namespace Trace {
+ enum Tracing {NO_TRACE, TRACE};
+
enum Term { // The first 8 entries are for PieceType
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
};
using namespace Trace;
- // Struct EvalInfo contains various information computed and collected
+ // Evaluation class contains various information computed and collected
// by the evaluation functions.
- struct EvalInfo {
-
+ template<Tracing T = NO_TRACE>
+ class Evaluation {
+
+ public:
+ Evaluation() = delete;
+ Evaluation(const Position& p) : pos(p) {};
+ Evaluation& operator=(const Evaluation&) = delete;
+
+ Value value();
+
+ private:
+ // Evaluation helpers (used when calling value())
+ template<Color Us> void initialize();
+ template<Color Us> Score evaluate_king();
+ template<Color Us> Score evaluate_threats();
+ template<Color Us> Score evaluate_passed_pawns();
+ template<Color Us> Score evaluate_space();
+ template<Color Us, PieceType Pt> Score evaluate_pieces();
+ ScaleFactor evaluate_scale_factor(Value eg);
+ Score evaluate_initiative(Value eg);
+
+ // Data members
+ const Position& pos;
Material::Entry* me;
Pawns::Entry* pe;
- Bitboard pinnedPieces[COLOR_NB];
Bitboard mobilityArea[COLOR_NB];
+ Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type (can be also ALL_PIECES).
// kingRing[color] is the zone around the king which is considered
// by the king safety evaluation. This consists of the squares directly
- // adjacent to the king, and the three (or two, for a king on an edge file)
+ // adjacent to the king, and (only for a king on its first rank) the
// 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.
#define V(v) Value(v)
#define S(mg, eg) make_score(mg, eg)
- // MobilityBonus[PieceType][attacked] contains bonuses for middle and end game,
+ // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
const Score MobilityBonus[][32] = {
- {}, {},
- { S(-75,-76), S(-56,-54), S( -9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights
- S( 22, 26), S( 30, 28), S( 36, 29) },
- { S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops
- S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86),
- S( 92, 90), S( 97, 94) },
- { S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks
- S( 8,109), S( 14,120), S( 21,128), S( 23,143), S( 31,154), S( 32,160),
- S( 43,165), S( 49,168), S( 59,169) },
- { S(-40,-35), S(-25,-12), S( 2, 7), S( 4, 19), S( 14, 37), S( 24, 55), // Queens
- S( 25, 62), S( 40, 76), S( 43, 79), S( 47, 87), S( 54, 94), S( 56,102),
- S( 60,111), S( 70,116), S( 72,118), S( 73,122), S( 75,128), S( 77,130),
- S( 85,133), S( 94,136), S( 99,140), S(108,157), S(112,158), S(113,161),
- S(118,174), S(119,177), S(123,191), S(128,199) }
+ { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights
+ S( 22, 26), S( 29, 29), S( 36, 29) },
+ { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
+ S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
+ S( 91, 88), S( 98, 97) },
+ { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
+ S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
+ S( 46,166), S( 48,169), S( 58,171) },
+ { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens
+ S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
+ S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
+ S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
+ S(106,184), S(109,191), S(113,206), S(116,212) }
};
// Outpost[knight/bishop][supported by pawn] contains bonuses for minor
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
// friendly pawn on the rook file.
- const Score RookOnFile[2] = { S(20, 7), S(45, 20) };
-
- // ThreatBySafePawn[PieceType] contains bonuses according to which piece
- // type is attacked by a pawn which is protected or is not attacked.
- const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215)
- };
+ const Score RookOnFile[] = { S(20, 7), S(45, 20) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
};
const Score ThreatByRook[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48)
+ S(0, 0), S(0, 25), S(40, 62), S(40, 59), S(0, 34), S(35, 48)
};
// ThreatByKing[on one/on many] contains bonuses for king attacks on
// pawns or pieces which are not pawn-defended.
