#include "material.h"
#include "pawns.h"
#include "thread.h"
-#include "ucioption.h"
namespace {
// 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
+ // weights of the individual piece types are given by the elements in the
+ // KingAttackWeights array.
int kingAttackersWeight[COLOR_NB];
// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
};
- Score terms[COLOR_NB][TERMS_NB];
+ Score scores[COLOR_NB][TERMS_NB];
EvalInfo ei;
ScaleFactor sf;
double to_cp(Value v);
- void add_term(int idx, Score term_w, Score term_b = SCORE_ZERO);
- void format_row(std::stringstream& ss, const char* name, int idx);
+ void write(int idx, Color c, Score s);
+ void write(int idx, Score w, Score b = SCORE_ZERO);
+ void print(std::stringstream& ss, const char* name, int idx);
std::string do_trace(const Position& pos);
}
V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
};
- // Threat[attacking][attacked] contains bonuses according to which piece
- // type attacks which one.
- const Score Threat[][PIECE_TYPE_NB] = {
- { S(0, 0), S( 7, 39), S(24, 49), S(24, 49), S(41,100), S(41,100) }, // Minor
- { S(0, 0), S(15, 39), S(15, 45), S(15, 45), S(15, 45), S(24, 49) } // Major
+ // Threat[defended/weak][minor/major attacking][attacked PieceType] contains
+ // bonuses according to which piece type attacks which one.
+ const Score Threat[][2][PIECE_TYPE_NB] = {
+ { { S(0, 0), S( 0, 0), S(19, 37), S(24, 37), S(44, 97), S(35,106) }, // Defended Minor
+ { S(0, 0), S( 0, 0), S( 9, 14), S( 9, 14), S( 7, 14), S(24, 48) } }, // Defended Major
+ { { S(0, 0), S( 0,32), S(33, 41), S(31, 50), S(41,100), S(35,104) }, // Weak Minor
+ { S(0, 0), S( 0,27), S(26, 57), S(26, 57), S(0 , 43), S(23, 51) } } // Weak Major
};
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
// type is attacked by an enemy pawn.
const Score ThreatenedByPawn[] = {
- S(0, 0), S(0, 0), S(80, 119), S(80, 119), S(117, 199), S(127, 218)
+ S(0, 0), S(0, 0), S(87, 118), S(84, 122), S(114, 203), S(121, 217)
};
// Assorted bonuses and penalties used by evaluation
- const Score KingOnOne = S(2 , 58);
- const Score KingOnMany = S(6 ,125);
- const Score RookOnPawn = S(10, 28);
+ const Score KingOnOne = S( 2, 58);
+ const Score KingOnMany = S( 6,125);
+ const Score RookOnPawn = S( 7, 27);
const Score RookOpenFile = S(43, 21);
const Score RookSemiOpenFile = S(19, 10);
const Score BishopPawns = S( 8, 12);
const Score MinorBehindPawn = S(16, 0);
const Score TrappedRook = S(92, 0);
const Score Unstoppable = S( 0, 20);
- const Score Hanging = S(23, 20);
+ const Score Hanging = S(31, 26);
// 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
// scores, indexed by a calculated integer number.
