed.
Bitboard attackedBy2[COLOR_NB];
- // kingRing[color] are the squares adjacent to the king, plus (only for a
- // king on its first rank) the squares two ranks in front. For instance,
- // if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
- // and h6.
+ // kingRing[color] are the squares adjacent to the king plus some other
+ // very near squares, depending on king position.
Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
// Evaluation::initialize() computes king and pawn attacks, and the king ring
// bitboard for a given color. This is done at the beginning of the evaluation.
+
template<Tracing T> template<Color Us>
void Evaluation<T>::initialize() {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
- constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
- constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
- constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
+ constexpr Color Them = ~Us;
+ constexpr Direction Up = pawn_push(Us);
+ constexpr Direction Down = -Up;
+ constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB : Rank7BB | Rank6BB);
const Square ksq = pos.square<KING>(Us);
+ Bitboard dblAttackByPawn = pawn_double_attacks_bb<Us>(pos.pieces(Us, PAWN));
+
// Find our pawns that are blocked or on the first two ranks
Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
- // Squares occupied by those pawns, by our king or queen or controlled by
- // enemy pawns are excluded from the mobility area.
- mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them));
+ // Squares occupied by those pawns, by our king or queen, by blockers to attacks on our king
+ // or controlled by enemy pawns are excluded from the mobility area.
+ mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pos.blockers_for_king(Us) | pe->pawn_attacks(Them));
// Initialize attackedBy[] for king and pawns
- attackedBy[Us][KING] = pos.attacks_from<KING>(ksq);
+ attackedBy[Us][KING] = attacks_bb<KING>(ksq);
attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
- attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
+ attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
// Init our king safety tables
- kingRing[Us] = attackedBy[Us][KING];
- if (relative_rank(Us, ksq) == RANK_1)
- kingRing[Us] |= shift<Up>(kingRing[Us]);
-
- if (file_of(ksq) == FILE_H)
- kingRing[Us] |= shift<WEST>(kingRing[Us]);
-
- else if (file_of(ksq) == FILE_A)
- kingRing[Us] |= shift<EAST>(kingRing[Us]);
+ Square s = make_square(std::clamp(file_of(ksq), FILE_B, FILE_G),
+ std::clamp(rank_of(ksq), RANK_2, RANK_7));
+ kingRing[Us] = attacks_bb<KING>(s) | s;
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
// Remove from kingRing[] the squares defended by two pawns
- kingRing[Us] &= ~pawn_double_attacks_bb<Us>(pos.pieces(Us, PAWN));
+ kingRing[Us] &= ~dblAttackByPawn;
}
// Evaluation::pieces() scores pieces of a given color and type
+
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::pieces() {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
- constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
+ constexpr Color Them = ~Us;
+ constexpr Direction Down = -pawn_push(Us);
constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
: Rank5BB | Rank4BB | Rank3BB);
const Square* pl = pos.squares<Pt>(Us);
// Find attacked squares, including x-ray attacks for bishops and rooks
b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
- : pos.attacks_from<Pt>(s);
+ : attacks_bb<Pt>(s, pos.pieces());
if (pos.blockers_for_king(Us) & s)
- b &= LineBB[pos.square<KING>(Us)][s];
+ b &= line_bb(pos.square<KING>(Us), s);
attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
attackedBy[Us][Pt] |= b;
kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
}
+ else if (Pt == ROOK && (file_bb(s) & kingRing[Them]))
+ score += RookOnKingRing;
+
+ else if (Pt == BISHOP && (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & kingRing[Them]))
+ score += BishopOnKingRing;
+
int mob = popcount(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt - 2][mob];
if (Pt == BISHOP || Pt == KNIGHT)
{
- // Bonus if piece is on an outpost square or can reach one
- bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
- if (bb & s)
- score += Outpost * (Pt == KNIGHT ? 4 : 2)
- * (1 + bool(attackedBy[Us][PAWN] & s));
-
- else if (bb &= b & ~pos.pieces(Us))
- score += Outpost * (Pt == KNIGHT ? 2 : 1)
- * (1 + bool(attackedBy[Us][PAWN] & bb));
-
- // Knight and Bishop bonus for being right behind a pawn
