const int GrainSize = 8;
// Evaluation weights, initialized from UCI options
- Score WeightMobility, WeightPawnStructure;
- Score WeightPassedPawns, WeightSpace;
- Score WeightKingSafety[2];
+ enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
+ Score Weights[6];
+
+ 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
// parameters at 100, which looks prettier.
//
// Values modified by Joona Kiiski
- 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
-
- typedef Value V;
- #define S(mg, eg) make_score(mg, eg)
-
- CACHE_LINE_ALIGNMENT
+ const Score WeightsInternal[] = {
+ S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
+ };
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
(1ULL<<SQ_C5) | (1ULL<<SQ_D5) | (1ULL<<SQ_E5) | (1ULL<<SQ_F5)
};
- /// King safety constants and variables. The king safety scores are taken
- /// from the array SafetyTable[]. Various little "meta-bonuses" measuring
- /// the strength of the attack are added up into an integer, which is used
- /// as an index to SafetyTable[].
+ /// King danger constants and variables. The king danger scores are taken
+ /// from the KingDangerTable[]. Various little "meta-bonuses" measuring
+ /// the strength of the enemy attack are added up into an integer, which
+ /// is used as an index to KingDangerTable[].
// Attack weights for each piece type and table indexed on piece type
const int QueenAttackWeight = 5;
// Bonuses for safe checks
const int QueenContactCheckBonus = 3;
const int DiscoveredCheckBonus = 3;
- const int QueenCheckBonus = 2;
+ const int QueenCheckBonus = 2;
const int RookCheckBonus = 1;
- const int BishopCheckBonus = 1;
+ const int BishopCheckBonus = 1;
const int KnightCheckBonus = 1;
// Scan for queen contact mates?
15, 15, 15, 15, 15, 15, 15, 15
};
- // SafetyTable[color][] contains the actual king safety weighted scores
- Score SafetyTable[2][128];
+ // KingDangerTable[color][] contains the actual king danger weighted scores
+ Score KingDangerTable[2][128];
// Pawn and material hash tables, indexed by the current thread id.
// Note that they will be initialized at 0 being global variables.
// Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
- ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure);
+ ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
}
// Mobility
- ei.value += apply_weight(ei.mobility, WeightMobility);
+ ei.value += apply_weight(ei.mobility, Weights[Mobility]);
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
void read_weights(Color us) {
- Color them = opposite_color(us);
+ // King safety is asymmetrical. Our king danger level is weighted by
+ // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
+ const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem);
+ const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs);
- 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);
+ Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
+ Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
+ Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "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]);
// 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.
+ // by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average.
if (get_option_value_bool("UCI_AnalyseMode"))
- {
- WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2;
- WeightKingSafety[them] = WeightKingSafety[us];
- }
+ Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2;
+
init_safety();
}
| ei.attacked_by(Us, QUEEN));
// Initialize the 'attackUnits' variable, which is used later on as an
- // index to the SafetyTable[] array. The initial value is based on the
- // number and types of the attacking pieces, the number of attacked and
- // undefended squares around the king, the square of the king, and the
- // quality of the pawn shelter.
+ // index to the KingDangerTable[] array. 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, the square of the
+ // king, and the quality of the pawn shelter.
attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ InitKingDanger[relative_square(Us, s)]
// out of bounds errors.
attackUnits = Min(99, Max(0, attackUnits));
- // Finally, extract the king safety score from the SafetyTable[] array.
- // Add the score to the evaluation, and also to ei.futilityMargin. The
- // reason for adding the king safety score to the futility margin is
- // that the king safety scores can sometimes be very big, and that
+ // Finally, extract the king danger score from the KingDangerTable[] array.
+ // Subtract the score from evaluation, and set ei.futilityMargin[].
+ // The reason for storing the king danger score to futility margin
+ // is that the king danger 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.
- ei.value -= Sign[Us] * SafetyTable[Us][attackUnits];
- ei.futilityMargin[Us] += mg_value(SafetyTable[Us][attackUnits]);
+ ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
+ ei.futilityMargin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
}
}
ebonus -= ebonus / 4;
}
- // Add the scores for this pawn to the middle game and endgame eval.
- ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns);
+ // Add the scores for this pawn to the middle game and endgame eval
+ ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]);
} // while
}
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
- ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace);
+ ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]);
}
t[i] = Value(peak);
}
- // Then apply the weights and get the final SafetyTable[] array
+ // Then apply the weights and get the final KingDangerTable[] array
for (Color c = WHITE; c <= BLACK; c++)
for (int i = 0; i < 100; i++)
- SafetyTable[c][i] = apply_weight(make_score(t[i], 0), WeightKingSafety[c]);
+ KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]);
}
}