struct EvalInfo {
// Pointers to material and pawn hash table entries
- MaterialEntry* mi;
- PawnEntry* pi;
+ Material::Entry* mi;
+ Pawns::Entry* pi;
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color.
- Bitboard attackedBy[2][8];
+ Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
// kingRing[color] is the zone around the king which is considered
// by the king safety evaluation. This consists of the squares directly
// squares two ranks in front of the king. For instance, if black's king
// is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
- Bitboard kingRing[2];
+ Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
// which attack a square in the kingRing of the enemy king.
- int kingAttackersCount[2];
+ int kingAttackersCount[COLOR_NB];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the variables
// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
// KnightAttackWeight in evaluate.cpp
- int kingAttackersWeight[2];
+ int kingAttackersWeight[COLOR_NB];
// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
// directly adjacent to the king of the given color. Pieces which attack
// more than one square are counted multiple times. For instance, if black's
// king is on g8 and there's a white knight on g5, this knight adds
// 2 to kingAdjacentZoneAttacksCount[BLACK].
- int kingAdjacentZoneAttacksCount[2];
+ int kingAdjacentZoneAttacksCount[COLOR_NB];
};
// Evaluation grain size, must be a power of 2
// OutpostBonus[PieceType][Square] contains outpost bonuses of knights and
// bishops, indexed by piece type and square (from white's point of view).
- const Value OutpostBonus[][64] = {
+ const Value OutpostBonus[][SQUARE_NB] = {
{
// A B C D E F G H
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
// ThreatBonus[attacking][attacked] contains threat bonuses according to
// which piece type attacks which one.
- const Score ThreatBonus[][8] = {
+ const Score ThreatBonus[][PIECE_TYPE_NB] = {
{}, {},
{ S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
{ S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
- { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
+ { S(0, 0), S( 0, 22), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
{ S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
};
// Bonus for having the side to move (modified by Joona Kiiski)
const Score Tempo = make_score(24, 11);
- // Rooks and queens on the 7th rank (modified by Joona Kiiski)
- const Score RookOn7thBonus = make_score(47, 98);
- const Score QueenOn7thBonus = make_score(27, 54);
+ // Rooks and queens on the 7th rank
+ const Score RookOn7thBonus = make_score(3, 20);
+ const Score QueenOn7thBonus = make_score(1, 8);
+
+ // Rooks and queens attacking pawns on the same rank
+ const Score RookOnPawnBonus = make_score(3, 48);
+ const Score QueenOnPawnBonus = make_score(1, 40);
// Rooks on open files (modified by Joona Kiiski)
- const Score RookOpenFileBonus = make_score(43, 21);
+ const Score RookOpenFileBonus = make_score(43, 21);
const Score RookHalfOpenFileBonus = make_score(19, 10);
// Penalty for rooks trapped inside a friendly king which has lost the
// KingDangerTable[Color][attackUnits] contains the actual king danger
// weighted scores, indexed by color and by a calculated integer number.
- Score KingDangerTable[2][128];
+ Score KingDangerTable[COLOR_NB][128];
// TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
// evaluation terms, used when tracing.
- Score TracedScores[2][16];
+ Score TracedScores[COLOR_NB][16];
std::stringstream TraceStream;
enum TracedType {
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
template<Color Us, bool Trace>
- Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
+ Score evaluate_king(const Position& pos, EvalInfo& ei, int16_t margins[]);
template<Color Us>
Score evaluate_threats(const Position& pos, EvalInfo& ei);
namespace Eval {
- Color RootColor;
-
/// 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 margin;
std::string totals;
- RootColor = pos.side_to_move();
+ Search::RootColor = pos.side_to_move();
TraceStream.str("");
TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
assert(!pos.in_check());
EvalInfo ei;
- Value margins[2];
Score score, mobilityWhite, mobilityBlack;
+ Key key = pos.key();
+ Thread* th = pos.this_thread();
+ Eval::Entry* e = th->evalTable[key];
+
+ // If e->key matches the position's hash key, it means that we have analysed
+ // this node before, and we can simply return the information we found the last
+ // time instead of recomputing it.
+ if (e->key == key)
+ {
+ margin = Value(e->margins[pos.side_to_move()]);
+ return e->value;
+ }
+
+ // Otherwise we overwrite current content with this node info.
