/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
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
- //
- // Visually better to define tables constants
- typedef Value V;
- #define S(mg, eg) make_score(mg, eg)
+ 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.
- const Score KnightMobilityBonus[] = {
+ const Score KnightMobilityBonus[16] = {
S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3),
S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27)
};
// Bishop mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens are also included.
- const Score BishopMobilityBonus[] = {
+ const Score BishopMobilityBonus[16] = {
S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12),
S( 31, 26), S( 45, 40), S(57, 52), S(65, 60),
S( 71, 65), S( 74, 69), S(76, 71), S(78, 73),
// Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included.
- const Score RookMobilityBonus[] = {
+ const Score RookMobilityBonus[16] = {
S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13),
S( 4, 29), S( 10, 46), S(14, 62), S(19, 79),
S( 23, 95), S( 26,106), S(27,111), S(28,114),
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
- const Score QueenMobilityBonus[] = {
+ const Score QueenMobilityBonus[32] = {
S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8),
S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35),
};
// Pointers table to access mobility tables through piece type
- const Score* MobilityBonus[] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, RookMobilityBonus, QueenMobilityBonus };
+ const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus,
+ RookMobilityBonus, QueenMobilityBonus, 0, 0 };
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
};
+ // ThreatBonus[][] contains bonus according to which piece type
+ // attacks which one.
+ #define Z S(0, 0)
+
+ const Score ThreatBonus[8][8] = {
+ { 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, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks
+ { Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN 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
+ };
+
+ // ThreatedByPawnPenalty[] contains a penalty according to which piece
+ // type is attacked by an enemy pawn.
+ const Score ThreatedByPawnPenalty[8] = {
+ Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
+ };
+
+ #undef Z
+ #undef S
+
// Bonus for unstoppable passed pawns
const Value UnstoppablePawnValue = Value(0x500);
(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;
const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
- // Bonuses for safe checks, initialized from UCI options
- int QueenContactCheckBonus, DiscoveredCheckBonus;
- int QueenCheckBonus, RookCheckBonus, BishopCheckBonus, KnightCheckBonus;
+ // Bonuses for safe checks
+ const int QueenContactCheckBonus = 3;
+ const int DiscoveredCheckBonus = 3;
+ const int QueenCheckBonus = 2;
+ const int RookCheckBonus = 1;
+ const int BishopCheckBonus = 1;
+ const int KnightCheckBonus = 1;
// Scan for queen contact mates?
const bool QueenContactMates = true;
- // Bonus for having a mate threat, initialized from UCI options
- int MateThreatBonus;
-
- // ThreatBonus[][] contains bonus according to which piece type
- // attacks which one.
- #define Z make_score(0, 0)
-
- const Score ThreatBonus[8][8] = {
- { 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, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks
- { Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN 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
- };
-
- // ThreatedByPawnPenalty[] contains a penalty according to which piece
- // type is attacked by an enemy pawn.
- const Score ThreatedByPawnPenalty[8] = {
- Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
- };
-
- #undef Z
- #undef S
+ // Bonus for having a mate threat
+ const int MateThreatBonus = 3;
// InitKingDanger[] contains bonuses based on the position of the defending
// king.
15, 15, 15, 15, 15, 15, 15, 15
};
- // SafetyTable[] contains the actual king safety scores. It is initialized
- // in init_safety().
- Value SafetyTable[100];
+ // KingDangerTable[color][] contains the actual king danger weighted scores
+ Score KingDangerTable[2][128];
- // Pawn and material hash tables, indexed by the current thread id
- PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
- MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ // Pawn and material hash tables, indexed by the current thread id.
+ // Note that they will be initialized at 0 being global variables.
+ MaterialInfoTable* MaterialTable[MAX_THREADS];
+ PawnInfoTable* PawnTable[MAX_THREADS];
// Sizes of pawn and material hash tables
const int PawnTableSize = 16384;
template<Color Us, bool HasPopCnt>
void evaluate_space(const Position& pos, EvalInfo& ei);
+ template<Color Us>
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
+
+ void evaluate_unstoppable_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, Score weight);
template<bool HasPopCnt>
Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
+ Bitboard b;
+ ScaleFactor factor[2];
+
assert(pos.is_ok());
- assert(threadID >= 0 && threadID < THREAD_MAX);
+ assert(threadID >= 0 && threadID < MAX_THREADS);
assert(!pos.is_check());
memset(&ei, 0, sizeof(EvalInfo));
return ei.mi->evaluate(pos);
// After get_material_info() call that modifies them
- ScaleFactor factor[2];
factor[WHITE] = ei.mi->scale_factor(pos, WHITE);
factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
// Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
- ei.value += apply_weight(ei.pi->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));
// Initialize pawn attack bitboards for both sides
ei.attackedBy[WHITE][PAWN] = ei.pi->pawn_attacks(WHITE);
- ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK);
- Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
- Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING];
- if (b1)
- ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(b1)/2;
+ b = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
+ if (b)
+ ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(b)/2;
- if (b2)
- ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(b2)/2;
+ ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK);
+ b = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING];
+ if (b)
+ ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(b)/2;
// Evaluate pieces
evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
evaluate_king<WHITE, HasPopCnt>(pos, ei);
evaluate_king<BLACK, HasPopCnt>(pos, ei);
- // Evaluate tactical threats, we need full attack info
+ // Evaluate tactical threats, we need full attack info including king
evaluate_threats<WHITE>(pos, ei);
evaluate_threats<BLACK>(pos, ei);
- // Evaluate passed pawns. We evaluate passed pawns for both sides at once,
- // because we need to know which side promotes first in positions where
- // both sides have an unstoppable passed pawn. To be called after all attacks
- // are computed, included king.