+ // Bonus if the piece is on an outpost square or can reach one
+ // Reduced bonus for knights (BadOutpost) if few relevant targets
+ bb = OutpostRanks & (attackedBy[Us][PAWN] | shift<Down>(pos.pieces(PAWN)))
+ & ~pe->pawn_attacks_span(Them);
+ Bitboard targets = pos.pieces(Them) & ~pos.pieces(PAWN);
+
+ if ( Pt == KNIGHT
+ && bb & s & ~CenterFiles // on a side outpost
+ && !(b & targets) // no relevant attacks
+ && (!more_than_one(targets & (s & QueenSide ? QueenSide : KingSide))))
+ score += BadOutpost;
+ else if (bb & s)
+ score += Outpost[Pt == BISHOP];
+ else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
+ score += ReachableOutpost;
+
+ // Bonus for a knight or bishop shielded by pawn
if (shift<Down>(pos.pieces(PAWN)) & s)
score += MinorBehindPawn;
// Penalty if the piece is far from the king
- score -= KingProtector * distance(s, pos.square<KING>(Us));
+ score -= KingProtector[Pt == BISHOP] * distance(pos.square<KING>(Us), s);
if (Pt == BISHOP)
{
- // Penalty according to number of pawns on the same color square as the
- // bishop, bigger when the center files are blocked with pawns.
+ // Penalty according to the number of our pawns on the same color square as the
+ // bishop, bigger when the center files are blocked with pawns and smaller
+ // when the bishop is outside the pawn chain.
Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
- score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s)
- * (1 + popcount(blocked & CenterFiles));
+ score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s)
+ * (!(attackedBy[Us][PAWN] & s) + popcount(blocked & CenterFiles));
+
+ // Penalty for all enemy pawns x-rayed
+ score -= BishopXRayPawns * popcount(attacks_bb<BISHOP>(s) & pos.pieces(Them, PAWN));
// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
score += LongDiagonalBishop;
- }
- // An important Chess960 pattern: A cornered bishop blocked by a friendly
- // pawn diagonally in front of it is a very serious problem, especially
- // when that pawn is also blocked.
- if ( Pt == BISHOP
- && pos.is_chess960()
- && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
- {
- Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
- if (pos.piece_on(s + d) == make_piece(Us, PAWN))
- score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
- : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
- : CorneredBishop;
+ // An important Chess960 pattern: a cornered bishop blocked by a friendly
+ // pawn diagonally in front of it is a very serious problem, especially
+ // when that pawn is also blocked.
+ if ( pos.is_chess960()
+ && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
+ {
+ Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
+ if (pos.piece_on(s + d) == make_piece(Us, PAWN))
+ score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
+ : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
+ : CorneredBishop;
+ }
}
}
if (Pt == ROOK)
{
- // Bonus for aligning rook with enemy pawns on the same rank/file
- if (relative_rank(Us, s) >= RANK_5)
- score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
+ // Bonus for rook on the same file as a queen
+ if (file_bb(s) & pos.pieces(QUEEN))
+ score += RookOnQueenFile;
// Bonus for rook on an open or semi-open file
- if (pe->semiopen_file(Us, file_of(s)))
- score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
+ if (pos.is_on_semiopen_file(Us, s))
+ score += RookOnFile[pos.is_on_semiopen_file(Them, s)];
// Penalty when trapped by the king, even more if the king cannot castle
else if (mob <= 3)
// Evaluation::king() assigns bonuses and penalties to a king of a given color
+
template<Tracing T> template<Color Us>
Score Evaluation<T>::king() const {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
- Bitboard weak, b1, b2, safe, unsafeChecks = 0;
+ Bitboard weak, b1, b2, b3, safe, unsafeChecks = 0;
Bitboard rookChecks, queenChecks, bishopChecks, knightChecks;
int kingDanger = 0;
const Square ksq = pos.square<KING>(Us);
b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
// Enemy rooks checks
- rookChecks = b1 & safe & attackedBy[Them][ROOK];
-
+ rookChecks = b1 & attackedBy[Them][ROOK] & safe;
if (rookChecks)
- kingDanger += RookSafeCheck;
+ kingDanger += SafeCheck[ROOK][more_than_one(rookChecks)];
else
unsafeChecks |= b1 & attackedBy[Them][ROOK];
- // Enemy queen safe checks: we count them only if they are from squares from
- // which we can't give a rook check, because rook checks are more valuable.