Score KingDanger[128];
- const int ScalePawnSpan[2] = { 38, 56 };
-
// apply_weight() weighs score 'v' by weight 'w' trying to prevent overflow
Score apply_weight(Score v, const Weight& w) {
return make_score(mg_value(v) * w.mg / 256, eg_value(v) * w.eg / 256);
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
// Init king safety tables only if we are going to use them
- if (pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
+ if (pos.non_pawn_material(Us) >= QueenValueMg)
{
ei.kingRing[Them] = b | shift_bb<Down>(b);
b &= ei.attackedBy[Us][PAWN];
}
if (Trace)
- Tracing::terms[Us][Pt] = score;
+ Tracing::write(Pt, Us, score);
return score - evaluate_pieces<NextPt, Them, Trace>(pos, ei, mobility, mobilityArea);
}
}
if (Trace)
- Tracing::terms[Us][KING] = score;
+ Tracing::write(KING, Us, score);
return score;
}
const Color Them = (Us == WHITE ? BLACK : WHITE);
- Bitboard b, weakEnemies, protectedEnemies;
- Score score = SCORE_ZERO;
+ enum { Defended, Weak };
enum { Minor, Major };
- // Protected enemies
- protectedEnemies = (pos.pieces(Them) ^ pos.pieces(Them,PAWN))
- & ei.attackedBy[Them][PAWN]
- & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
+ Bitboard b, weak, defended;
+ Score score = SCORE_ZERO;
+
+ // Non-pawn enemies defended by a pawn
+ defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
+ & ei.attackedBy[Them][PAWN];
- if (protectedEnemies)
- score += Threat[Minor][type_of(pos.piece_on(lsb(protectedEnemies)))];
+ // Add a bonus according to the kind of attacking pieces
+ if (defended)
+ {
+ b = defended & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
+ while (b)
+ score += Threat[Defended][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
+
+ b = defended & (ei.attackedBy[Us][ROOK]);
+ while (b)
+ score += Threat[Defended][Major][type_of(pos.piece_on(pop_lsb(&b)))];
+ }
// Enemies not defended by a pawn and under our attack
- weakEnemies = pos.pieces(Them)
- & ~ei.attackedBy[Them][PAWN]
- & ei.attackedBy[Us][ALL_PIECES];
+ weak = pos.pieces(Them)
+ & ~ei.attackedBy[Them][PAWN]
+ & ei.attackedBy[Us][ALL_PIECES];
- // Add a bonus according if the attacking pieces are minor or major
- if (weakEnemies)
+ // Add a bonus according to the kind of attacking pieces
+ if (weak)
{
- b = weakEnemies & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
- if (b)
- score += Threat[Minor][type_of(pos.piece_on(lsb(b)))];
+ b = weak & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
+ while (b)
+ score += Threat[Weak][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
- b = weakEnemies & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
- if (b)
- score += Threat[Major][type_of(pos.piece_on(lsb(b)))];
+ b = weak & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
+ while (b)
+ score += Threat[Weak][Major][type_of(pos.piece_on(pop_lsb(&b)))];
- b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES];
+ b = weak & ~ei.attackedBy[Them][ALL_PIECES];
if (b)
score += more_than_one(b) ? Hanging * popcount<Max15>(b) : Hanging;
- b = weakEnemies & ei.attackedBy[Us][KING];
+ b = weak & ei.attackedBy[Us][KING];
if (b)
score += more_than_one(b) ? KingOnMany : KingOnOne;
}
if (Trace)
- Tracing::terms[Us][Tracing::THREAT] = score;
+ Tracing::write(Tracing::THREAT, Us, score);
return score;
}
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on the king's proximity
- ebonus += square_distance(pos.king_square(Them), blockSq) * 5 * rr
- - square_distance(pos.king_square(Us ), blockSq) * 2 * rr;
+ ebonus += distance(pos.king_square(Them), blockSq) * 5 * rr
+ - distance(pos.king_square(Us ), blockSq) * 2 * rr;
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)
- ebonus -= square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
+ ebonus -= distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
}
if (Trace)
- Tracing::terms[Us][Tracing::PASSED] = apply_weight(score, Weights[PassedPawns]);
+ Tracing::write(Tracing::PASSED, Us, apply_weight(score, Weights[PassedPawns]));
// Add the scores to the middlegame and endgame eval
return apply_weight(score, Weights[PassedPawns]);
// If we have a specialized evaluation function for the current material
// configuration, call it and return.
if (ei.mi->specialized_eval_exists())
- return ei.mi->evaluate(pos);
+ return ei.mi->evaluate(pos) + Eval::Tempo;
// Probe the pawn hash table
ei.pi = Pawns::probe(pos, thisThread->pawnsTable);
if ( ei.mi->game_phase() < PHASE_MIDGAME
&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
{
- if (pos.opposite_bishops()) {
- // Ignoring any pawns, do both sides only have a single bishop and no
- // other pieces?
+ if (pos.opposite_bishops())
+ {
+ // Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
+ // is almost a draw, in case of KBP vs KB is even more a draw.
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.
- bool one_pawn = (pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK) == 1);
- sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
- }
+ sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(32) : ScaleFactor(8);
+
+ // Endgame with opposite-colored bishops, but also other pieces. Still
+ // a bit drawish, but not as drawish as with only the two bishops.
else
- // 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 * sf / SCALE_FACTOR_NORMAL);
- } else if ( abs(eg_value(score)) <= BishopValueEg
- && ei.pi->pawn_span(strongSide) <= 1
- && !pos.pawn_passed(~strongSide, pos.king_square(~strongSide))) {
- // Endings where weaker side can be place his king in front of the opponent's pawns are drawish.
