/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2016 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
};
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
};
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the elements in the
// KingAttackWeights array.
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the elements in the
// KingAttackWeights array.
-
- // Evaluation weights, indexed by the corresponding evaluation term
- enum { PawnStructure, PassedPawns, Space, KingSafety };
-
- const struct Weight { int mg, eg; } Weights[] = {
- {214, 203}, {193, 262}, {47, 0}, {330, 0} };
-
- Score operator*(Score s, const Weight& w) {
- return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256);
- }
-
-
// Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
// bishops outposts, bigger if outpost piece is supported by a pawn.
const Score Outpost[][2] = {
// Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
// bishops outposts, bigger if outpost piece is supported by a pawn.
const Score Outpost[][2] = {
- { S(42,11), S(63,17) }, // Knights
- { S(18, 5), S(27, 8) } // Bishops
+ { S(43,11), S(65,20) }, // Knights
+ { S(20, 3), S(29, 8) } // Bishops
};
// ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for
// knights and bishops which can reach an outpost square in one move, bigger
// if outpost square is supported by a pawn.
const Score ReachableOutpost[][2] = {
};
// ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for
// knights and bishops which can reach an outpost square in one move, bigger
// if outpost square is supported by a pawn.
const Score ReachableOutpost[][2] = {
- { S(21, 5), S(31, 8) }, // Knights
- { S( 8, 2), S(13, 4) } // Bishops
+ { S(21, 5), S(35, 8) }, // Knights
+ { S( 8, 0), S(14, 4) } // Bishops
};
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
// friendly pawn on the rook file.
};
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
// friendly pawn on the rook file.
- const Score RookOnFile[2] = { S(19, 10), S(43, 21) };
+ const Score RookOnFile[2] = { S(20, 7), S(45, 20) };
const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) };
const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) };
// Threat[by minor/by rook][attacked PieceType] contains
// bonuses according to which piece type attacks which one.
// Threat[by minor/by rook][attacked PieceType] contains
// bonuses according to which piece type attacks which one.
const Score Threat[][PIECE_TYPE_NB] = {
{ S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72,107), S(48,118) }, // by Minor
{ S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) } // by Rook
};
// ThreatByKing[on one/on many] contains bonuses for King attacks on
const Score Threat[][PIECE_TYPE_NB] = {
{ S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72,107), S(48,118) }, // by Minor
{ S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) } // by Rook
};
// ThreatByKing[on one/on many] contains bonuses for King attacks on
const Score ThreatByKing[2] = { S(3, 62), S(9, 138) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
const Value Passed[][RANK_NB] = {
const Score ThreatByKing[2] = { S(3, 62), S(9, 138) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
const Value Passed[][RANK_NB] = {
- { V(0), V( 1), V(34), V(90), V(214), V(328) },
- { V(7), V(14), V(37), V(63), V(134), V(189) }
+ { V(5), V( 5), V(31), V(73), V(166), V(252) },
+ { V(7), V(14), V(38), V(73), V(166), V(252) }
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
const Score PassedFile[FILE_NB] = {
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
const Score PassedFile[FILE_NB] = {
- S( 12, 10), S( 3, 10), S( 1, -8), S(-27,-12),
- S(-27,-12), S( 1, -8), S( 3, 10), S( 12, 10)
+ S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
+ S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
};
// Assorted bonuses and penalties used by evaluation
const Score MinorBehindPawn = S(16, 0);
const Score BishopPawns = S( 8, 12);
};
// Assorted bonuses and penalties used by evaluation
const Score MinorBehindPawn = S(16, 0);
const Score BishopPawns = S( 8, 12);
const Score TrappedRook = S(92, 0);
const Score Checked = S(20, 20);
const Score TrappedRook = S(92, 0);
const Score Checked = S(20, 20);
- const Score ThreatByHangingPawn = S(70, 63);
- const Score Hanging = S(48, 28);
- const Score ThreatByPawnPush = S(31, 19);
+ const Score ThreatByHangingPawn = S(71, 61);
+ const Score LooseEnemies = S( 0, 25);
+ const Score Hanging = S(48, 27);
+ const Score ThreatByPawnPush = S(38, 22);
const Score Unstoppable = S( 0, 20);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
const Score Unstoppable = S( 0, 20);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
{
// Bonus for aligning with enemy pawns on the same rank/file
if (relative_rank(Us, s) >= RANK_5)
{
// Bonus for aligning with enemy pawns on the same rank/file
if (relative_rank(Us, s) >= RANK_5)
- {
- Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
- if (alignedPawns)
- score += RookOnPawn * popcount<Max15>(alignedPawns);
- }
+ score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
// Bonus when on an open or semi-open file
if (ei.pi->semiopen_file(Us, file_of(s)))
score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))];
// Bonus when on an open or semi-open file
if (ei.pi->semiopen_file(Us, file_of(s)))
score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))];
return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility, mobilityArea);
}
return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility, mobilityArea);
}
undefended = ei.attackedBy[Them][ALL_PIECES]
& ei.attackedBy[Us][KING]
& ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN]);
undefended = ei.attackedBy[Them][ALL_PIECES]
& ei.attackedBy[Us][KING]
& ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN]);
// Initialize the 'attackUnits' variable, which is used later on as an
// index into the KingDanger[] array. The initial value is based on the
// number and types of the enemy's attacking pieces, the number of
// Initialize the 'attackUnits' variable, which is used later on as an
// index into the KingDanger[] array. The initial value is based on the
// number and types of the enemy's attacking pieces, the number of
// the pawn shelter (current 'score' value).
attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ 9 * ei.kingAdjacentZoneAttacksCount[Them]
// the pawn shelter (current 'score' value).
attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ 9 * ei.kingAdjacentZoneAttacksCount[Them]
- b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
- if (b)
- {
- attackUnits += QueenCheck * popcount<Max15>(b);
- score -= Checked;
- }
+ if ((b1 | b2) & ei.attackedBy[Them][QUEEN])
+ attackUnits += QueenCheck, score -= Checked;
- b = b1 & ei.attackedBy[Them][ROOK];
- if (b)
- {
- attackUnits += RookCheck * popcount<Max15>(b);
- score -= Checked;
- }
+ if (b1 & ei.attackedBy[Them][ROOK])
+ attackUnits += RookCheck, score -= Checked;
- b = b2 & ei.attackedBy[Them][BISHOP];
- if (b)
- {
- attackUnits += BishopCheck * popcount<Max15>(b);
- score -= Checked;
- }
+ if (b2 & ei.attackedBy[Them][BISHOP])
+ attackUnits += BishopCheck, score -= Checked;
- b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
- if (b)
- {
- attackUnits += KnightCheck * popcount<Max15>(b);
- score -= Checked;
- }
+ if (pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe)
+ attackUnits += KnightCheck, score -= Checked;
- // evaluate_threats() assigns bonuses according to the type of attacking piece
- // and the type of attacked one.
+ // evaluate_threats() assigns bonuses according to the types of the attacking
+ // and the attacked pieces.
template<Color Us, bool DoTrace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
template<Color Us, bool DoTrace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
Bitboard b, weak, defended, safeThreats;
Score score = SCORE_ZERO;
Bitboard b, weak, defended, safeThreats;
Score score = SCORE_ZERO;
// Non-pawn enemies attacked by a pawn
weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN];
// Non-pawn enemies attacked by a pawn
weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN];
// assign a smaller bonus if the block square isn't attacked.
int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0;
// assign a smaller bonus if the block square isn't attacked.
int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0;
// Otherwise assign a smaller bonus if the block square is defended.
if (defendedSquares == squaresToQueen)
k += 6;
// Otherwise assign a smaller bonus if the block square is defended.
if (defendedSquares == squaresToQueen)
k += 6;
mbonus += k * rr, ebonus += k * rr;
}
else if (pos.pieces(Us) & blockSq)
mbonus += k * rr, ebonus += k * rr;
}
else if (pos.pieces(Us) & blockSq)
assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
// ...count safe + (behind & safe) with a single popcount
assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
// ...count safe + (behind & safe) with a single popcount
int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);
int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);
// status of the players.
Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) {
// status of the players.
Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) {
- int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
+ int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
+ - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
// Compute the initiative bonus for the attacking side
int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
// Compute the initiative bonus for the attacking side
// 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
// 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
ScaleFactor sf = ei.me->scale_factor(pos, strongSide);
// If we don't already have an unusual scale factor, check for certain
ScaleFactor sf = ei.me->scale_factor(pos, strongSide);
// If we don't already have an unusual scale factor, check for certain
if (pos.opposite_bishops())
{
// Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
if (pos.opposite_bishops())
{
// Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
&& ei.pi->pawn_span(strongSide) <= 1
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37);
&& ei.pi->pawn_span(strongSide) <= 1
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37);
// Initialize attack and king safety bitboards
ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0;
// Initialize attack and king safety bitboards
ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0;
// Evaluate space for both sides, only during opening
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
// Evaluate space for both sides, only during opening
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
- score += ( evaluate_space<WHITE>(pos, ei)
- - evaluate_space<BLACK>(pos, ei)) * Weights[Space];
+ score += evaluate_space<WHITE>(pos, ei)
+ - evaluate_space<BLACK>(pos, ei);
// Evaluate position potential for the winning side
score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score));
// Evaluate scale factor for the winning side
// Evaluate position potential for the winning side
score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score));
// Evaluate scale factor for the winning side
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
Value v = mg_value(score) * int(ei.me->game_phase())
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
Value v = mg_value(score) * int(ei.me->game_phase())
{
Trace::add(MATERIAL, pos.psq_score());
Trace::add(IMBALANCE, ei.me->imbalance());
{
Trace::add(MATERIAL, pos.psq_score());
Trace::add(IMBALANCE, ei.me->imbalance());
- Trace::add(SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
- , evaluate_space<BLACK>(pos, ei) * Weights[Space]);
+ Trace::add(SPACE, evaluate_space<WHITE>(pos, ei)
+ , evaluate_space<BLACK>(pos, ei));
- t = std::min(Peak, std::min(i * i * 27, t + MaxSlope));
- KingDanger[i] = make_score(t / 1000, 0) * Weights[KingSafety];
+ t = std::min(Peak, std::min(i * i - 16, t + MaxSlope));
+ KingDanger[i] = make_score(t * 268 / 7700, 0);