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.
S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
};
- // Hanging[side to move] contains a bonus for each enemy hanging piece
- const Score Hanging[2] = { S(23, 20) , S(35, 45) };
+ // 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 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;
- }
-
-
// init_eval_info() initializes king bitboards for given color adding
// pawn attacks. To be done at the beginning of the evaluation.
| 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)
b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES];
if (b)
- score += more_than_one(b) ? Hanging[Us != pos.side_to_move()] * popcount<Max15>(b)
- : Hanging[Us == pos.side_to_move()];
+ score += more_than_one(b) ? Hanging * popcount<Max15>(b) : Hanging;
}
if (Trace)
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);
<< " | MG EG | MG EG | MG EG \n"
<< "---------------------+-------------+-------------+-------------\n";
- format_row(ss, "Material, PST, Tempo", PST);
+ format_row(ss, "Material, PST", PST);
format_row(ss, "Material imbalance", IMBALANCE);
format_row(ss, "Pawns", PAWN);
format_row(ss, "Knights", KNIGHT);
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 double MaxSlope = 30;
const double Peak = 1280;
for (int t = 0, i = 1; i < 100; ++i)
{
t = int(std::min(Peak, std::min(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]);
+ KingDanger[i] = apply_weight(make_score(t, 0), Weights[KingSafety]);
}
}