- queenChecks = (b1 | b2)
- & attackedBy[Them][QUEEN]
- & safe
- & ~attackedBy[Us][QUEEN]
- & ~rookChecks;
-
+ // Enemy queen safe checks: count them only if the checks are from squares from
+ // which opponent cannot give a rook check, because rook checks are more valuable.
+ queenChecks = (b1 | b2) & attackedBy[Them][QUEEN] & safe
+ & ~(attackedBy[Us][QUEEN] | rookChecks);
if (queenChecks)
- kingDanger += QueenSafeCheck;
+ kingDanger += SafeCheck[QUEEN][more_than_one(queenChecks)];
- // Enemy bishops checks: we count them only if they are from squares from
- // which we can't give a queen check, because queen checks are more valuable.
- bishopChecks = b2
- & attackedBy[Them][BISHOP]
- & safe
+ // Enemy bishops checks: count them only if they are from squares from which
+ // opponent cannot give a queen check, because queen checks are more valuable.
+ bishopChecks = b2 & attackedBy[Them][BISHOP] & safe
& ~queenChecks;
-
if (bishopChecks)
- kingDanger += BishopSafeCheck;
+ kingDanger += SafeCheck[BISHOP][more_than_one(bishopChecks)];
+
else
unsafeChecks |= b2 & attackedBy[Them][BISHOP];
// Enemy knights checks
- knightChecks = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
-
+ knightChecks = attacks_bb<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
if (knightChecks & safe)
- kingDanger += KnightSafeCheck;
+ kingDanger += SafeCheck[KNIGHT][more_than_one(knightChecks & safe)];
else
unsafeChecks |= knightChecks;
- // Unsafe or occupied checking squares will also be considered, as long as
- // the square is in the attacker's mobility area.
- unsafeChecks &= mobilityArea[Them];
-
- // Find the squares that opponent attacks in our king flank, and the squares
- // which are attacked twice in that flank.
+ // Find the squares that opponent attacks in our king flank, the squares
+ // which they attack twice in that flank, and the squares that we defend.
b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
b2 = b1 & attackedBy2[Them];
+ b3 = attackedBy[Us][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
- int kingFlankAttacks = popcount(b1) + popcount(b2);
+ int kingFlankAttack = popcount(b1) + popcount(b2);
+ int kingFlankDefense = popcount(b3);
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
- + 69 * kingAttacksCount[Them]
+ 185 * popcount(kingRing[Us] & weak)
- - 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING])
- + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+ + 148 * popcount(unsafeChecks)
+ + 98 * popcount(pos.blockers_for_king(Us))
+ + 69 * kingAttacksCount[Them]
+ + 3 * kingFlankAttack * kingFlankAttack / 8
+ + mg_value(mobility[Them] - mobility[Us])
- 873 * !pos.count<QUEEN>(Them)
+ - 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING])
- 6 * mg_value(score) / 8
- + mg_value(mobility[Them] - mobility[Us])
- + 5 * kingFlankAttacks * kingFlankAttacks / 16
- - 25;
+ - 4 * kingFlankDefense
+ + 37;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
- if (kingDanger > 0)
+ if (kingDanger > 100)
score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
// Penalty when our king is on a pawnless flank
score -= PawnlessFlank;
// Penalty if king flank is under attack, potentially moving toward the king
- score -= FlankAttacks * kingFlankAttacks;
+ score -= FlankAttacks * kingFlankAttack;
if (T)
Trace::add(KING, Us, score);
// Evaluation::threats() assigns bonuses according to the types of the
// attacking and the attacked pieces.