- const Score ThreatByKing[2] = { S(3, 62), S(9, 138) };
+ const Score ThreatByKing[] = { S(3, 62), S(9, 138) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
};
+ // KingProtector[PieceType-2] contains a bonus according to distance from king
+ const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
+
// Assorted bonuses and penalties used by evaluation
- const Score MinorBehindPawn = S(16, 0);
- const Score BishopPawns = S( 8, 12);
- const Score RookOnPawn = S( 8, 24);
- const Score TrappedRook = S(92, 0);
- const Score WeakQueen = S(50, 10);
- const Score OtherCheck = S(10, 10);
- const Score CloseEnemies = S( 7, 0);
- const Score PawnlessFlank = S(20, 80);
- const Score LooseEnemies = S( 0, 25);
- const Score ThreatByHangingPawn = S(71, 61);
- const Score ThreatByRank = S(16, 3);
- const Score Hanging = S(48, 27);
- const Score ThreatByPawnPush = S(38, 22);
- const Score HinderPassedPawn = S( 7, 0);
+ const Score MinorBehindPawn = S( 16, 0);
+ const Score BishopPawns = S( 8, 12);
+ const Score RookOnPawn = S( 8, 24);
+ const Score TrappedRook = S( 92, 0);
+ const Score WeakQueen = S( 50, 10);
+ const Score OtherCheck = S( 10, 10);
+ const Score CloseEnemies = S( 7, 0);
+ const Score PawnlessFlank = S( 20, 80);
+ const Score ThreatByHangingPawn = S( 71, 61);
+ const Score ThreatBySafePawn = S(182,175);
+ const Score ThreatByRank = S( 16, 3);
+ const Score Hanging = S( 48, 27);
+ const Score ThreatByPawnPush = S( 38, 22);
+ const Score HinderPassedPawn = S( 7, 0);
// 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
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
// Penalties for enemy's safe checks
- const int QueenContactCheck = 997;
- const int QueenCheck = 745;
- const int RookCheck = 688;
- const int BishopCheck = 588;
- const int KnightCheck = 924;
+ const int QueenCheck = 780;
+ const int RookCheck = 880;
+ const int BishopCheck = 435;
+ const int KnightCheck = 790;
+
+ // Threshold for lazy and space evaluation
+ const Value LazyThreshold = Value(1500);
+ const Value SpaceThreshold = Value(12222);
- // Threshold for lazy evaluation
- const Value LazyEval = Value(1500);
- // eval_init() initializes king and attack bitboards for a given color
- // adding pawn attacks. To be done at the beginning of the evaluation.
+ // initialize() computes king and pawn attacks, and the king ring bitboard
+ // for a given color. This is done at the beginning of the evaluation.
- template<Color Us>
- void eval_init(const Position& pos, EvalInfo& ei) {
+ template<Tracing T> template<Color Us>
+ void Evaluation<T>::initialize() {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? NORTH : SOUTH);
const Square Down = (Us == WHITE ? SOUTH : NORTH);
const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
- ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
-
// Find our pawns on the first two ranks, and those which are blocked
Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
// Squares occupied by those pawns, by our king, or controlled by enemy pawns
// are excluded from the mobility area.
- ei.mobilityArea[Us] = ~(b | pos.square<KING>(Us) | ei.pe->pawn_attacks(Them));
+ mobilityArea[Us] = ~(b | pos.square<KING>(Us) | pe->pawn_attacks(Them));
// Initialise the attack bitboards with the king and pawn information
- b = ei.attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
- ei.attackedBy[Us][PAWN] = ei.pe->pawn_attacks(Us);
+ b = attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
+ attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
- ei.attackedBy2[Us] = b & ei.attackedBy[Us][PAWN];
- ei.attackedBy[Us][ALL_PIECES] = b | ei.attackedBy[Us][PAWN];
+ attackedBy2[Us] = b & attackedBy[Us][PAWN];
+ attackedBy[Us][ALL_PIECES] = b | attackedBy[Us][PAWN];
// Init our king safety tables only if we are going to use them
- if (pos.non_pawn_material(Them) >= QueenValueMg)
+ if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
{
- ei.kingRing[Us] = b | shift<Up>(b);
- ei.kingAttackersCount[Them] = popcount(b & ei.pe->pawn_attacks(Them));
- ei.kingAdjacentZoneAttacksCount[Them] = ei.kingAttackersWeight[Them] = 0;
+ kingRing[Us] = b;
+ if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
+ kingRing[Us] |= shift<Up>(b);
+
+ kingAttackersCount[Them] = popcount(b & pe->pawn_attacks(Them));
+ kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0;
}
else
- ei.kingRing[Us] = ei.kingAttackersCount[Them] = 0;
+ kingRing[Us] = kingAttackersCount[Them] = 0;
}
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given
// color and type.
