// parameters at 100, which looks prettier.
//
// Values modified by Joona Kiiski
- const int WeightMobilityMidgameInternal = 0x0FA;
- const int WeightMobilityEndgameInternal = 0x10A;
- const int WeightPawnStructureMidgameInternal = 0x0EC;
- const int WeightPawnStructureEndgameInternal = 0x0CD;
- const int WeightPassedPawnsMidgameInternal = 0x108;
- const int WeightPassedPawnsEndgameInternal = 0x109;
- const int WeightKingSafetyInternal = 0x0F7;
- const int WeightKingOppSafetyInternal = 0x101;
- const int WeightSpaceInternal = 0x02F;
-
+ const int WeightMobilityMidgameInternal = 248;
+ const int WeightMobilityEndgameInternal = 271;
+ const int WeightPawnStructureMidgameInternal = 233;
+ const int WeightPawnStructureEndgameInternal = 201;
+ const int WeightPassedPawnsMidgameInternal = 252;
+ const int WeightPassedPawnsEndgameInternal = 259;
+ const int WeightKingSafetyInternal = 247;
+ const int WeightKingOppSafetyInternal = 259;
+ const int WeightSpaceInternal = 46;
+
+ // Mobility and outposts bonus modified by Joona Kiiski
+ //
// Visually better to define tables constants
typedef Value V;
// of attacked squares not occupied by friendly piecess.
const Value MidgameKnightMobilityBonus[] = {
// 0 1 2 3 4 5 6 7 8
- V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
+ V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38)
};
const Value EndgameKnightMobilityBonus[] = {
// 0 1 2 3 4 5 6 7 8
- V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
+ V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27)
};
// Bishop mobility bonus in middle game and endgame, indexed by the number
// queens are also included.
const Value MidgameBishopMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
- V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
+ V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65),
// 8 9 10 11 12 13 14 15
- V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
+ V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81)
};
const Value EndgameBishopMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
- V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
+ V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60),
// 8 9 10 11 12 13 14 15
- V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
+ V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76)
};
// Rook mobility bonus in middle game and endgame, indexed by the number
// queens and rooks are also included.
const Value MidgameRookMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
- V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21),
+ V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19),
// 8 9 10 11 12 13 14 15
- V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33)
+ V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32)
};
const Value EndgameRookMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
- V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54),
+ V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79),
// 8 9 10 11 12 13 14 15
- V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83)
+ V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118)
};
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
const Value MidgameQueenMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
- V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4),
+ V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5),
// 8 9 10 11 12 13 14 15
- V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16),
+ V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20),
// 16 17 18 19 20 21 22 23
- V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16),
+ V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20),
// 24 25 26 27 28 29 30 31
- V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16)
+ V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20)
};
const Value EndgameQueenMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
- V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15),
+ V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19),
// 8 9 10 11 12 13 14 15
- V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30),
+ V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35),
// 16 17 18 19 20 21 22 23
- V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30),
+ V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35),
// 24 25 26 27 28 29 30 31
- V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30)
+ V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35)
};
// Outpost bonuses for knights and bishops, indexed by square (from white's
// A B C D E F G H
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
- V(0), V(0), V(5),V(10),V(10), V(5), V(0), V(0), // 3
- V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4
- V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5
- V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6
+ V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), // 3
+ V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), // 4
+ V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), // 5
+ V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), // 6
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
};
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3
V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4
- V(0),V(10),V(20),V(20),V(20),V(20),V(10), V(0), // 5
+ V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), // 5
V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
// Bonus for unstoppable passed pawns
const Value UnstoppablePawnValue = Value(0x500);
- // Rooks and queens on the 7th rank
+ // Rooks and queens on the 7th rank (modified by Joona Kiiski)
const Value MidgameRookOn7thBonus = Value(47);
const Value EndgameRookOn7thBonus = Value(98);
const Value MidgameQueenOn7thBonus = Value(27);
const Value EndgameQueenOn7thBonus = Value(54);
- // Rooks on open files
+ // Rooks on open files (modified by Joona Kiiski)
const Value RookOpenFileBonus = Value(43);
const Value RookHalfOpenFileBonus = Value(19);
const int PawnTableSize = 16384;
const int MaterialTableSize = 1024;
- // Array which gives the number of nonzero bits in an 8-bit integer
- uint8_t BitCount8Bit[256];
-
// Function prototypes
template<bool HasPopCnt>
Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID);
template<PieceType Piece, bool HasPopCnt>
void evaluate_pieces(const Position& p, Color us, EvalInfo& ei);
- template<>
- void evaluate_pieces<KING, false>(const Position& p, Color us, EvalInfo &ei);
+ template<bool HasPopCnt>
+ void evaluate_king(const Position& p, Color us, EvalInfo &ei);
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
EvalInfo &ei);
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei);
-
+ template<bool HasPopCnt>
void evaluate_space(const Position &p, Color us, EvalInfo &ei);
inline Value apply_weight(Value v, int w);
Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
// Probe the material hash table
ei.mi = MaterialTable[threadID]->get_material_info(pos);
- ei.mgValue += ei.mi->mg_value();
- ei.egValue += ei.mi->eg_value();
+ ei.mgValue += ei.mi->material_value();
+ ei.egValue += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
// configuration, call it and return
// Initialize pawn attack bitboards for both sides
ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
- ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
- ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
+ Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
+ Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING];
+ if (b1)
+ ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(b1)/2;
+
+ if (b2)
+ ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(b2)/2;
// Evaluate pieces
for (Color c = WHITE; c <= BLACK; c++)
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
}
- // Kings. Kings are evaluated after all other pieces for both sides,
+ // Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing
// the king safety evaluation.