+
template<Tracing T> template<Color Us>
Score Evaluation<T>::threats() const {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
- constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
+ constexpr Color Them = ~Us;
+ constexpr Direction Up = pawn_push(Us);
constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe;
// Enemies not strongly protected and under our attack
weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
- // Safe or protected squares
- safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
-
// Bonus according to the kind of attacking pieces
if (defended | weak)
{
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
while (b)
- {
- Square s = pop_lsb(&b);
- score += ThreatByMinor[type_of(pos.piece_on(s))];
- if (type_of(pos.piece_on(s)) != PAWN)
- score += ThreatByRank * (int)relative_rank(Them, s);
- }
+ score += ThreatByMinor[type_of(pos.piece_on(pop_lsb(&b)))];
b = weak & attackedBy[Us][ROOK];
while (b)
- {
- Square s = pop_lsb(&b);
- score += ThreatByRook[type_of(pos.piece_on(s))];
- if (type_of(pos.piece_on(s)) != PAWN)
- score += ThreatByRank * (int)relative_rank(Them, s);
- }
+ score += ThreatByRook[type_of(pos.piece_on(pop_lsb(&b)))];
if (weak & attackedBy[Us][KING])
score += ThreatByKing;
b = ~attackedBy[Them][ALL_PIECES]
| (nonPawnEnemies & attackedBy2[Us]);
score += Hanging * popcount(weak & b);
+
+ // Additional bonus if weak piece is only protected by a queen
+ score += WeakQueenProtection * popcount(weak & attackedBy[Them][QUEEN]);
}
// Bonus for restricting their piece moves
b = attackedBy[Them][ALL_PIECES]
& ~stronglyProtected
& attackedBy[Us][ALL_PIECES];
-
score += RestrictedPiece * popcount(b);
- // Bonus for enemy unopposed weak pawns
- if (pos.pieces(Us, ROOK, QUEEN))
- score += WeakUnopposedPawn * pe->weak_unopposed(Them);
+ // Protected or unattacked squares
+ safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
+
+ // Bonus for attacking enemy pieces with our relatively safe pawns
+ b = pos.pieces(Us, PAWN) & safe;
+ b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
+ score += ThreatBySafePawn * popcount(b);
// Find squares where our pawns can push on the next move
b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
b &= ~attackedBy[Them][PAWN] & safe;
// Bonus for safe pawn threats on the next move
- b = pawn_attacks_bb<Us>(b) & pos.pieces(Them);
- score += ThreatByPawnPush * popcount(b);
-
- // Our safe or protected pawns
- b = pos.pieces(Us, PAWN) & safe;
-
b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
- score += ThreatBySafePawn * popcount(b);
+ score += ThreatByPawnPush * popcount(b);
// Bonus for threats on the next moves against enemy queen
if (pos.count<QUEEN>(Them) == 1)
{
+ bool queenImbalance = pos.count<QUEEN>() == 1;
+
Square s = pos.square<QUEEN>(Them);
- safe = mobilityArea[Us] & ~stronglyProtected;
+ safe = mobilityArea[Us]
+ & ~pos.pieces(Us, PAWN)
+ & ~stronglyProtected;
- b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
+ b = attackedBy[Us][KNIGHT] & attacks_bb<KNIGHT>(s);
- score += KnightOnQueen * popcount(b & safe);
+ score += KnightOnQueen * popcount(b & safe) * (1 + queenImbalance);
- b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
- | (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s));
+ b = (attackedBy[Us][BISHOP] & attacks_bb<BISHOP>(s, pos.pieces()))
+ | (attackedBy[Us][ROOK ] & attacks_bb<ROOK >(s, pos.pieces()));
- score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]);
+ score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]) * (1 + queenImbalance);
}
if (T)
template<Tracing T> template<Color Us>
Score Evaluation<T>::passed() const {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
- constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