- template<bool DoTrace, Color Us = WHITE, PieceType Pt = KNIGHT>
- Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) {
+ template<Tracing T> template<Color Us, PieceType Pt>
+ Score Evaluation<T>::evaluate_pieces() {
- const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
: Rank5BB | Rank4BB | Rank3BB);
Square s;
Score score = SCORE_ZERO;
- ei.attackedBy[Us][Pt] = 0;
+ attackedBy[Us][Pt] = 0;
while ((s = *pl++) != SQ_NONE)
{
: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN))
: pos.attacks_from<Pt>(s);
- if (ei.pinnedPieces[Us] & s)
+ if (pos.pinned_pieces(Us) & s)
b &= LineBB[pos.square<KING>(Us)][s];
- ei.attackedBy2[Us] |= ei.attackedBy[Us][ALL_PIECES] & b;
- ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
+ attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
+ attackedBy[Us][ALL_PIECES] |= attackedBy[Us][Pt] |= b;
- if (b & ei.kingRing[Them])
+ if (b & kingRing[Them])
{
- ei.kingAttackersCount[Us]++;
- ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
- ei.kingAdjacentZoneAttacksCount[Us] += popcount(b & ei.attackedBy[Them][KING]);
+ kingAttackersCount[Us]++;
+ kingAttackersWeight[Us] += KingAttackWeights[Pt];
+ kingAdjacentZoneAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
}
- if (Pt == QUEEN)
- b &= ~( ei.attackedBy[Them][KNIGHT]
- | ei.attackedBy[Them][BISHOP]
- | ei.attackedBy[Them][ROOK]);
+ int mob = popcount(b & mobilityArea[Us]);
- int mob = popcount(b & ei.mobilityArea[Us]);
+ mobility[Us] += MobilityBonus[Pt - 2][mob];
- mobility[Us] += MobilityBonus[Pt][mob];
+ // Bonus for this piece as a king protector
+ score += KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
if (Pt == BISHOP || Pt == KNIGHT)
{
// Bonus for outpost squares
- bb = OutpostRanks & ~ei.pe->pawn_attacks_span(Them);
+ bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
if (bb & s)
- score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)] * 2;
+ score += Outpost[Pt == BISHOP][!!(attackedBy[Us][PAWN] & s)] * 2;
else
{
bb &= b & ~pos.pieces(Us);
if (bb)
- score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)];
+ score += Outpost[Pt == BISHOP][!!(attackedBy[Us][PAWN] & bb)];
}
// Bonus when behind a pawn
// Penalty for pawns on the same color square as the bishop
if (Pt == BISHOP)
- score -= BishopPawns * ei.pe->pawns_on_same_color_squares(Us, s);
+ score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s);
// An important Chess960 pattern: A cornered bishop blocked by a friendly
// pawn diagonally in front of it is a very serious problem, especially
score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
// Bonus when on an open or semi-open file
- if (ei.pe->semiopen_file(Us, file_of(s)))
- score += RookOnFile[!!ei.pe->semiopen_file(Them, file_of(s))];
+ if (pe->semiopen_file(Us, file_of(s)))
+ score += RookOnFile[!!pe->semiopen_file(Them, file_of(s))];
// Penalty when trapped by the king, even more if the king cannot castle
else if (mob <= 3)
Square ksq = pos.square<KING>(Us);
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
- && !ei.pe->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
+ && !pe->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
}
}
}
}
- if (DoTrace)
+ if (T)
Trace::add(Pt, Us, score);
- // Recursively call evaluate_pieces() of next piece type until KING is excluded
- return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility);
+ return score;
}
- template<>
- Score evaluate_pieces<false, WHITE, KING>(const Position&, EvalInfo&, Score*) { return SCORE_ZERO; }
- template<>
- Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*) { return SCORE_ZERO; }
-
// evaluate_king() assigns bonuses and penalties to a king of a given color
+ const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
+ const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
const Bitboard KingFlank[FILE_NB] = {
- CenterFiles >> 2, CenterFiles >> 2, CenterFiles >> 2, CenterFiles, CenterFiles,
- CenterFiles << 2, CenterFiles << 2, CenterFiles << 2
+ QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide
};
- template<Color Us, bool DoTrace>
- Score evaluate_king(const Position& pos, const EvalInfo& ei) {
+ template<Tracing T> template<Color Us>
+ Score Evaluation<T>::evaluate_king() {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? NORTH : SOUTH);
: ~Bitboard(0) ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
- Bitboard undefended, b, b1, b2, safe, other;
+ Bitboard kingOnlyDefended, b, b1, b2, safe, other;
int kingDanger;
// King shelter and enemy pawns storm
- Score score = ei.pe->king_safety<Us>(pos, ksq);
+ Score score = pe->king_safety<Us>(pos, ksq);
// Main king safety evaluation
- if (ei.kingAttackersCount[Them])
+ if (kingAttackersCount[Them] > (1 - pos.count<QUEEN>(Them)))
{
// Find the attacked squares which are defended only by our king...
