along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include <algorithm>
#include <cassert>
#include <iomanip>
#include <sstream>
-#include <algorithm>
#include "bitcount.h"
#include "evaluate.h"
namespace Tracing {
enum Terms { // First 8 entries are for PieceType
- PST = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
+ MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
};
Score terms[COLOR_NB][TERMS_NB];
std::string do_trace(const Position& pos);
}
- // Evaluation weights, initialized from UCI options
- enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
- struct Weight { int mg, eg; } Weights[6];
+ // Evaluation weights, indexed by evaluation term
+ enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
+ const struct Weight { int mg, eg; } Weights[] = {
+ {289, 344}, {233, 201}, {221, 273}, {46, 0}, {318, 0}
+ };
typedef Value V;
#define S(mg, eg) make_score(mg, eg)
- // Internal evaluation weights. These are applied on top of the evaluation
- // weights read from UCI parameters. The purpose is to be able to change
- // the evaluation weights while keeping the default values of the UCI
- // parameters at 100, which looks prettier.
- //
- // Values modified by Joona Kiiski
- const Score WeightsInternal[] = {
- S(289, 344), S(233, 201), S(221, 273), S(46, 0), S(271, 0), S(307, 0)
- };
-
// MobilityBonus[PieceType][attacked] contains bonuses for middle and end
// game, indexed by piece type and number of attacked squares not occupied by
// friendly pieces.
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
// type is attacked by an enemy pawn.
const Score ThreatenedByPawn[] = {
- S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
+ S(0, 0), S(0, 0), S(80, 119), S(80, 119), S(117, 199), S(127, 218)
};
+ // Hanging contains a bonus for each enemy hanging piece
+ const Score Hanging = S(23, 20);
+
#undef S
- const Score Tempo = make_score(24, 11);
const Score RookOnPawn = make_score(10, 28);
const Score RookOpenFile = make_score(43, 21);
const Score RookSemiopenFile = make_score(19, 10);
const Score BishopPawns = make_score( 8, 12);
const Score MinorBehindPawn = make_score(16, 0);
- const Score UndefendedMinor = make_score(25, 10);
const Score TrappedRook = make_score(90, 0);
const Score Unstoppable = make_score( 0, 20);
const int BishopCheck = 2;
const int KnightCheck = 3;
- // KingDanger[Color][attackUnits] contains the actual king danger weighted
- // scores, indexed by color and by a calculated integer number.
- Score KingDanger[COLOR_NB][128];
+ // KingDanger[attackUnits] contains the actual king danger weighted
+ // scores, indexed by a calculated integer number.
+ Score KingDanger[128];
// apply_weight() weighs score 'v' by weight 'w' trying to prevent overflow
}
- // weight_option() computes the value of an evaluation weight, by combining
- // two UCI-configurable weights (midgame and endgame) with an internal weight.
-
- Weight weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
-
- Weight w = { Options[mgOpt] * mg_value(internalWeight) / 100,
- Options[egOpt] * eg_value(internalWeight) / 100 };
- return w;
- }
-
-
- // interpolate() interpolates between a middlegame and an endgame score,
- // based on game phase. It also scales the return value by a ScaleFactor array.
-
- Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {
-
- assert(-VALUE_INFINITE < mg_value(v) && mg_value(v) < VALUE_INFINITE);
- assert(-VALUE_INFINITE < eg_value(v) && eg_value(v) < VALUE_INFINITE);
- assert(PHASE_ENDGAME <= ph && ph <= PHASE_MIDGAME);
-
- int eg = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
- return Value((mg_value(v) * int(ph) + eg * int(PHASE_MIDGAME - ph)) / PHASE_MIDGAME);
- }
-
-
// init_eval_info() initializes king bitboards for given color adding
// pawn attacks. To be done at the beginning of the evaluation.
}
- // evaluate_outposts() evaluates bishop and knight outpost squares
+ // evaluate_outpost() evaluates bishop and knight outpost squares
template<PieceType Pt, Color Us>
- Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
+ Score evaluate_outpost(const Position& pos, const EvalInfo& ei, Square s) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
if (Pt == BISHOP)
score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s);
- // Bishop and knight outposts squares
+ // Bishop and knight outpost square
if (!(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
- score += evaluate_outposts<Pt, Us>(pos, ei, s);
+ score += evaluate_outpost<Pt, Us>(pos, ei, s);
// Bishop or knight behind a pawn
if ( relative_rank(Us, s) < RANK_5
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
if (b)
- attackUnits += QueenContactCheck
- * popcount<Max15>(b)
- * (Them == pos.side_to_move() ? 2 : 1);
+ attackUnits += QueenContactCheck * popcount<Max15>(b);
}
// Analyse the enemy's safe rook contact checks. Firstly, find the
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
if (b)
- attackUnits += RookContactCheck
- * popcount<Max15>(b)
- * (Them == pos.side_to_move() ? 2 : 1);
+ attackUnits += RookContactCheck * popcount<Max15>(b);
}
// Analyse the enemy's safe distance checks for sliders and knights
// Finally, extract the king danger score from the KingDanger[]
// array and subtract the score from evaluation.