+ constexpr Color Them = ~Us;
+ constexpr Direction Up = pawn_push(Us);
+ constexpr Direction Down = -Up;
auto king_proximity = [&](Color c, Square s) {
return std::min(distance(pos.square<KING>(c), s), 5);
};
- Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
+ Bitboard b, bb, squaresToQueen, unsafeSquares, blockedPassers, helpers;
Score score = SCORE_ZERO;
b = pe->passed_pawns(Us);
+ blockedPassers = b & shift<Down>(pos.pieces(Them, PAWN));
+ if (blockedPassers)
+ {
+ helpers = shift<Up>(pos.pieces(Us, PAWN))
+ & ~pos.pieces(Them)
+ & (~attackedBy2[Them] | attackedBy[Us][ALL_PIECES]);
+
+ // Remove blocked candidate passers that don't have help to pass
+ b &= ~blockedPassers
+ | shift<WEST>(helpers)
+ | shift<EAST>(helpers);
+ }
+
while (b)
{
Square s = pop_lsb(&b);
if (r > RANK_3)
{
- int w = (r-2) * (r-2) + 2;
+ int w = 5 * r - 13;
Square blockSq = s + Up;
// Adjust bonus based on the king's proximity
- bonus += make_score(0, ( king_proximity(Them, blockSq) * 5
- - king_proximity(Us, blockSq) * 2) * w);
+ bonus += make_score(0, ( king_proximity(Them, blockSq) * 19 / 4
+ - king_proximity(Us, blockSq) * 2) * w);
// If blockSq is not the queening square then consider also a second push
if (r != RANK_7)
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
{
- // If there is a rook or queen attacking/defending the pawn from behind,
- // consider all the squaresToQueen. Otherwise consider only the squares
- // in the pawn's path attacked or occupied by the enemy.
- defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
-
- bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
+ squaresToQueen = forward_file_bb(Us, s);
+ unsafeSquares = passed_pawn_span(Us, s);
- if (!(pos.pieces(Us) & bb))
- defendedSquares &= attackedBy[Us][ALL_PIECES];
+ bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN);
if (!(pos.pieces(Them) & bb))
- unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
+ unsafeSquares &= attackedBy[Them][ALL_PIECES];
- // If there aren't any enemy attacks, assign a big bonus. Otherwise
- // assign a smaller bonus if the block square isn't attacked.
- int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0;
+ // If there are no enemy attacks on passed pawn span, assign a big bonus.
+ // Otherwise assign a smaller bonus if the path to queen is not attacked
+ // and even smaller bonus if it is attacked but block square is not.
+ int k = !unsafeSquares ? 35 :
+ !(unsafeSquares & squaresToQueen) ? 20 :
+ !(unsafeSquares & blockSq) ? 9 :
+ 0 ;
- // If the path to the queen is fully defended, assign a big bonus.
- // Otherwise assign a smaller bonus if the block square is defended.
- if (defendedSquares == squaresToQueen)
- k += 6;
-
- else if (defendedSquares & blockSq)
- k += 4;
+ // Assign a larger bonus if the block square is defended
+ if ((pos.pieces(Us) & bb) || (attackedBy[Us][ALL_PIECES] & blockSq))
+ k += 5;
bonus += make_score(k * w, k * w);
}
- } // rank > RANK_3
-
- // Scale down bonus for candidate passers which need more than one
- // pawn push to become passed, or have a pawn in front of them.
- if ( !pos.pawn_passed(Us, s + Up)
- || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
- bonus = bonus / 2;
+ } // r > RANK_3
- score += bonus + PassedFile[file_of(s)];
+ score += bonus - PassedFile * edge_distance(file_of(s));
}
if (T)
}
- // Evaluation::space() computes the space evaluation for a given side. The
- // space evaluation is a simple bonus based on the number of safe squares
- // available for minor pieces on the central four files on ranks 2--4. Safe
- // squares one, two or three squares behind a friendly pawn are counted
- // twice. Finally, the space bonus is multiplied by a weight. The aim is to
- // improve play on game opening.