- sf = ScaleFactor(ScalePawnSpan[ei.pi->pawn_span(strongSide)]);
}
+ // Endings where weaker side can place his king in front of the opponent's
+ // pawns are drawish.
+ else if ( abs(eg_value(score)) <= BishopValueEg
+ && ei.pi->pawn_span(strongSide) <= 1
+ && !pos.pawn_passed(~strongSide, pos.king_square(~strongSide)))
+ sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
}
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
// In case of tracing add all single evaluation contributions for both white and black
if (Trace)
{
- Tracing::add_term(Tracing::MATERIAL, pos.psq_score());
- Tracing::add_term(Tracing::IMBALANCE, ei.mi->material_value());
- Tracing::add_term(PAWN, ei.pi->pawns_value());
- Tracing::add_term(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
- , apply_weight(mobility[BLACK], Weights[Mobility]));
+ Tracing::write(Tracing::MATERIAL, pos.psq_score());
+ Tracing::write(Tracing::IMBALANCE, ei.mi->material_value());
+ Tracing::write(PAWN, ei.pi->pawns_value());
+ Tracing::write(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
+ , apply_weight(mobility[BLACK], Weights[Mobility]));
Score w = ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei);
Score b = ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei);
- Tracing::add_term(Tracing::SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
- Tracing::add_term(Tracing::TOTAL, score);
+ Tracing::write(Tracing::SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
+ Tracing::write(Tracing::TOTAL, score);
Tracing::ei = ei;
Tracing::sf = sf;
}
- return pos.side_to_move() == WHITE ? v : -v;
+ return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo;
}
double Tracing::to_cp(Value v) { return double(v) / PawnValueEg; }
- void Tracing::add_term(int idx, Score wScore, Score bScore) {
+ void Tracing::write(int idx, Color c, Score s) { scores[c][idx] = s; }
+
+ void Tracing::write(int idx, Score w, Score b) {
- terms[WHITE][idx] = wScore;
- terms[BLACK][idx] = bScore;
+ write(idx, WHITE, w);
+ write(idx, BLACK, b);
}
- void Tracing::format_row(std::stringstream& ss, const char* name, int idx) {
+ void Tracing::print(std::stringstream& ss, const char* name, int idx) {
- Score wScore = terms[WHITE][idx];
- Score bScore = terms[BLACK][idx];
+ Score wScore = scores[WHITE][idx];
+ Score bScore = scores[BLACK][idx];
switch (idx) {
case MATERIAL: case IMBALANCE: case PAWN: case TOTAL:
std::string Tracing::do_trace(const Position& pos) {
- std::memset(terms, 0, sizeof(terms));
+ std::memset(scores, 0, sizeof(scores));
Value v = do_evaluate<true>(pos);
v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
<< " | MG EG | MG EG | MG EG \n"
<< "----------------+-------------+-------------+-------------\n";
- format_row(ss, "Material", MATERIAL);
- format_row(ss, "Imbalance", IMBALANCE);
- format_row(ss, "Pawns", PAWN);
- format_row(ss, "Knights", KNIGHT);
- format_row(ss, "Bishops", BISHOP);
- format_row(ss, "Rooks", ROOK);
- format_row(ss, "Queens", QUEEN);
- format_row(ss, "Mobility", MOBILITY);
- format_row(ss, "King safety", KING);
- format_row(ss, "Threats", THREAT);
- format_row(ss, "Passed pawns", PASSED);
- format_row(ss, "Space", SPACE);
+ print(ss, "Material", MATERIAL);
+ print(ss, "Imbalance", IMBALANCE);
+ print(ss, "Pawns", PAWN);
+ print(ss, "Knights", KNIGHT);
+ print(ss, "Bishops", BISHOP);
+ print(ss, "Rooks", ROOK);
+ print(ss, "Queens", QUEEN);
+ print(ss, "Mobility", MOBILITY);
+ print(ss, "King safety", KING);
+ print(ss, "Threats", THREAT);
+ print(ss, "Passed pawns", PASSED);
+ print(ss, "Space", SPACE);
ss << "----------------+-------------+-------------+-------------\n";
- format_row(ss, "Total", TOTAL);
+ print(ss, "Total", TOTAL);
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
/// of the position always from the point of view of the side to move.
Value evaluate(const Position& pos) {
- return do_evaluate<false>(pos) + Tempo;
+ return do_evaluate<false>(pos);
}
}
- /// init() computes evaluation weights from the corresponding UCI parameters
- /// and setup king tables.
+ /// init() computes evaluation weights.
void init() {