- if (ei.pi->passed_pawns())
- evaluate_passed_pawns(pos, ei);
+ // Evaluate passed pawns, we need full attack info including king
+ evaluate_passed_pawns<WHITE>(pos, ei);
+ evaluate_passed_pawns<BLACK>(pos, ei);
+
+ // If one side has only a king, check whether exsists any unstoppable passed pawn
+ if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
+ evaluate_unstoppable_pawns(pos, ei);
- Phase phase = pos.game_phase();
+ Phase phase = ei.mi->game_phase();
// Middle-game specific evaluation terms
if (phase > PHASE_ENDGAME)
{
- // Pawn storms in positions with opposite castling.
+ // Pawn storms in positions with opposite castling
if ( square_file(pos.king_square(WHITE)) >= FILE_E
&& square_file(pos.king_square(BLACK)) <= FILE_D)
}
// 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
} // namespace
-/// quick_evaluate() does a very approximate evaluation of the current position.
-/// It currently considers only material and piece square table scores. Perhaps
-/// we should add scores from the pawn and material hash tables?
-
-Value quick_evaluate(const Position &pos) {
-
- assert(pos.is_ok());
-
- static const
- ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
-
- Phase ph = pos.game_phase();
- Color stm = pos.side_to_move();
-
- return Sign[stm] * scale_by_game_phase(pos.value(), ph, sf);
-}
-
-
/// init_eval() initializes various tables used by the evaluation function
void init_eval(int threads) {
- assert(threads <= THREAD_MAX);
+ assert(threads <= MAX_THREADS);
- for (int i = 0; i < THREAD_MAX; i++)
+ for (int i = 0; i < MAX_THREADS; i++)
{
if (i >= threads)
{
void quit_eval() {
- for (int i = 0; i < THREAD_MAX; i++)
+ for (int i = 0; i < MAX_THREADS; i++)
{
delete PawnTable[i];
delete MaterialTable[i];
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();
}
namespace {
- // evaluate_mobility() computes mobility and attacks for every piece
-
- template<PieceType Piece, Color Us, bool HasPopCnt>
- int evaluate_mobility(Bitboard b, Bitboard mob_area, EvalInfo& ei) {
-
- const Color Them = (Us == WHITE ? BLACK : WHITE);
-
- // Update attack info
- ei.attackedBy[Us][Piece] |= b;
-
- // King attacks
- if (b & ei.kingZone[Us])
- {
- ei.kingAttackersCount[Us]++;
- ei.kingAttackersWeight[Us] += AttackWeight[Piece];
- Bitboard bb = (b & ei.attackedBy[Them][KING]);
- if (bb)
- ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
- }
-
- // Mobility
- int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & mob_area)
- : count_1s<HasPopCnt>(b & mob_area));
-
- ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
- return mob;
- }
-
-
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece, Color Us>
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
- if (bonus && (pos.attacks_from<PAWN>(s, Them) & pos.pieces(PAWN, Us)))
+ if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
{
if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt>
- void evaluate_pieces(const Position& pos, EvalInfo& ei) {
+ void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
Bitboard b;
Square s, ksq;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece);
- // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
-
while ((s = *ptr++) != SQ_NONE)
{
+ // Find attacked squares, including x-ray attacks for bishops and rooks
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
else
assert(false);
- // Attacks and mobility
- mob = evaluate_mobility<Piece, Us, HasPopCnt>(b, mob_area, ei);
+ // Update attack info
+ ei.attackedBy[Us][Piece] |= b;
+
+ // King attacks
+ if (b & ei.kingZone[Us])
+ {
+ ei.kingAttackersCount[Us]++;
+ ei.kingAttackersWeight[Us] += AttackWeight[Piece];
+ Bitboard bb = (b & ei.attackedBy[Them][KING]);
+ if (bb)
+ ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
+ }
+
+ // Mobility
+ mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
+ : count_1s<HasPopCnt>(b & no_mob_area));
+
+ ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
// 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.
