V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
- V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0),
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) },
+ V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) },
{
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
- V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0),
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }
+ V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
};
// ThreatBonus[attacking][attacked] contains threat bonuses according to
const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
// Bonuses for enemy's safe checks
- const int QueenContactCheckBonus = 3;
- const int QueenCheckBonus = 2;
- const int RookCheckBonus = 1;
+ const int QueenContactCheckBonus = 6;
+ const int RookContactCheckBonus = 4;
+ const int QueenCheckBonus = 3;
+ const int RookCheckBonus = 2;
const int BishopCheckBonus = 1;
const int KnightCheckBonus = 1;
// Function prototypes
template<bool HasPopCnt>
- Value do_evaluate(const Position& pos, Value margins[]);
+ Value do_evaluate(const Position& pos, Value& margin);
template<Color Us, bool HasPopCnt>
void init_eval_info(const Position& pos, EvalInfo& ei);
template<Color Us>
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
- Score apply_weight(Score v, Score weight);
- Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
+ inline Score apply_weight(Score v, Score weight);
+ Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf);
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
void init_safety();
}
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
-Value evaluate(const Position& pos, Value margins[]) {
+Value evaluate(const Position& pos, Value& margin) {
- return CpuHasPOPCNT ? do_evaluate<true>(pos, margins)
- : do_evaluate<false>(pos, margins);
+ return CpuHasPOPCNT ? do_evaluate<true>(pos, margin)
+ : do_evaluate<false>(pos, margin);
}
namespace {
template<bool HasPopCnt>
-Value do_evaluate(const Position& pos, Value margins[]) {
+Value do_evaluate(const Position& pos, Value& margin) {
EvalInfo ei;
- ScaleFactor factor[2];
+ Value margins[2];
Score mobilityWhite, mobilityBlack;
assert(pos.is_ok());
// in the position object (material + piece square tables).
Score bonus = pos.value();
- // margins[color] is the uncertainty estimation of position's evaluation
- // and typically is used by the search for pruning decisions.
+ // margins[] store the uncertainty estimation of position's evaluation
+ // that typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// Probe the material hash table
// If we have a specialized evaluation function for the current material
// configuration, call it and return.
if (mi->specialized_eval_exists())
+ {
+ margin = VALUE_ZERO;
return mi->evaluate(pos);
-
- // After get_material_info() call that modifies them
- factor[WHITE] = mi->scale_factor(pos, WHITE);
- factor[BLACK] = mi->scale_factor(pos, BLACK);
+ }
// Probe the pawn hash table
ei.pi = PawnTable[pos.thread()]->get_pawn_info(pos);
bonus += evaluate_passed_pawns<WHITE>(pos, ei)
- evaluate_passed_pawns<BLACK>(pos, ei);
- Phase phase = mi->game_phase();
-
- // Middle-game specific evaluation terms
- if (phase > PHASE_ENDGAME)
+ // Evaluate space for both sides, only in middle-game.
+ if (mi->space_weight())
{
- // Evaluate pawn storms in positions with opposite castling
- if ( square_file(pos.king_square(WHITE)) >= FILE_E
- && square_file(pos.king_square(BLACK)) <= FILE_D)
-
- bonus += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
-
- else if ( square_file(pos.king_square(WHITE)) <= FILE_D
- && square_file(pos.king_square(BLACK)) >= FILE_E)
-
- bonus += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
-
- // Evaluate space for both sides
- if (mi->space_weight() > 0)
- {
- int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
- bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
- }
+ int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
}
+ // Scale winning side if position is more drawish that what it appears
+ ScaleFactor sf = eg_value(bonus) > VALUE_DRAW ? mi->scale_factor(pos, WHITE)
+ : mi->scale_factor(pos, BLACK);
+ Phase phase = mi->game_phase();
+
// If we don't already have an unusual scale factor, check for opposite
- // colored bishop endgames, and use a lower scale for those
+ // colored bishop endgames, and use a lower scale for those.
if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
- && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(bonus) > VALUE_ZERO)
- || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(bonus) < VALUE_ZERO)))
+ && sf == SCALE_FACTOR_NORMAL)
{
- ScaleFactor sf;
-
// Only the two bishops ?
if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
&& pos.non_pawn_material(BLACK) == BishopValueMidgame)
// Endgame with opposite-colored bishops, but also other pieces. Still
// a bit drawish, but not as drawish as with only the two bishops.