+ // Evaluation::space() computes a space evaluation for a given side, aiming to improve game
+ // play in the opening. It is based on the number of safe squares on the four central files
+ // on ranks 2 to 4. Completely safe squares behind a friendly pawn are counted twice.
+ // Finally, the space bonus is multiplied by a weight which decreases according to occupancy.
template<Tracing T> template<Color Us>
Score Evaluation<T>::space() const {
+ // Early exit if, for example, both queens or 6 minor pieces have been exchanged
if (pos.non_pawn_material() < SpaceThreshold)
return SCORE_ZERO;
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
- constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
+ constexpr Color Them = ~Us;
+ constexpr Direction Down = -pawn_push(Us);
constexpr Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
: CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
// Find all squares which are at most three squares behind some friendly pawn
Bitboard behind = pos.pieces(Us, PAWN);
behind |= shift<Down>(behind);
- behind |= shift<Down>(shift<Down>(behind));
-
- int bonus = popcount(safe) + popcount(behind & safe);
- int weight = pos.count<ALL_PIECES>(Us)
- - 2 * popcount(pe->semiopenFiles[WHITE] & pe->semiopenFiles[BLACK]);
+ behind |= shift<Down+Down>(behind);
+ int bonus = popcount(safe) + popcount(behind & safe & ~attackedBy[Them][ALL_PIECES]);
+ int weight = pos.count<ALL_PIECES>(Us) - 3 + std::min(pe->blocked_count(), 9);
Score score = make_score(bonus * weight * weight / 16, 0);
if (T)
}
- // Evaluation::initiative() computes the initiative correction value
- // for the position. It is a second order bonus/malus based on the
- // known attacking/defending status of the players.
+ // Evaluation::winnable() adjusts the midgame and endgame score components, based on
+ // the known attacking/defending status of the players. The final value is derived
+ // by interpolation from the midgame and endgame values.
template<Tracing T>
- Score Evaluation<T>::initiative(Value eg) const {
+ Value Evaluation<T>::winnable(Score score) const {
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
+ bool almostUnwinnable = outflanking < 0
+ && !pawnsOnBothFlanks;
+
+ bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
+ || rank_of(pos.square<KING>(BLACK)) < RANK_5;
+
// Compute the initiative bonus for the attacking side
int complexity = 9 * pe->passed_count()
- + 11 * pos.count<PAWN>()
+ + 12 * pos.count<PAWN>()
+ 9 * outflanking
- + 18 * pawnsOnBothFlanks
- + 49 * !pos.non_pawn_material()
- -103 ;
-
- // Now apply the bonus: note that we find the attacking side by extracting
- // the sign of the endgame value, and that we carefully cap the bonus so
- // that the endgame score will never change sign after the bonus.
+ + 21 * pawnsOnBothFlanks
+ + 24 * infiltration
+ + 51 * !pos.non_pawn_material()
+ - 43 * almostUnwinnable
+ -110 ;
+
+ Value mg = mg_value(score);
+ Value eg = eg_value(score);
+
+ // Now apply the bonus: note that we find the attacking side by extracting the
+ // sign of the midgame or endgame values, and that we carefully cap the bonus
+ // so that the midgame and endgame scores do not change sign after the bonus.