- undefended = ei.attackedBy[Them][ALL_PIECES]
- & ei.attackedBy[Us][KING]
- & ~ei.attackedBy2[Us];
+ kingOnlyDefended = attackedBy[Them][ALL_PIECES]
+ & attackedBy[Us][KING]
+ & ~attackedBy2[Us];
// ... and those which are not defended at all in the larger king ring
- b = ei.attackedBy[Them][ALL_PIECES] & ~ei.attackedBy[Us][ALL_PIECES]
- & ei.kingRing[Us] & ~pos.pieces(Them);
+ b = attackedBy[Them][ALL_PIECES] & ~attackedBy[Us][ALL_PIECES]
+ & kingRing[Us] & ~pos.pieces(Them);
// Initialize the 'kingDanger' variable, which will be transformed
// later into a king danger score. The initial value is based on the
// number and types of the enemy's attacking pieces, the number of
- // attacked and undefended squares around our king and the quality of
- // the pawn shelter (current 'score' value).
- kingDanger = std::min(807, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
- + 101 * ei.kingAdjacentZoneAttacksCount[Them]
- + 235 * popcount(undefended)
- + 134 * (popcount(b) + !!ei.pinnedPieces[Us])
- - 717 * !pos.count<QUEEN>(Them)
- - 7 * mg_value(score) / 5 - 5;
-
- // Analyse the enemy's safe queen contact checks. Firstly, find the
- // undefended squares around our king reachable by the enemy queen...
- b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
-
- // ...and keep squares supported by another enemy piece.
- kingDanger += QueenContactCheck * popcount(b & ei.attackedBy2[Them]);
+ // attacked and weak squares around our king, the absence of queen and
+ // the quality of the pawn shelter (current 'score' value).
+ kingDanger = kingAttackersCount[Them] * kingAttackersWeight[Them]
+ + 102 * kingAdjacentZoneAttacksCount[Them]
+ + 201 * popcount(kingOnlyDefended)
+ + 143 * (popcount(b) + !!pos.pinned_pieces(Us))
+ - 848 * !pos.count<QUEEN>(Them)
+ - 9 * mg_value(score) / 8
+ + 40;
// Analyse the safe enemy's checks which are possible on next move
- safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them));
+ safe = ~pos.pieces(Them);
+ safe &= ~attackedBy[Us][ALL_PIECES] | (kingOnlyDefended & attackedBy2[Them]);
- b1 = pos.attacks_from<ROOK >(ksq);
+ b1 = pos.attacks_from< ROOK>(ksq);
b2 = pos.attacks_from<BISHOP>(ksq);
// Enemy queen safe checks
- if ((b1 | b2) & ei.attackedBy[Them][QUEEN] & safe)
+ if ((b1 | b2) & attackedBy[Them][QUEEN] & safe)
kingDanger += QueenCheck;
// For minors and rooks, also consider the square safe if attacked twice,
// and only defended by our queen.
- safe |= ei.attackedBy2[Them]
- & ~(ei.attackedBy2[Us] | pos.pieces(Them))
- & ei.attackedBy[Us][QUEEN];
+ safe |= attackedBy2[Them]
+ & ~(attackedBy2[Us] | pos.pieces(Them))
+ & attackedBy[Us][QUEEN];
// Some other potential checks are also analysed, even from squares
// currently occupied by the opponent own pieces, as long as the square
// is not attacked by our pawns, and is not occupied by a blocked pawn.
- other = ~( ei.attackedBy[Us][PAWN]
+ other = ~( attackedBy[Us][PAWN]
| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
// Enemy rooks safe and other checks
- if (b1 & ei.attackedBy[Them][ROOK] & safe)
+ if (b1 & attackedBy[Them][ROOK] & safe)
kingDanger += RookCheck;
- else if (b1 & ei.attackedBy[Them][ROOK] & other)
+ else if (b1 & attackedBy[Them][ROOK] & other)
score -= OtherCheck;
// Enemy bishops safe and other checks
- if (b2 & ei.attackedBy[Them][BISHOP] & safe)
+ if (b2 & attackedBy[Them][BISHOP] & safe)
kingDanger += BishopCheck;
- else if (b2 & ei.attackedBy[Them][BISHOP] & other)
+ else if (b2 & attackedBy[Them][BISHOP] & other)
score -= OtherCheck;
// Enemy knights safe and other checks
- b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT];
+ b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
if (b & safe)
kingDanger += KnightCheck;
// Transform the kingDanger units into a Score, and substract it from the evaluation
if (kingDanger > 0)
- score -= make_score(std::min(kingDanger * kingDanger / 4096, 2 * int(BishopValueMg)), 0);
+ score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
}
// King tropism: firstly, find squares that opponent attacks in our king flank
File kf = file_of(ksq);
- b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
+ b = attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
// Secondly, add the squares which are attacked twice in that flank and
// which are not defended by our pawns.
