/*
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) 2015-2020 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 <iomanip>
#include <sstream>
+#include <iostream>
#include "bitboard.h"
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
#include "thread.h"
+#include "uci.h"
+
+namespace Eval {
+
+ bool useNNUE;
+ std::string eval_file_loaded="None";
+
+ void init_NNUE() {
+
+ useNNUE = Options["Use NNUE"];
+ std::string eval_file = std::string(Options["EvalFile"]);
+ if (useNNUE && eval_file_loaded != eval_file)
+ if (Eval::NNUE::load_eval_file(eval_file))
+ eval_file_loaded = eval_file;
+ }
+
+ void verify_NNUE() {
+
+ std::string eval_file = std::string(Options["EvalFile"]);
+ if (useNNUE && eval_file_loaded != eval_file)
+ {
+ std::cerr << "Use of NNUE evaluation, but the file " << eval_file << " was not loaded successfully. "
+ << "These network evaluation parameters must be available, compatible with this version of the code. "
+ << "The UCI option EvalFile might need to specify the full path, including the directory/folder name, to the file." << std::endl;
+ std::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(1400);
+ constexpr Value LazyThreshold1 = Value(1400);
+ constexpr Value LazyThreshold2 = Value(1300);
constexpr Value SpaceThreshold = Value(12222);
+ constexpr Value NNUEThreshold = Value(520);
// KingAttackWeights[PieceType] contains king attack weights by piece type
constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
- // Penalties for enemy's safe checks
- constexpr int QueenSafeCheck = 772;
- constexpr int RookSafeCheck = 1084;
- constexpr int BishopSafeCheck = 645;
- constexpr int KnightSafeCheck = 792;
+ // 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)
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, 36), S(30, 23) };
+
+ // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
+ constexpr Score PassedRank[RANK_NB] = {
+ S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
+ };
+
// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
constexpr Score RookOnFile[] = { S(19, 7), S(48, 29) };
S(0, 0), S(3, 46), S(37, 68), S(42, 60), S(0, 38), S(58, 41)
};
- // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
- constexpr Score PassedRank[RANK_NB] = {
- S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
- };
-
// Assorted bonuses and penalties
+ 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 BishopKingProtector = S( 6, 9);
- constexpr Score KnightKingProtector = S( 8, 9);
constexpr Score KnightOnQueen = S( 16, 11);
constexpr Score LongDiagonalBishop = S( 45, 0);
constexpr Score MinorBehindPawn = S( 18, 3);
- constexpr Score KnightOutpost = S( 56, 36);
- constexpr Score BishopOutpost = S( 30, 23);
- constexpr Score ReachableOutpost = S( 31, 22);
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( 5, 9);
- constexpr Score SliderOnQueen = S( 59, 18);
+ 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 WeakQueen = S( 51, 14);
- constexpr Score WeakQueenProtection = S( 15, 0);
+ 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(Score score) const;
+ Value winnable(Score score) const;
const Position& pos;
Material::Entry* me;
// 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() {
// Evaluation::pieces() scores pieces of a given color and type
+
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::pieces() {
: 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];
if (Pt == BISHOP || Pt == KNIGHT)
{
- // Bonus if piece is on an outpost square or can reach one
- bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
- if (bb & s)
- score += (Pt == KNIGHT) ? KnightOutpost : BishopOutpost;
+ // 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;
score += MinorBehindPawn;
// Penalty if the piece is far from the king
- score -= (Pt == KNIGHT ? KnightKingProtector
- : BishopKingProtector) * distance(pos.square<KING>(Us), s);
+ score -= KingProtector[Pt == BISHOP] * distance(pos.square<KING>(Us), s);
if (Pt == BISHOP)
{
// Evaluation::king() assigns bonuses and penalties to a king of a given color
+
template<Tracing T> template<Color Us>
Score Evaluation<T>::king() const {
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 += more_than_one(rookChecks) ? RookSafeCheck * 175/100
- : 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 += more_than_one(queenChecks) ? QueenSafeCheck * 145/100
- : QueenSafeCheck;
-
- // 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
+ kingDanger += SafeCheck[QUEEN][more_than_one(queenChecks)];
+
+ // 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 += more_than_one(bishopChecks) ? BishopSafeCheck * 3/2
- : BishopSafeCheck;
+ kingDanger += SafeCheck[BISHOP][more_than_one(bishopChecks)];
+