for (Color c = WHITE; c <= BLACK; c++)
- evaluate_pieces<KING, false>(pos, c, ei);
+ evaluate_king<HasPopCnt>(pos, c, ei);
// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
// because we need to know which side promotes first in positions where
// Evaluate space for both sides
if (ei.mi->space_weight() > 0)
{
- evaluate_space(pos, WHITE, ei);
- evaluate_space(pos, BLACK, ei);
+ evaluate_space<HasPopCnt>(pos, WHITE, ei);
+ evaluate_space<HasPopCnt>(pos, BLACK, ei);
}
}
if (!MaterialTable[i])
MaterialTable[i] = new MaterialInfoTable(MaterialTableSize);
}
-
- for (Bitboard b = 0ULL; b < 256ULL; b++)
- {
- assert(count_1s(b) == int(uint8_t(count_1s(b))));
- BitCount8Bit[b] = (uint8_t)count_1s(b);
- }
}
WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
+ // If running in analysis mode, make sure we use symmetrical king safety.
+ // We do this by replacing both WeightKingSafety[us] and
+ // WeightKingSafety[them] by their average.
+ if (get_option_value_bool("UCI_AnalyseMode")) {
+ WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2;
+ WeightKingSafety[them] = WeightKingSafety[us];
+ }
+
WeightSpace = weight_option("Space", WeightSpaceInternal);
init_safety();
namespace {
- // evaluate_common() computes terms common to all pieces attack
+ // evaluate_mobility() computes mobility and attacks for every piece
template<PieceType Piece, bool HasPopCnt>
- int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) {
+ int evaluate_mobility(const Position& p, const Bitboard& b, Color us, Color them, EvalInfo& ei) {
static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
- static const Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 };
-
- Color them = opposite_color(us);
// Update attack info
ei.attackedBy[us][Piece] |= b;
- // King attack
+ // King attacks
if (b & ei.kingZone[us])
{
ei.kingAttackersCount[us]++;
ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
ei.egMobility += Sign[us] * EgBonus[Piece][mob];
+ return mob;
+ }
- // Bishop and Knight outposts
- if ( (Piece == BISHOP || Piece == KNIGHT) // compile time condition
- && p.square_is_weak(s, them))
- {
- // Initial bonus based on square
- Value v, bonus;
- v = bonus = OutpostBonus[Piece][relative_square(us, s)];
- // Increase bonus if supported by pawn, especially if the opponent has
- // no minor piece which can exchange the outpost piece
- if (v && (p.pawn_attacks(them, s) & p.pawns(us)))
- {
- bonus += v / 2;
- if ( p.piece_count(them, KNIGHT) == 0
- && (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB)
- bonus += v;
- }
- ei.mgValue += Sign[us] * bonus;
- ei.egValue += Sign[us] * bonus;
+ // evaluate_outposts() evaluates bishop and knight outposts squares
+
+ template<PieceType Piece>
+ void evaluate_outposts(const Position& p, Color us, Color them, EvalInfo& ei, Square s) {
+
+ // Initial bonus based on square
+ Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(us, s)]
+ : KnightOutpostBonus[relative_square(us, s)]);
+
+ // Increase bonus if supported by pawn, especially if the opponent has
+ // no minor piece which can exchange the outpost piece
+ if (bonus && (p.pawn_attacks(them, s) & p.pawns(us)))
+ {
+ if ( p.knights(them) == EmptyBoardBB
+ && (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB)
+ bonus += bonus + bonus / 2;
+ else
+ bonus += bonus / 2;
}
- return mob;
+ ei.mgValue += Sign[us] * bonus;
+ ei.egValue += Sign[us] * bonus;
}
Bitboard b;
Square s, ksq;
- Color them;
int mob;
File f;
+ Color them = opposite_color(us);
for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us));
else if (Piece == ROOK)
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us));
+ else
+ assert(false);
+
+ // Attacks and mobility
+ mob = evaluate_mobility<Piece, HasPopCnt>(pos, b, us, them, ei);
- // Attacks, mobility and outposts
- mob = evaluate_common<Piece, HasPopCnt>(pos, b, us, ei, s);
+ // Bishop and knight outposts squares
+ if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, them))
+ evaluate_outposts<Piece>(pos, us, them, ei, s);
// Special patterns: trapped bishops on a7/h7/a2/h2
// and trapped bishops on a1/h1/a8/h8 in Chess960.
if (Piece == ROOK || Piece == QUEEN)
{
// Queen or rook on 7th rank
- them = opposite_color(us);
-
if ( relative_rank(us, s) == RANK_7
&& relative_rank(us, pos.king_square(them)) == RANK_8)
{
}
}
- inline Bitboard shiftRowsDown(const Bitboard& b, int num) {
- return b >> (num << 3);
- }
+ // evaluate_king<>() assigns bonuses and penalties to a king of a given color.