b = (Us == WHITE ? b << 4 : b >> 4)
- | (b & ei.attackedBy2[Them] & ~ei.attackedBy[Us][PAWN]);
+ | (b & attackedBy2[Them] & ~attackedBy[Us][PAWN]);
score -= CloseEnemies * popcount(b);
if (!(pos.pieces(PAWN) & KingFlank[kf]))
score -= PawnlessFlank;
- if (DoTrace)
+ if (T)
Trace::add(KING, Us, score);
return score;
// evaluate_threats() assigns bonuses according to the types of the attacking
// and the attacked pieces.
- template<Color Us, bool DoTrace>
- Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
+ template<Tracing T> template<Color Us>
+ Score Evaluation<T>::evaluate_threats() {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? NORTH : SOUTH);
const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
- const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
- const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
- Bitboard b, weak, defended, safeThreats;
+ Bitboard b, weak, defended, stronglyProtected, safeThreats;
Score score = SCORE_ZERO;
- // Small bonus if the opponent has loose pawns or pieces
- if ( (pos.pieces(Them) ^ pos.pieces(Them, QUEEN, KING))
- & ~(ei.attackedBy[Us][ALL_PIECES] | ei.attackedBy[Them][ALL_PIECES]))
- score += LooseEnemies;
-
// Non-pawn enemies attacked by a pawn
- weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN];
+ weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & attackedBy[Us][PAWN];
if (weak)
{
- b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES]
- | ei.attackedBy[Us][ALL_PIECES]);
+ b = pos.pieces(Us, PAWN) & ( ~attackedBy[Them][ALL_PIECES]
+ | attackedBy[Us][ALL_PIECES]);
safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
+ score += ThreatBySafePawn * popcount(safeThreats);
+
if (weak ^ safeThreats)
score += ThreatByHangingPawn;
-
- while (safeThreats)
- score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))];
}
- // Non-pawn enemies defended by a pawn
- defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
+ // Squares strongly protected by the opponent, either because they attack the
+ // square with a pawn, or because they attack the square twice and we don't.
+ stronglyProtected = attackedBy[Them][PAWN]
+ | (attackedBy2[Them] & ~attackedBy2[Us]);
- // Enemies not defended by a pawn and under our attack
+ // Non-pawn enemies, strongly protected
+ defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
+ & stronglyProtected;
+
+ // Enemies not strongly protected and under our attack
weak = pos.pieces(Them)
- & ~ei.attackedBy[Them][PAWN]
- & ei.attackedBy[Us][ALL_PIECES];
+ & ~stronglyProtected
+ & attackedBy[Us][ALL_PIECES];
// Add a bonus according to the kind of attacking pieces
if (defended | weak)
{
- b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
+ b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
while (b)
{
Square s = pop_lsb(&b);
score += ThreatByRank * (int)relative_rank(Them, s);
}
- b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK];
+ b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK];
while (b)
{
Square s = pop_lsb(&b);
score += ThreatByRank * (int)relative_rank(Them, s);
}
- score += Hanging * popcount(weak & ~ei.attackedBy[Them][ALL_PIECES]);
+ score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
- b = weak & ei.attackedBy[Us][KING];
+ b = weak & attackedBy[Us][KING];
if (b)
score += ThreatByKing[more_than_one(b)];
}
- // Bonus if some pawns can safely push and attack an enemy piece
- b = pos.pieces(Us, PAWN) & ~TRank7BB;
- b = shift<Up>(b | (shift<Up>(b & TRank2BB) & ~pos.pieces()));
+ // Find squares where our pawns can push on the next move
+ b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
+ b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
- b &= ~pos.pieces()
- & ~ei.attackedBy[Them][PAWN]
- & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
+ // Keep only the squares which are not completely unsafe
+ b &= ~attackedBy[Them][PAWN]
+ & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
+ // Add a bonus for each new pawn threats from those squares
b = (shift<Left>(b) | shift<Right>(b))
& pos.pieces(Them)
- & ~ei.attackedBy[Us][PAWN];
+ & ~attackedBy[Us][PAWN];
score += ThreatByPawnPush * popcount(b);
- if (DoTrace)
+ if (T)
Trace::add(THREAT, Us, score);
return score;
}
- // evaluate_passed_pawns() evaluates the passed pawns of the given color
+ // evaluate_passed_pawns() evaluates the passed pawns and candidate passed
+ // pawns of the given color.