else
unsafeChecks |= b2 & attackedBy[Them][BISHOP];
// Enemy knights checks
knightChecks = attacks_bb<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
if (knightChecks & safe)
- kingDanger += more_than_one(knightChecks & safe) ? KnightSafeCheck * 162/100
- : KnightSafeCheck;
+ kingDanger += SafeCheck[KNIGHT][more_than_one(knightChecks & safe)];
else
unsafeChecks |= knightChecks;
b2 = b1 & attackedBy2[Them];
b3 = attackedBy[Us][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
- int kingFlankAttack = popcount(b1) + popcount(b2);
+ int kingFlankAttack = popcount(b1) + popcount(b2);
int kingFlankDefense = popcount(b3);
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
// 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 {
// 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] & attacks_bb<KNIGHT>(s);
- score += KnightOnQueen * popcount(b & safe);
+ score += KnightOnQueen * popcount(b & safe) * (1 + queenImbalance);
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)
}
- // 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 4 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;
}
- // 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(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));
bool almostUnwinnable = outflanking < 0
&& !pawnsOnBothFlanks;
- bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
- || rank_of(pos.square<KING>(BLACK)) < RANK_5;
+ 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()
+ 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
-
- 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())
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(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);
}
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 + pos.non_pawn_material() / 64)
- 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 evaluated first (also populates attackedBy, attackedBy2).
- // Note that the order of evaluation of the terms is left unspecified
+ // 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 >()
// 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(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);
}
+ // 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
/// evaluation of the position from the point of view of the side to move.
Value Eval::evaluate(const Position& pos) {
+
+ if (Eval::useNNUE)
+ {
+ Value v = eg_value(pos.psq_score());
+ // Take NNUE eval only on balanced positions
+ if (abs(v) < NNUEThreshold)
+ return NNUE::evaluate(pos) + Tempo;
+ }
return Evaluation<NO_TRACE>(pos).value();
}
-
/// 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 "Total evaluation: none (in check)";
+ return "Final evaluation: none (in check)";
- std::memset(scores, 0, sizeof(scores));
+ std::stringstream ss;
+ ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2);
- pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
+ Value v;
- Value v = Evaluation<TRACE>(pos).value();
+ if (Eval::useNNUE)
+ {
+ v = NNUE::evaluate(pos);
+ }
+ else
+ {
+ std::memset(scores, 0, sizeof(scores));
+
+ pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
+
+ v = Evaluation<TRACE>(pos).value();
+
+ ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
+ << " Term | White | Black | Total \n"
+ << " | MG EG | MG EG | MG EG \n"
+ << " ------------+-------------+-------------+------------\n"
+ << " Material | " << Term(MATERIAL)
+ << " Imbalance | " << Term(IMBALANCE)
+ << " Pawns | " << Term(PAWN)
+ << " Knights | " << Term(KNIGHT)
+ << " Bishops | " << Term(BISHOP)
+ << " Rooks | " << Term(ROOK)
+ << " Queens | " << Term(QUEEN)
+ << " Mobility | " << Term(MOBILITY)
+ << " King safety | " << Term(KING)
+ << " Threats | " << Term(THREAT)
+ << " Passed | " << Term(PASSED)
+ << " Space | " << Term(SPACE)
+ << " Winnable | " << Term(WINNABLE)
+ << " ------------+-------------+-------------+------------\n"
+ << " Total | " << Term(TOTAL);
+ }
- v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view
+ v = pos.side_to_move() == WHITE ? v : -v;
- 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"
- << " ------------+-------------+-------------+------------\n"
- << " Material | " << Term(MATERIAL)
- << " Imbalance | " << Term(IMBALANCE)
- << " Pawns | " << Term(PAWN)
- << " Knights | " << Term(KNIGHT)
- << " Bishops | " << Term(BISHOP)
- << " Rooks | " << Term(ROOK)
- << " Queens | " << Term(QUEEN)
- << " Mobility | " << Term(MOBILITY)
- << " King safety | " << Term(KING)
- << " Threats | " << Term(THREAT)
- << " Passed | " << Term(PASSED)
- << " Space | " << Term(SPACE)
- << " Initiative | " << Term(INITIATIVE)
- << " ------------+-------------+-------------+------------\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();
}