const int GrainSize = 8;
// Evaluation weights, initialized from UCI options
- int WeightMobilityMidgame, WeightMobilityEndgame;
- int WeightPawnStructureMidgame, WeightPawnStructureEndgame;
- int WeightPassedPawnsMidgame, WeightPassedPawnsEndgame;
- int WeightKingSafety[2];
- int WeightSpace;
+ Score WeightMobility, WeightPawnStructure;
+ Score WeightPassedPawns, WeightSpace;
+ Score WeightKingSafety[2];
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
// parameters at 100, which looks prettier.
//
// Values modified by Joona Kiiski
- 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;
+ const Score WeightMobilityInternal = make_score(248, 271);
+ const Score WeightPawnStructureInternal = make_score(233, 201);
+ const Score WeightPassedPawnsInternal = make_score(252, 259);
+ const Score WeightSpaceInternal = make_score( 46, 0);
+ const Score WeightKingSafetyInternal = make_score(247, 0);
+ const Score WeightKingOppSafetyInternal = make_score(259, 0);
// Mobility and outposts bonus modified by Joona Kiiski
//
// Visually better to define tables constants
typedef Value V;
- typedef Score S;
+ #define S(mg, eg) make_score(mg, eg)
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
const Value UnstoppablePawnValue = Value(0x500);
// Rooks and queens on the 7th rank (modified by Joona Kiiski)
- const Score RookOn7thBonus = Score(47, 98);
- const Score QueenOn7thBonus = Score(27, 54);
+ const Score RookOn7thBonus = make_score(47, 98);
+ const Score QueenOn7thBonus = make_score(27, 54);
// Rooks on open files (modified by Joona Kiiski)
- const Value RookOpenFileBonus = Value(43);
- const Value RookHalfOpenFileBonus = Value(19);
+ const Score RookOpenFileBonus = make_score(43, 43);
+ const Score RookHalfOpenFileBonus = make_score(19, 19);
// Penalty for rooks trapped inside a friendly king which has lost the
// right to castle.
// Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
// enemy pawns.
- const Value TrappedBishopA7H7Penalty = Value(300);
+ const Score TrappedBishopA7H7Penalty = make_score(300, 300);
// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black)
const Bitboard MaskA7H7[2] = {
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
// happen in Chess960 games.
- const Value TrappedBishopA1H1Penalty = Value(100);
+ const Score TrappedBishopA1H1Penalty = make_score(100, 100);
// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black)
const Bitboard MaskA1H1[2] = {
// ThreatBonus[][] contains bonus according to which piece type
// attacks which one.
+ #define Z make_score(0, 0)
+
const Score ThreatBonus[8][8] = {
- #define Z Score(0, 0)
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
{ Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z } // not used
- #undef Z
};
// ThreatedByPawnPenalty[] contains a penalty according to which piece
// type is attacked by an enemy pawn.
- const Value MidgameThreatedByPawnPenalty[8] = {
- V(0), V(0), V(56), V(56), V(76), V(86), V(0), V(0)
+ const Score ThreatedByPawnPenalty[8] = {
+ Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
};
- const Value EndgameThreatedByPawnPenalty[8] = {
- V(0), V(0), V(70), V(70), V(99), V(118), V(0), V(0)
- };
+ #undef Z
+ #undef S
// InitKingDanger[] contains bonuses based on the position of the defending
// king.
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);
- inline Score apply_weight(Score v, int wmg, int weg);
+ inline Score apply_weight(Score v, Score weight);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
- int weight_option(const std::string& opt, int weight);
+ Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
void init_safety();
}
// Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
- ei.value += apply_weight(ei.pi->value(), WeightPawnStructureMidgame, WeightPawnStructureEndgame);
+ ei.value += apply_weight(ei.pi->value(), WeightPawnStructure);
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
if ( square_file(pos.king_square(WHITE)) >= FILE_E
&& square_file(pos.king_square(BLACK)) <= FILE_D)
- ei.value += Score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
+ ei.value += 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)
- ei.value += Score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
+ ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
// Evaluate space for both sides
if (ei.mi->space_weight() > 0)
}
// Mobility
- ei.value += apply_weight(ei.mobility, WeightMobilityMidgame, WeightMobilityEndgame);
+ ei.value += apply_weight(ei.mobility, WeightMobility);
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
- && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.value.eg() > Value(0))
- || (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.value.eg() < Value(0))))
+ && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > Value(0))
+ || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < Value(0))))
{
ScaleFactor sf;
Color them = opposite_color(us);
- WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal);
- WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal);
- WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal);
- WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal);
- WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal);
- WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal);
- WeightSpace = weight_option("Space", WeightSpaceInternal);
- WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
- WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
+ WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal);
+ WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal);
+ WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal);
+ WeightSpace = weight_option("Space", "Space", WeightSpaceInternal);
+ WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal);
+ WeightKingSafety[them] = weight_option("Aggressiveness", "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.
else
bonus += bonus / 2;
}
- ei.value += Sign[Us] * Score(bonus, bonus);
+ ei.value += Sign[Us] * make_score(bonus, bonus);
}
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s))
- ei.value -= Sign[Us] * Score(MidgameThreatedByPawnPenalty[Piece], EndgameThreatedByPawnPenalty[Piece]);
+ ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece];
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
if (ei.pi->file_is_half_open(Us, f))
{
if (ei.pi->file_is_half_open(Them, f))
- ei.value += Sign[Us] * Score(RookOpenFileBonus, RookOpenFileBonus);
+ ei.value += Sign[Us] * RookOpenFileBonus;
else
- ei.value += Sign[Us] * Score(RookHalfOpenFileBonus, RookHalfOpenFileBonus);
+ ei.value += Sign[Us] * RookHalfOpenFileBonus;
}
// Penalize rooks which are trapped inside a king. Penalize more if
{
// Is there a half-open file between the king and the edge of the board?