- template<Color Us, bool DoTrace>
- Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) {
+ template<Tracing T> template<Color Us>
+ Score Evaluation<T>::evaluate_passed_pawns() {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? NORTH : SOUTH);
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Score score = SCORE_ZERO;
- b = ei.pe->passed_pawns(Us);
+ b = pe->passed_pawns(Us);
while (b)
{
Square s = pop_lsb(&b);
- assert(pos.pawn_passed(Us, s));
- assert(!(pos.pieces(PAWN) & forward_bb(Us, s)));
+ assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
- bb = forward_bb(Us, s) & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
+ bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
score -= HinderPassedPawn * popcount(bb);
int r = relative_rank(Us, s) - RANK_2;
if (rr)
{
- Square blockSq = s + pawn_push(Us);
+ Square blockSq = s + Up;
// Adjust bonus based on the king's proximity
ebonus += distance(pos.square<KING>(Them), blockSq) * 5 * rr
- - distance(pos.square<KING>(Us ), blockSq) * 2 * rr;
+ - distance(pos.square<KING>( 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 -= distance(pos.square<KING>(Us), blockSq + pawn_push(Us)) * rr;
+ ebonus -= distance(pos.square<KING>(Us), blockSq + Up) * rr;
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
// If there is a rook or queen attacking/defending the pawn from behind,
// consider all the squaresToQueen. Otherwise consider only the squares
// in the pawn's path attacked or occupied by the enemy.
- defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s);
+ defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
- bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
+ bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
if (!(pos.pieces(Us) & bb))
- defendedSquares &= ei.attackedBy[Us][ALL_PIECES];
+ defendedSquares &= attackedBy[Us][ALL_PIECES];
if (!(pos.pieces(Them) & bb))
- unsafeSquares &= ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
+ unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
// If there aren't any enemy attacks, assign a big bonus. Otherwise
// assign a smaller bonus if the block square isn't attacked.
mbonus += rr + r * 2, ebonus += rr + r * 2;
} // rr != 0
- // Assign a small bonus when the opponent has no pieces left
- if (!pos.non_pawn_material(Them))
- ebonus += 20;
+ // Scale down bonus for candidate passers which need more than one
+ // pawn push to become passed or have a pawn in front of them.
+ if (!pos.pawn_passed(Us, s + Up) || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
+ mbonus /= 2, ebonus /= 2;
score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
}
- if (DoTrace)
+ if (T)
Trace::add(PASSED, Us, score);
- // Add the scores to the middlegame and endgame eval
return score;
}
// squares one, two or three squares behind a friendly pawn are counted
// twice. Finally, the space bonus is multiplied by a weight. The aim is to
// improve play on game opening.
- template<Color Us>
- Score evaluate_space(const Position& pos, const EvalInfo& ei) {
+
+ template<Tracing T> template<Color Us>
+ Score Evaluation<T>::evaluate_space() {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard SpaceMask =
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safe = SpaceMask
& ~pos.pieces(Us, PAWN)
- & ~ei.attackedBy[Them][PAWN]
- & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
+ & ~attackedBy[Them][PAWN]
+ & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
// Find all squares which are at most three squares behind some friendly pawn
Bitboard behind = pos.pieces(Us, PAWN);
// ...count safe + (behind & safe) with a single popcount.
int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
- bonus = std::min(16, bonus);
- int weight = pos.count<ALL_PIECES>(Us) - 2 * ei.pe->open_files();
+ int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files();
- return make_score(bonus * weight * weight / 18, 0);
+ return make_score(bonus * weight * weight / 16, 0);
}
// evaluate_initiative() computes the initiative correction value for the
// position, i.e., second order bonus/malus based on the known attacking/defending
// status of the players.
- Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) {
+
+ template<Tracing T>
+ Score Evaluation<T>::evaluate_initiative(Value eg) {
int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
- int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
+ bool bothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide);
// Compute the initiative bonus for the attacking side
- int initiative = 8 * (asymmetry + kingDistance - 15) + 12 * pawns;
+ int initiative = 8 * (pe->pawn_asymmetry() + kingDistance - 17) + 12 * pos.count<PAWN>() + 16 * bothFlanks;
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so
- // that the endgame score will never be divided by more than two.
- int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg / 2));
+ // that the endgame score will never change sign after the bonus.