- // evaluate_pieces<KING>() assigns bonuses and penalties to a king of a given
- // color.
-
- template<>
- void evaluate_pieces<KING, false>(const Position& p, Color us, EvalInfo& ei) {
+ template<bool HasPopCnt>
+ void evaluate_king(const Position& p, Color us, EvalInfo& ei) {
int shelter = 0, sign = Sign[us];
Square s = p.king_square(us);
// King shelter
if (relative_rank(us, s) <= RANK_4)
{
- // Shelter cache lookup
- shelter = ei.pi->kingShelter(us, s);
- if (shelter == -1)
- {
- shelter = 0;
- Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s);
- Rank r = square_rank(s);
- for (int i = 1; i < 4; i++)
- shelter += BitCount8Bit[shiftRowsDown(pawns, r+i*sign) & 0xFF] * (128 >> i);
-
- // Cache shelter value in pawn info
- ei.pi->setKingShelter(us, s, shelter);
- }
+ shelter = ei.pi->get_king_shelter(p, us, s);
ei.mgValue += sign * Value(shelter);
}
- // King safety. This is quite complicated, and is almost certainly far
+ // King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
Color them = opposite_color(us);
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
- + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - (shelter >> 5);
// Analyse safe queen contact checks
{
// The bitboard b now contains the squares available for safe queen
// contact checks.
- int count = count_1s_max_15(b);
+ int count = count_1s_max_15<HasPopCnt>(b);
attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
// Is there a mate threat?
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
if( b2)
- attackUnits += QueenCheckBonus * count_1s_max_15(b2);
+ attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
// Rook checks
b2 = b & ei.attacked_by(them, ROOK);
if (b2)
- attackUnits += RookCheckBonus * count_1s_max_15(b2);
+ attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b2);
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
if (b2)
- attackUnits += QueenCheckBonus * count_1s_max_15(b2);
+ attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
// Bishop checks
b2 = b & ei.attacked_by(them, BISHOP);
if (b2)
- attackUnits += BishopCheckBonus * count_1s_max_15(b2);
+ attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b2);
}
if (KnightCheckBonus > 0)
{
// Knight checks
b2 = b & ei.attacked_by(them, KNIGHT);
if (b2)
- attackUnits += KnightCheckBonus * count_1s_max_15(b2);
+ attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b2);
}
// Analyse discovered checks (only for non-pawns right now, consider
{
b = p.discovered_check_candidates(them) & ~p.pawns();
if (b)
- attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1);
+ attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente? 2 : 1);
}
// Has a mate threat been found? We don't do anything here if the
}
}
}
- // Rook pawns are a special case: They are sometimes worse, and
+ // Rook pawns are a special case: They are sometimes worse, and
// sometimes better than other passed pawns. It is difficult to find
// good rules for determining whether they are good or bad. For now,
// we try the following: Increase the value for rook pawns if the
// value if the other side has a rook or queen.
if (square_file(s) == FILE_A || square_file(s) == FILE_H)
{
- if( pos.non_pawn_material(them) <= KnightValueMidgame
- && pos.piece_count(them, KNIGHT) <= 1)
+ if ( pos.non_pawn_material(them) <= KnightValueMidgame
+ && pos.piece_count(them, KNIGHT) <= 1)
ebonus += ebonus / 4;
- else if(pos.rooks_and_queens(them))
+ else if (pos.rooks_and_queens(them))
ebonus -= ebonus / 4;
}
// Does either side have an unstoppable passed pawn?
if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK])
- ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
+ ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
else if (hasUnstoppable[BLACK] && !hasUnstoppable[WHITE])
- ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]);
+ ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]);
else if (hasUnstoppable[BLACK] && hasUnstoppable[WHITE])
{
// Both sides have unstoppable pawns! Try to find out who queens
// squares one, two or three squares behind a friendly pawn are counted
// twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table.
-
+ template<bool HasPopCnt>
void evaluate_space(const Position &pos, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
behindFriendlyPawns |= (behindFriendlyPawns << 16);
}
- int space = count_1s_max_15(safeSquares)
- + count_1s_max_15(behindFriendlyPawns & safeSquares);
+ int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ + count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace);
}