sf = ScaleFactor(50);
-
- if (factor[WHITE] == SCALE_FACTOR_NORMAL)
- factor[WHITE] = sf;
- if (factor[BLACK] == SCALE_FACTOR_NORMAL)
- factor[BLACK] = sf;
}
// Interpolate between the middle game and the endgame score
- Value v = scale_by_game_phase(bonus, phase, factor);
+ margin = margins[pos.side_to_move()];
+ Value v = scale_by_game_phase(bonus, phase, sf);
return pos.side_to_move() == WHITE ? v : -v;
}
template<Color Us, bool HasPopCnt>
void init_eval_info(const Position& pos, EvalInfo& ei) {
+ const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
- ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
- b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB;
- ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
+
+ // Init king safety tables only if we are going to use them
+ if ( pos.piece_count(Us, QUEEN)
+ && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
+ {
+ ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
+ b &= ei.attackedBy[Us][PAWN];
+ ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
+ ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
+ } else
+ ei.kingZone[Us] = ei.kingAttackersCount[Us] = 0;
}
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt>
- Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard no_mob_area) {
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
Bitboard b;
Square s, ksq;
File f;
Score bonus = SCORE_ZERO;
+ const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
+ const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece);
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
Bitboard bb = (b & ei.attackedBy[Them][KING]);
if (bb)
- ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
+ ei.kingAdjacentZoneAttacksCount[Us] += count_1s<Max15>(bb);
}
// Mobility
- mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
- : count_1s<HasPopCnt>(b & no_mob_area));
+ mob = (Piece != QUEEN ? count_1s<Max15>(b & mobilityArea)
+ : count_1s<Full >(b & mobilityArea));
mobility += MobilityBonus[Piece][mob];
Score bonus = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
+ const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
- bonus += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, mobility, no_mob_area);
- bonus += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, mobility, no_mob_area);
- bonus += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, mobility, no_mob_area);
- bonus += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, mobility, no_mob_area);
+ bonus += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, mobility, mobilityArea);
+ bonus += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, mobility, mobilityArea);
+ bonus += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, mobility, mobilityArea);
+ bonus += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, mobility, mobilityArea);
// Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
template<Color Us, bool HasPopCnt>
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
+ const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard undefended, b, b1, b2, safe;
const Square ksq = pos.king_square(Us);
// King shelter
- Score bonus = ei.pi->king_shelter(pos, Us, ksq);
+ Score bonus = ei.pi->king_shelter<Us>(pos, ksq);
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
- if ( ei.kingAttackersCount[Them] >= 2
- && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
- && pos.piece_count(Them, QUEEN) >= 1
+ if ( ei.kingAttackersCount[Them] >= 2
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Find the attacked squares around the king which has no defenders
// attacked and undefended squares around our king, the square of the
// king, and the quality of the pawn shelter.
attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
- + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s<Max15>(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
- - mg_value(ei.pi->king_shelter(pos, Us, ksq)) / 32;
+ - mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
if (b)
attackUnits += QueenContactCheckBonus
- * count_1s_max_15<HasPopCnt>(b)
+ * count_1s<Max15>(b)
+ * (Them == pos.side_to_move() ? 2 : 1);
+ }
+
+ // Analyse enemy's safe rook contact checks. First find undefended
+ // squares around the king attacked by enemy rooks...
+ b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them);
+
+ // Consider only squares where the enemy rook gives check
+ b &= RookPseudoAttacks[ksq];
+
+ if (b)
+ {
+ // ...then remove squares not supported by another enemy piece
+ b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
+ | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
+ if (b)
+ attackUnits += RookContactCheckBonus
+ * count_1s<Max15>(b)
* (Them == pos.side_to_move() ? 2 : 1);
}
// Enemy queen safe checks
b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
if (b)
- attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
+ attackUnits += QueenCheckBonus * count_1s<Max15>(b);
// Enemy rooks safe checks
b = b1 & ei.attackedBy[Them][ROOK];
if (b)
- attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
+ attackUnits += RookCheckBonus * count_1s<Max15>(b);
// Enemy bishops safe checks
b = b2 & ei.attackedBy[Them][BISHOP];
if (b)
- attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
+ attackUnits += BishopCheckBonus * count_1s<Max15>(b);
// Enemy knights safe checks
b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
if (b)
- attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
+ attackUnits += KnightCheckBonus * count_1s<Max15>(b);
// To index KingDangerTable[] attackUnits must be in [0, 99] range
attackUnits = Min(99, Max(0, attackUnits));
template<Color Us, bool HasPopCnt>
int evaluate_space(const Position& pos, EvalInfo& ei) {
+ const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Find the safe squares for our pieces inside the area defined by
behind |= (Us == WHITE ? behind >> 8 : behind << 8);
behind |= (Us == WHITE ? behind >> 16 : behind << 16);
- return count_1s_max_15<HasPopCnt>(safe) + count_1s_max_15<HasPopCnt>(behind & safe);
+ return count_1s<Max15>(safe) + count_1s<Max15>(behind & safe);
}
// scale_by_game_phase() interpolates between a middle game and an endgame score,
// based on game phase. It also scales the return value by a ScaleFactor array.
- Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) {
+ Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf) {
assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
Value eg = eg_value(v);
- ScaleFactor f = sf[eg > VALUE_ZERO ? WHITE : BLACK];
- Value ev = Value((eg * int(f)) / SCALE_FACTOR_NORMAL);
+ Value ev = Value((eg * int(sf)) / SCALE_FACTOR_NORMAL);
int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
return Value(result & ~(GrainSize - 1));