+ int v = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg));
- return make_score(0, value);
+ return make_score(0, v);
}
// evaluate_scale_factor() computes the scale factor for the winning side
- ScaleFactor evaluate_scale_factor(const Position& pos, const EvalInfo& ei, Value eg) {
+
+ template<Tracing T>
+ ScaleFactor Evaluation<T>::evaluate_scale_factor(Value eg) {
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
- ScaleFactor sf = ei.me->scale_factor(pos, strongSide);
+ ScaleFactor sf = me->scale_factor(pos, strongSide);
// If we don't already have an unusual scale factor, check for certain
// types of endgames, and use a lower scale for those.
- if ( ei.me->game_phase() < PHASE_MIDGAME
- && (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
+ if (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN)
{
if (pos.opposite_bishops())
{
// is almost a draw, in case of KBP vs KB, it is even more a draw.
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
- sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
+ return more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
// Endgame with opposite-colored bishops, but also other pieces. Still
// a bit drawish, but not as drawish as with only the two bishops.
- else
- sf = ScaleFactor(46);
+ return ScaleFactor(46);
}
// Endings where weaker side can place his king in front of the opponent's
// pawns are drawish.
else if ( abs(eg) <= BishopValueEg
&& pos.count<PAWN>(strongSide) <= 2
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
- sf = ScaleFactor(37 + 7 * pos.count<PAWN>(strongSide));
+ return ScaleFactor(37 + 7 * pos.count<PAWN>(strongSide));
}
return sf;
}
- Value lazy_eval(Value mg, Value eg) {
+ // value() is the main function of the class. It computes the various parts of
+ // the evaluation and returns the value of the position from the point of view
+ // of the side to move.
- if (mg > LazyEval && eg > LazyEval)
- return LazyEval + ((mg + eg) / 2 - LazyEval) / 4;
+ template<Tracing T>
+ Value Evaluation<T>::value() {
- else if (mg < -LazyEval && eg < -LazyEval)
- return -LazyEval + ((mg + eg) / 2 + LazyEval) / 4;
+ assert(!pos.checkers());
- return VALUE_ZERO;
- }
+ // Probe the material hash table
+ me = Material::probe(pos);
-} // namespace
+ // If we have a specialized evaluation function for the current material
+ // configuration, call it and return.
+ if (me->specialized_eval_exists())
+ return me->evaluate(pos);
+ // Initialize score by reading the incrementally updated scores included in
+ // the position object (material + piece square tables) and the material
+ // imbalance. Score is computed internally from the white point of view.
+ Score score = pos.psq_score() + me->imbalance();
-/// evaluate() is the main evaluation function. It returns a static evaluation
-/// of the position from the point of view of the side to move.
+ // Probe the pawn hash table
+ pe = Pawns::probe(pos);
+ score += pe->pawns_score();
+
+ // Early exit if score is high
+ Value v = (mg_value(score) + eg_value(score)) / 2;
+ if (abs(v) > LazyThreshold)
+ return pos.side_to_move() == WHITE ? v : -v;
+
+ // Main evaluation begins here
+
+ initialize<WHITE>();
+ initialize<BLACK>();
+
+ score += evaluate_pieces<WHITE, KNIGHT>() - evaluate_pieces<BLACK, KNIGHT>();
+ score += evaluate_pieces<WHITE, BISHOP>() - evaluate_pieces<BLACK, BISHOP>();
+ score += evaluate_pieces<WHITE, ROOK >() - evaluate_pieces<BLACK, ROOK >();
+ score += evaluate_pieces<WHITE, QUEEN >() - evaluate_pieces<BLACK, QUEEN >();
+
+ score += mobility[WHITE] - mobility[BLACK];
+
+ score += evaluate_king<WHITE>()
+ - evaluate_king<BLACK>();
+
+ score += evaluate_threats<WHITE>()
+ - evaluate_threats<BLACK>();
+
+ score += evaluate_passed_pawns<WHITE>()
+ - evaluate_passed_pawns<BLACK>();
+
+ if (pos.non_pawn_material() >= SpaceThreshold)
+ score += evaluate_space<WHITE>()
+ - evaluate_space<BLACK>();
+
+ score += evaluate_initiative(eg_value(score));
-template<bool DoTrace>
-Value Eval::evaluate(const Position& pos) {
-
- assert(!pos.checkers());
-
- Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
- EvalInfo ei;
-
- // Probe the material hash table
- ei.me = Material::probe(pos);
-
- // If we have a specialized evaluation function for the current material
- // configuration, call it and return.
- if (ei.me->specialized_eval_exists())
- return ei.me->evaluate(pos);
-
- // Initialize score by reading the incrementally updated scores included in
- // the position object (material + piece square tables) and the material
- // imbalance. Score is computed internally from the white point of view.