+ int u = ((mg > 0) - (mg < 0)) * std::clamp(complexity + 50, -abs(mg), 0);
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
- if (T)
- Trace::add(INITIATIVE, make_score(0, v));
-
- return make_score(0, v);
- }
-
-
- // Evaluation::scale_factor() computes the scale factor for the winning side
-
- template<Tracing T>
- ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
+ mg += u;
+ eg += v;
+ // Compute the scale factor for the winning side
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
- // If scale is not already specific, scale down the endgame via general heuristics
+ // If scale factor is not already specific, scale down via general heuristics
if (sf == SCALE_FACTOR_NORMAL)
{
- if ( pos.opposite_bishops()
- && pos.non_pawn_material(WHITE) == BishopValueMg
- && pos.non_pawn_material(BLACK) == BishopValueMg)
- sf = 16 + 4 * pe->passed_count();
+ if (pos.opposite_bishops())
+ {
+ if ( pos.non_pawn_material(WHITE) == BishopValueMg
+ && pos.non_pawn_material(BLACK) == BishopValueMg)
+ sf = 18 + 4 * popcount(pe->passed_pawns(strongSide));
+ else
+ sf = 22 + 3 * pos.count<ALL_PIECES>(strongSide);
+ }
+ else if ( pos.non_pawn_material(WHITE) == RookValueMg
+ && pos.non_pawn_material(BLACK) == RookValueMg
+ && pos.count<PAWN>(strongSide) - pos.count<PAWN>(~strongSide) <= 1
+ && bool(KingSide & pos.pieces(strongSide, PAWN)) != bool(QueenSide & pos.pieces(strongSide, PAWN))
+ && (attacks_bb<KING>(pos.square<KING>(~strongSide)) & pos.pieces(~strongSide, PAWN)))
+ sf = 36;
+ else if (pos.count<QUEEN>() == 1)
+ sf = 37 + 3 * (pos.count<QUEEN>(WHITE) == 1 ? pos.count<BISHOP>(BLACK) + pos.count<KNIGHT>(BLACK)
+ : pos.count<BISHOP>(WHITE) + pos.count<KNIGHT>(WHITE));
else
- sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);
+ sf = std::min(sf, 36 + 7 * pos.count<PAWN>(strongSide));
+ }
+ // Interpolate between the middlegame and (scaled by 'sf') endgame score
+ v = mg * int(me->game_phase())
+ + eg * int(PHASE_MIDGAME - me->game_phase()) * ScaleFactor(sf) / SCALE_FACTOR_NORMAL;
+ v /= PHASE_MIDGAME;
+
+ if (T)
+ {
+ Trace::add(WINNABLE, make_score(u, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL - eg_value(score)));
+ Trace::add(TOTAL, make_score(mg, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL));
}
- return ScaleFactor(sf);
+ return Value(v);
}
score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
// Early exit if score is high
- Value v = (mg_value(score) + eg_value(score)) / 2;
- if (abs(v) > LazyThreshold)
- return pos.side_to_move() == WHITE ? v : -v;
+ auto lazy_skip = [&](Value lazyThreshold) {
+ return abs(mg_value(score) + eg_value(score)) / 2 > lazyThreshold + pos.non_pawn_material() / 64;
+ };
- // Main evaluation begins here
+ if (lazy_skip(LazyThreshold1))
+ goto make_v;
+ // Main evaluation begins here
initialize<WHITE>();
initialize<BLACK>();
- // Pieces should be evaluated first (populate attack tables)
+ // Pieces evaluated first (also populates attackedBy, attackedBy2).
+ // Note that the order of evaluation of the terms is left unspecified.
score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
+ pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
+ pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
score += mobility[WHITE] - mobility[BLACK];
+ // More complex interactions that require fully populated attack bitboards
score += king< WHITE>() - king< BLACK>()
- + threats<WHITE>() - threats<BLACK>()
- + passed< WHITE>() - passed< BLACK>()
- + space< WHITE>() - space< BLACK>();
+ + passed< WHITE>() - passed< BLACK>();
- score += initiative(eg_value(score));
+ if (lazy_skip(LazyThreshold2))
+ goto make_v;
- // Interpolate between a middlegame and a (scaled by 'sf') endgame score
- ScaleFactor sf = scale_factor(eg_value(score));
- v = mg_value(score) * int(me->game_phase())
- + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
+ score += threats<WHITE>() - threats<BLACK>()
+ + space< WHITE>() - space< BLACK>();
- v /= PHASE_MIDGAME;
+make_v:
+ // Derive single value from mg and eg parts of score
+ Value v = winnable(score);
// In case of tracing add all remaining individual evaluation terms
if (T)
Trace::add(IMBALANCE, me->imbalance());
Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
- Trace::add(TOTAL, score);
}
- return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view
- + Eval::Tempo;
+ // Evaluation grain
+ v = (v / 16) * 16;
+
+ // Side to move point of view
+ v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;
+
+ return v;
}
} // namespace
/// evaluation of the position from the point of view of the side to move.