if (!ei.pi->has_open_file_to_right(Us, square_file(ksq)))
- ei.value -= Sign[Us] * Score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
- : (TrappedRookPenalty - mob * 16), 0);
+ ei.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+ : (TrappedRookPenalty - mob * 16), 0);
}
else if ( square_file(ksq) <= FILE_D
&& square_file(s) < square_file(ksq)
{
// Is there a half-open file between the king and the edge of the board?
if (!ei.pi->has_open_file_to_left(Us, square_file(ksq)))
- ei.value -= Sign[Us] * Score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
- : (TrappedRookPenalty - mob * 16), 0);
+ ei.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+ : (TrappedRookPenalty - mob * 16), 0);
}
}
}
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b;
- Score bonus(0, 0);
+ Score bonus = make_score(0, 0);
// Enemy pieces not defended by a pawn and under our attack
Bitboard weakEnemies = pos.pieces_of_color(Them)
if (relative_rank(Us, s) <= RANK_4)
{
shelter = ei.pi->get_king_shelter(pos, Us, s);
- ei.value += Sign[Us] * Score(shelter, 0);
+ ei.value += Sign[Us] * make_score(shelter, 0);
}
// King safety. This is quite complicated, and is almost certainly far
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
- Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us], 0);
+ Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]);
ei.value -= Sign[Us] * v;
if (Us == pos.side_to_move())
- ei.futilityMargin += v.mg();
+ ei.futilityMargin += mg_value(v);
}
}
}
// Add the scores for this pawn to the middle game and endgame eval.
- ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawnsMidgame, WeightPassedPawnsEndgame);
+ ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns);
} // while
}
if (!movesToGo[WHITE] || !movesToGo[BLACK])
{
Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK;
- ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide])));
+ ei.value += make_score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide])));
}
else
{ // Both sides have unstoppable pawns! Try to find out who queens
// If one side queens at least three plies before the other, that side wins
if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3)
- ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))));
+ ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)));
// If one side queens one ply before the other and checks the king or attacks
// the undefended opponent's queening square, that side wins. To avoid cases
if ( (b & pos.pieces(KING, loserSide))
||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq)))
- ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))));
+ ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)));
}
}
}
&& pos.see(s, b6) < 0
&& pos.see(s, b8) < 0)
{
- ei.value -= Sign[us] * Score(TrappedBishopA7H7Penalty, TrappedBishopA7H7Penalty);
+ ei.value -= Sign[us] * TrappedBishopA7H7Penalty;
}
}
if (pos.piece_on(b2) == pawn)
{
- Value penalty;
+ Score penalty;
if (!pos.square_is_empty(b3))
- penalty = 2*TrappedBishopA1H1Penalty;
+ penalty = 2 * TrappedBishopA1H1Penalty;
else if (pos.piece_on(c3) == pawn)
penalty = TrappedBishopA1H1Penalty;
else
penalty = TrappedBishopA1H1Penalty / 2;
- ei.value -= Sign[us] * Score(penalty, penalty);
+ ei.value -= Sign[us] * penalty;
}
}
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
- ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace, 0);
+ ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace);
}
- // apply_weight() applies an evaluation weight to a value
+ // apply_weight() applies an evaluation weight to a value trying to prevent overflow
- inline Score apply_weight(Score v, int wmg, int weg) {
- return Score(v.mg() * wmg, v.eg() * weg) / 0x100;
+ inline Score apply_weight(Score v, Score w) {
+ return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, (int(eg_value(v)) * eg_value(w)) / 0x100);
}
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) {
- assert(v.mg() > -VALUE_INFINITE && v.mg() < VALUE_INFINITE);
- assert(v.eg() > -VALUE_INFINITE && v.eg() < VALUE_INFINITE);
+ 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 ev = apply_scale_factor(v.eg(), sf[(v.eg() > Value(0) ? WHITE : BLACK)]);
+ Value ev = apply_scale_factor(eg_value(v), sf[(eg_value(v) > Value(0) ? WHITE : BLACK)]);
- Value result = Value(int((v.mg() * ph + ev * (128 - ph)) / 128));
- return Value(int(result) & ~(GrainSize - 1));
+ int result = (mg_value(v) * ph + ev * (128 - ph)) / 128;
+ return Value(result & ~(GrainSize - 1));
}
// weight_option() computes the value of an evaluation weight, by combining
- // an UCI-configurable weight with an internal weight.
+ // two UCI-configurable weights (midgame and endgame) with an internal weight.
- int weight_option(const std::string& opt, int internalWeight) {
+ Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
- int uciWeight = get_option_value_int(opt);
- uciWeight = (uciWeight * 0x100) / 100;
- return (uciWeight * internalWeight) / 0x100;
- }
+ Score uciWeight = make_score(get_option_value_int(mgOpt), get_option_value_int(egOpt));
+ // Convert to integer to prevent overflow
+ int mg = mg_value(uciWeight);
+ int eg = eg_value(uciWeight);
+
+ mg = (mg * 0x100) / 100;
+ eg = (eg * 0x100) / 100;
+ mg = (mg * mg_value(internalWeight)) / 0x100;
+ eg = (eg * eg_value(internalWeight)) / 0x100;
+ return make_score(mg, eg);
+ }
// init_safety() initizes the king safety evaluation, based on UCI
// parameters. It is called from read_weights().
}
}
}
-
-std::ostream& operator<<(std::ostream &os, Score s) {
-
- return os << "(" << s.mg() << ", " << s.eg() << ")";
-}