- Score score = pos.psq_score() + ei.me->imbalance();
-
- // Probe the pawn hash table
- ei.pe = Pawns::probe(pos);
- score += ei.pe->pawns_score();
-
- // We have taken into account all cheap evaluation terms.
- // If score exceeds a threshold return a lazy evaluation.
- Value lazy = lazy_eval(mg_value(score), eg_value(score));
- if (lazy)
- return pos.side_to_move() == WHITE ? lazy : -lazy;
-
- // Initialize attack and king safety bitboards
- eval_init<WHITE>(pos, ei);
- eval_init<BLACK>(pos, ei);
-
- // Evaluate all pieces but king and pawns
- score += evaluate_pieces<DoTrace>(pos, ei, mobility);
- score += mobility[WHITE] - mobility[BLACK];
-
- // Evaluate kings after all other pieces because we need full attack
- // information when computing the king safety evaluation.
- score += evaluate_king<WHITE, DoTrace>(pos, ei)
- - evaluate_king<BLACK, DoTrace>(pos, ei);
-
- // Evaluate tactical threats, we need full attack information including king
- score += evaluate_threats<WHITE, DoTrace>(pos, ei)
- - evaluate_threats<BLACK, DoTrace>(pos, ei);
-
- // Evaluate passed pawns, we need full attack information including king
- score += evaluate_passed_pawns<WHITE, DoTrace>(pos, ei)
- - evaluate_passed_pawns<BLACK, DoTrace>(pos, ei);
-
- // Evaluate space for both sides, only during opening
- if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
- score += evaluate_space<WHITE>(pos, ei)
- - evaluate_space<BLACK>(pos, ei);
-
- // Evaluate position potential for the winning side
- score += evaluate_initiative(pos, ei.pe->pawn_asymmetry(), eg_value(score));
-
- // Evaluate scale factor for the winning side
- ScaleFactor sf = evaluate_scale_factor(pos, ei, eg_value(score));
-
- // Interpolate between a middlegame and a (scaled by 'sf') endgame score
- Value v = mg_value(score) * int(ei.me->game_phase())
- + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
-
- v /= int(PHASE_MIDGAME);
-
- // In case of tracing add all remaining individual evaluation terms
- if (DoTrace)
- {
- Trace::add(MATERIAL, pos.psq_score());
- Trace::add(IMBALANCE, ei.me->imbalance());
- Trace::add(PAWN, ei.pe->pawns_score());
- Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
- if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
- Trace::add(SPACE, evaluate_space<WHITE>(pos, ei)
- , evaluate_space<BLACK>(pos, ei));
- Trace::add(TOTAL, score);
+ // Interpolate between a middlegame and a (scaled by 'sf') endgame score
+ ScaleFactor sf = evaluate_scale_factor(eg_value(score));
+ v = mg_value(score) * int(me->game_phase())
+ + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
+
+ v /= int(PHASE_MIDGAME);
+
+ // In case of tracing add all remaining individual evaluation terms
+ if (T)
+ {
+ Trace::add(MATERIAL, pos.psq_score());
+ Trace::add(IMBALANCE, me->imbalance());
+ Trace::add(PAWN, pe->pawns_score());
+ Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
+ if (pos.non_pawn_material() >= SpaceThreshold)
+ Trace::add(SPACE, evaluate_space<WHITE>()
+ , evaluate_space<BLACK>());
+ Trace::add(TOTAL, score);
+ }
+
+ return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
}
- return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
-}
+} // namespace
-// Explicit template instantiations
-template Value Eval::evaluate<true >(const Position&);
-template Value Eval::evaluate<false>(const Position&);
+/// evaluate() is the evaluator for the outer world. It returns a static evaluation
+/// of the position from the point of view of the side to move.
+
+Value Eval::evaluate(const Position& pos)
+{
+ return Evaluation<>(pos).value();
+}
/// trace() is like evaluate(), but instead of returning a value, it returns
/// a string (suitable for outputting to stdout) that contains the detailed
std::memset(scores, 0, sizeof(scores));
- Value v = evaluate<true>(pos);
+ Value v = Evaluation<TRACE>(pos).value();
v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
std::stringstream ss;
<< " Imbalance | " << Term(IMBALANCE)
<< " Pawns | " << Term(PAWN)
<< " Knights | " << Term(KNIGHT)
- << " Bishop | " << Term(BISHOP)
+ << " Bishops | " << Term(BISHOP)
<< " Rooks | " << Term(ROOK)
<< " Queens | " << Term(QUEEN)
<< " Mobility | " << Term(MOBILITY)