Value Eval::evaluate(const Position& pos) {
- return Evaluation<NO_TRACE>(pos).value();
-}
+ Value v;
+
+ if (!Eval::useNNUE)
+ v = Evaluation<NO_TRACE>(pos).value();
+ else
+ {
+ // scale and shift NNUE for compatibility with search and classical evaluation
+ auto adjusted_NNUE = [&](){ return NNUE::evaluate(pos) * 5 / 4 + Tempo; };
+
+ // if there is PSQ imbalance use classical eval, with small probability if it is small
+ Value psq = Value(abs(eg_value(pos.psq_score())));
+ int r50 = 16 + pos.rule50_count();
+ bool largePsq = psq * 16 > (NNUEThreshold1 + pos.non_pawn_material() / 64) * r50;
+ bool classical = largePsq || (psq > PawnValueMg / 4 && !(pos.this_thread()->nodes & 0xB));
+
+ v = classical ? Evaluation<NO_TRACE>(pos).value() : adjusted_NNUE();
+
+ // if the classical eval is small and imbalance large, use NNUE nevertheless.
+ if ( largePsq
+ && abs(v) * 16 < NNUEThreshold2 * r50)
+ v = adjusted_NNUE();
+ }
+
+ // Damp down the evaluation linearly when shuffling
+ v = v * (100 - pos.rule50_count()) / 100;
+
+ // Guarantee evaluation does not hit the tablebase range
+ v = std::clamp(v, VALUE_TB_LOSS_IN_MAX_PLY + 1, VALUE_TB_WIN_IN_MAX_PLY - 1);
+
+ return v;
+}
/// trace() is like evaluate(), but instead of returning a value, it returns
/// a string (suitable for outputting to stdout) that contains the detailed
/// descriptions and values of each evaluation term. Useful for debugging.
+/// Trace scores are from white's point of view
std::string Eval::trace(const Position& pos) {
+ if (pos.checkers())
+ return "Final evaluation: none (in check)";
+
+ std::stringstream ss;
+ ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2);
+
+ Value v;
+
std::memset(scores, 0, sizeof(scores));
pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
- Value v = Evaluation<TRACE>(pos).value();
+ v = Evaluation<TRACE>(pos).value();
- v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view
-
- std::stringstream ss;
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
<< " Term | White | Black | Total \n"
<< " | MG EG | MG EG | MG EG \n"
<< " Threats | " << Term(THREAT)
<< " Passed | " << Term(PASSED)
<< " Space | " << Term(SPACE)
- << " Initiative | " << Term(INITIATIVE)
+ << " Winnable | " << Term(WINNABLE)
<< " ------------+-------------+-------------+------------\n"
<< " Total | " << Term(TOTAL);
- ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";
+ v = pos.side_to_move() == WHITE ? v : -v;
+
+ ss << "\nClassical evaluation: " << to_cp(v) << " (white side)\n";
+
+ if (Eval::useNNUE)
+ {
+ v = NNUE::evaluate(pos);
+ v = pos.side_to_move() == WHITE ? v : -v;
+ ss << "\nNNUE evaluation: " << to_cp(v) << " (white side)\n";
+ }
+
+ v = evaluate(pos);
+ v = pos.side_to_move() == WHITE ? v : -v;
+ ss << "\nFinal evaluation: " << to_cp(v) << " (white side)\n";
return ss.str();
}