+ e->key = key;
+
// 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;
+ e->margins[WHITE] = e->margins[BLACK] = VALUE_ZERO;
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables) and adding
score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
// Probe the material hash table
- ei.mi = pos.this_thread()->materialTable.probe(pos);
+ ei.mi = Material::probe(pos, th->materialTable, th->endgames);
score += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
if (ei.mi->specialized_eval_exists())
{
margin = VALUE_ZERO;
- return ei.mi->evaluate(pos);
+ e->value = ei.mi->evaluate(pos);
+ return e->value;
}
// Probe the pawn hash table
- ei.pi = pos.this_thread()->pawnTable.probe(pos);
+ ei.pi = Pawns::probe(pos, th->pawnsTable);
score += ei.pi->pawns_value();
// Initialize attack and king safety bitboards
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
- score += evaluate_king<WHITE, Trace>(pos, ei, margins)
- - evaluate_king<BLACK, Trace>(pos, ei, margins);
+ score += evaluate_king<WHITE, Trace>(pos, ei, e->margins)
+ - evaluate_king<BLACK, Trace>(pos, ei, e->margins);
// Evaluate tactical threats, we need full attack information including king
score += evaluate_threats<WHITE>(pos, ei)
&& sf == SCALE_FACTOR_NORMAL)
{
// Only the two bishops ?
- if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
- && pos.non_pawn_material(BLACK) == BishopValueMidgame)
+ if ( pos.non_pawn_material(WHITE) == BishopValueMg
+ && pos.non_pawn_material(BLACK) == BishopValueMg)
{
// Check for KBP vs KB with only a single pawn that is almost
// certainly a draw or at least two pawns.
sf = ScaleFactor(50);
}
- margin = margins[pos.side_to_move()];
+ margin = Value(e->margins[pos.side_to_move()]);
Value v = interpolate(score, ei.mi->game_phase(), sf);
// In case of tracing add all single evaluation contributions for both white and black
Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
trace_add(TOTAL, score);
- TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
- << ", Black: " << to_cp(margins[BLACK])
+ TraceStream << "\nUncertainty margin: White: " << to_cp(Value(e->margins[WHITE]))
+ << ", Black: " << to_cp(Value(e->margins[BLACK]))
<< "\nScaling: " << std::noshowpos
<< std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
<< std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
<< "Total evaluation: " << to_cp(v);
}
- return pos.side_to_move() == WHITE ? v : -v;
+ return e->value = pos.side_to_move() == WHITE ? v : -v;
}
// 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)
+ && pos.non_pawn_material(Us) >= QueenValueMg + RookValueMg)
{
ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
b &= ei.attackedBy[Us][PAWN];
&& !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s)))
score += evaluate_outposts<Piece, Us>(pos, ei, s);
- // Queen or rook on 7th rank
- if ( (Piece == ROOK || Piece == QUEEN)
- && relative_rank(Us, s) == RANK_7
- && relative_rank(Us, pos.king_square(Them)) == RANK_8)
+ if ((Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) >= RANK_5)
{
- score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
+ // Major piece on 7th rank
+ if ( relative_rank(Us, s) == RANK_7
+ && relative_rank(Us, pos.king_square(Them)) == RANK_8)
+ score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
+
+ // Major piece attacking pawns on the same rank
+ Bitboard pawns = pos.pieces(Them, PAWN) & rank_bb(s);
+ if (pawns)
+ score += (Piece == ROOK ? RookOnPawnBonus
+ : QueenOnPawnBonus) * popcount<Max15>(pawns);
}
// Special extra evaluation for bishops
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
template<Color Us, bool Trace>
- Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
+ Score evaluate_king(const Position& pos, EvalInfo& ei, int16_t margins[]) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
- score -= KingDangerTable[Us == Eval::RootColor][attackUnits];
- margins[Us] += mg_value(KingDangerTable[Us == Eval::RootColor][attackUnits]);
+ score -= KingDangerTable[Us == Search::RootColor][attackUnits];
+ margins[Us] += int16_t(mg_value(KingDangerTable[Us == Search::RootColor][attackUnits]));
}
if (Trace)
// value if the other side has a rook or queen.
if (file_of(s) == FILE_A || file_of(s) == FILE_H)
{
- if (pos.non_pawn_material(Them) <= KnightValueMidgame)
+ if (pos.non_pawn_material(Them) <= KnightValueMg)
ebonus += ebonus / 4;
else if (pos.pieces(Them, ROOK, QUEEN))
ebonus -= ebonus / 4;
// A couple of little helpers used by tracing code, to_cp() converts a value to
// a double in centipawns scale, trace_add() stores white and black scores.
- double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
+ double to_cp(Value v) { return double(v) / double(PawnValueMg); }
void trace_add(int idx, Score wScore, Score bScore) {