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];
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
+ constexpr Score BishopOnKingRing = S( 24, 0);
constexpr Score BishopXRayPawns = S( 4, 5);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
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(Score score) const;
+ Value winnable(Score score) const;
const Position& pos;
Material::Entry* me;
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] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
// Init our king safety tables
Square s = make_square(Utility::clamp(file_of(ksq), FILE_B, FILE_G),
Utility::clamp(rank_of(ksq), RANK_2, RANK_7));
- kingRing[Us] = PseudoAttacks[KING][s] | s;
+ kingRing[Us] = attacks_bb<KING>(s) | s;
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
// 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;
kingAttackersWeight[Us] += KingAttackWeights[Pt];
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];
* (!(attackedBy[Us][PAWN] & s) + popcount(blocked & CenterFiles));
// Penalty for all enemy pawns x-rayed
- score -= BishopXRayPawns * popcount(PseudoAttacks[BISHOP][s] & pos.pieces(Them, PAWN));
+ 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))
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 += more_than_one(knightChecks & safe) ? KnightSafeCheck * 162/100
: KnightSafeCheck;
Square s = pos.square<QUEEN>(Them);
safe = mobilityArea[Us] & ~stronglyProtected;
- b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
+ b = attackedBy[Us][KNIGHT] & attacks_bb<KNIGHT>(s);
score += KnightOnQueen * popcount(b & safe);
- 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]);
}
}
- // Evaluation::initiative() computes the initiative correction value
- // for the position. It is a second order bonus/malus based on the
+ // Evaluation::winnable() adjusts the mg and eg score components based on the
// known attacking/defending status of the players.
+ // A single value is derived from the mg and eg values and returned.
template<Tracing T>
- Score Evaluation<T>::initiative(Score score) 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));
+ 24 * infiltration
+ 51 * !pos.non_pawn_material()
- 43 * almostUnwinnable
- - 2 * pos.rule50_count()
-110 ;
Value mg = mg_value(score);
int u = ((mg > 0) - (mg < 0)) * Utility::clamp(complexity + 50, -abs(mg), 0);
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
- if (T)
- Trace::add(INITIATIVE, make_score(u, v));
-
- return make_score(u, v);
- }
-
-
- // Evaluation::scale_factor() computes the scale factor for the winning side
+ mg += u;
+ eg += v;
- template<Tracing T>
- ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
+ // Compute the scale factor for the winning side
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
sf = std::min(sf, 36 + 7 * pos.count<PAWN>(strongSide));
}
- return ScaleFactor(sf);
+ // 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 Value(v);
}
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
- score += initiative(score);
-
- // 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;
-
- v /= PHASE_MIDGAME;
+ // Derive single value from mg and eg parts of score
+ 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);
}
+ // Evaluation grain
+ v = (v / 16) * 16;
+
// Side to move point of view
- return (pos.side_to_move() == WHITE ? v : -v) + Tempo;
+ v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;
+
+ // Damp down the evaluation linearly when shuffling
+ v = v * (100 - pos.rule50_count()) / 100;
+
+ return v;
}
} // namespace
<< " 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";
+ ss << "\nFinal evaluation: " << to_cp(v) << " (white side)\n";
return ss.str();
}