- score -= KingDanger[Us == Search::RootColor][attackUnits];
+ score -= KingDanger[attackUnits];
}
if (Trace)
const Color Them = (Us == WHITE ? BLACK : WHITE);
- Bitboard b, undefendedMinors, weakEnemies;
+ Bitboard b, weakEnemies;
Score score = SCORE_ZERO;
- // Undefended minors get penalized even if they are not under attack
- undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
- & ~ei.attackedBy[Them][ALL_PIECES];
-
- if (undefendedMinors)
- score += UndefendedMinor;
-
- // Enemy pieces not defended by a pawn and under our attack
+ // Enemies not defended by a pawn and under our attack
weakEnemies = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][ALL_PIECES];
b = weakEnemies & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
if (b)
score += Threat[1][type_of(pos.piece_on(lsb(b)))];
+
+ b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES];
+ if (b)
+ score += more_than_one(b) ? Hanging * popcount<Max15>(b) : Hanging;
}
if (Trace)
assert(pos.pawn_passed(Us, s));
- Rank r = relative_rank(Us, s) - RANK_2;
- Rank rr = r * (r - 1);
+ int r = relative_rank(Us, s) - RANK_2;
+ int rr = r * (r - 1);
// Base bonus based on rank
Value mbonus = Value(17 * rr), ebonus = Value(7 * (rr + r + 1));
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)
- ebonus -= rr * square_distance(pos.king_square(Us), blockSq + pawn_push(Us));
+ ebonus -= square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
Thread* thisThread = pos.this_thread();
// Initialize score by reading the incrementally updated scores included
- // in the position object (material + piece square tables) and adding a
- // Tempo bonus. Score is computed from the point of view of white.
- score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
+ // in the position object (material + piece square tables).
+ // Score is computed from the point of view of white.
+ score = pos.psq_score();
// Probe the material hash table
ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING];
ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING];
- // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
+ // Do not include in mobility squares protected by enemy pawns or occupied by our pawns or king
Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING)),
~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING)) };
sf = ScaleFactor(50 * sf / SCALE_FACTOR_NORMAL);
}
- Value v = interpolate(score, ei.mi->game_phase(), sf);
+ // Interpolate between a middlegame and a (scaled by 'sf') endgame score
+ Value v = mg_value(score) * int(ei.mi->game_phase())
+ + eg_value(score) * int(PHASE_MIDGAME - ei.mi->game_phase()) * sf / SCALE_FACTOR_NORMAL;
+
+ v /= int(PHASE_MIDGAME);
// In case of tracing add all single evaluation contributions for both white and black
if (Trace)
{
- Tracing::add_term(Tracing::PST, pos.psq_score());
+ Tracing::add_term(Tracing::MATERIAL, pos.psq_score());
Tracing::add_term(Tracing::IMBALANCE, ei.mi->material_value());
Tracing::add_term(PAWN, ei.pi->pawns_value());
Tracing::add_term(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
Score bScore = terms[BLACK][idx];
switch (idx) {
- case PST: case IMBALANCE: case PAWN: case TOTAL:
- ss << std::setw(20) << name << " | --- --- | --- --- | "
+ case MATERIAL: case IMBALANCE: case PAWN: case TOTAL:
+ ss << std::setw(15) << name << " | --- --- | --- --- | "
<< std::setw(5) << to_cp(mg_value(wScore - bScore)) << " "
<< std::setw(5) << to_cp(eg_value(wScore - bScore)) << " \n";
break;
default:
- ss << std::setw(20) << name << " | " << std::noshowpos
+ ss << std::setw(15) << name << " | " << std::noshowpos
<< std::setw(5) << to_cp(mg_value(wScore)) << " "
<< std::setw(5) << to_cp(eg_value(wScore)) << " | "
<< std::setw(5) << to_cp(mg_value(bScore)) << " "
std::stringstream ss;
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
- << " Eval term | White | Black | Total \n"
- << " | MG EG | MG EG | MG EG \n"
- << "---------------------+-------------+-------------+-------------\n";
+ << " Eval term | White | Black | Total \n"
+ << " | MG EG | MG EG | MG EG \n"
+ << "----------------+-------------+-------------+-------------\n";
- format_row(ss, "Material, PST, Tempo", PST);
- format_row(ss, "Material imbalance", IMBALANCE);
+ format_row(ss, "Material", MATERIAL);
+ format_row(ss, "Imbalance", IMBALANCE);
format_row(ss, "Pawns", PAWN);
format_row(ss, "Knights", KNIGHT);
format_row(ss, "Bishops", BISHOP);
format_row(ss, "Passed pawns", PASSED);
format_row(ss, "Space", SPACE);
- ss << "---------------------+-------------+-------------+-------------\n";
+ ss << "----------------+-------------+-------------+-------------\n";
format_row(ss, "Total", TOTAL);
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
/// of the position always from the point of view of the side to move.
Value evaluate(const Position& pos) {
- return do_evaluate<false>(pos);
+ return do_evaluate<false>(pos) + Tempo;
}
void init() {
- Weights[Mobility] = weight_option("Mobility (Midgame)", "Mobility (Endgame)", WeightsInternal[Mobility]);
- Weights[PawnStructure] = weight_option("Pawn Structure (Midgame)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
- Weights[PassedPawns] = weight_option("Passed Pawns (Midgame)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
- Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
- Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
- Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
-
- const int MaxSlope = 30;
- const int Peak = 1280;
+ const double MaxSlope = 30;
+ const double Peak = 1280;
for (int t = 0, i = 1; i < 100; ++i)
{
- t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope));
-
- KingDanger[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
- KingDanger[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
+ t = int(std::min(Peak, std::min(0.4 * i * i, t + MaxSlope)));
+ KingDanger[i] = apply_weight(make_score(t, 0), Weights[KingSafety]);
}
}