evaluate_trapped_bishop_a1h1(pos, s, Us, ei);
}
- if (Piece == ROOK || Piece == QUEEN)
+ // 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)
{
- // Queen or rook on 7th rank
- if ( relative_rank(Us, s) == RANK_7
- && relative_rank(Us, pos.king_square(Them)) == RANK_8)
- {
- ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
- }
+ ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
}
// Special extra evaluation for rooks
: (TrappedRookPenalty - mob * 16), 0);
}
else if ( square_file(ksq) <= FILE_D
- && square_file(s) < square_file(ksq)
- && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
+ && square_file(s) < square_file(ksq)
+ && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
{
// 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)))
template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
- evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei);
- evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei);
- evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei);
- evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
+ const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
+
+ evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
+ evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
+ evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
+ evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
- // Sum up all attacked squares
- ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
- | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
- | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
+ // Sum up all attacked squares
+ ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
+ | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
+ | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
}
void evaluate_king(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe;
+ Square from, to;
+ bool sente;
+ int attackUnits, count, shelter = 0;
const Square s = pos.king_square(Us);
- int shelter = 0;
// King shelter
if (relative_rank(Us, s) <= RANK_4)
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Is it the attackers turn to move?
- bool sente = (Them == pos.side_to_move());
+ sente = (Them == pos.side_to_move());
// Find the attacked squares around the king which has no defenders
// apart from the king itself
- Bitboard undefended =
- ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN)
- & ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP)
- & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
- & ei.attacked_by(Us, KING);
-
- Bitboard occ = pos.occupied_squares(), b, b2;
+ undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
+ undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
+ | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
+ | 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.
- int attackUnits =
- Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25)
- + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
- + InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
+ // 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)]
+ - (shelter >> 5);
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
if (b)
{
- Bitboard attackedByOthers =
- ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
- | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
+ attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
+ | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
b &= attackedByOthers;
+
+ // Squares attacked by the queen and supported by another enemy piece and
+ // not defended by other pieces but our king.
if (b)
{
- // The bitboard b now contains the squares available for safe queen
- // contact checks.
- int count = count_1s_max_15<HasPopCnt>(b);
- attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
-
- // Is there a mate threat?
- if (QueenContactMates && !pos.is_check())
- {
- Bitboard escapeSquares =
- pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
-
- while (b)
+ // The bitboard b now contains the squares available for safe queen
+ // contact checks.
+ count = count_1s_max_15<HasPopCnt>(b);
+ attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
+
+ // Is there a mate threat?
+ if (QueenContactMates && !pos.is_check())
{
- Square from, to = pop_1st_bit(&b);
- if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+ escapeSquares = pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
+ occ = pos.occupied_squares();
+ while (b)
{
- // We have a mate, unless the queen is pinned or there
- // is an X-ray attack through the queen.
- for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
- {
- from = pos.piece_list(Them, QUEEN, i);
- if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
- && !bit_is_set(pos.pinned_pieces(Them), from)
- && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
- && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
+ to = pop_1st_bit(&b);
- ei.mateThreat[Them] = make_move(from, to);
+ // Do we have escape squares from queen contact check attack ?
+ if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+ {
+ // We have a mate, unless the queen is pinned or there
+ // is an X-ray attack through the queen.
+ for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
+ {
+ from = pos.piece_list(Them, QUEEN, i);
+ if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
+ && !bit_is_set(pos.pinned_pieces(Them), from)
+ && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
+ && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
+
+ // Set the mate threat move
+ ei.mateThreat[Them] = make_move(from, to);
+ }
}
}
}
- }
}
}
// Analyse safe distance checks
+ safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
+
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
- b = pos.attacks_from<ROOK>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<ROOK>(s) & safe;
// Queen checks
b2 = b & ei.attacked_by(Them, QUEEN);
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
- b = pos.attacks_from<BISHOP>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<BISHOP>(s) & safe;
// Queen checks
b2 = b & ei.attacked_by(Them, QUEEN);
}
if (KnightCheckBonus > 0)
{
- b = pos.attacks_from<KNIGHT>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<KNIGHT>(s) & safe;
// Knight checks
b2 = b & ei.attacked_by(Them, KNIGHT);
// adding pawns later).
if (DiscoveredCheckBonus)
{
- b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
- if (b)
- attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
+ b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
+ if (b)
+ attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
}
- // Has a mate threat been found? We don't do anything here if the
+ // Has a mate threat been found? We don't do anything here if the
// side with the mating move is the side to move, because in that
// case the mating side will get a huge bonus at the end of the main
// evaluation function instead.
attackUnits += MateThreatBonus;
// Ensure that attackUnits is between 0 and 99, in order to avoid array
- // out of bounds errors:
- if (attackUnits < 0)
- attackUnits = 0;
-
- if (attackUnits >= 100)
- attackUnits = 99;
+ // 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.
- Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]);
-
- ei.value -= Sign[Us] * v;
-
- if (Us == pos.side_to_move())
- ei.futilityMargin += mg_value(v);
+ ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
+ ei.futilityMargin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
}
}
- // evaluate_passed_pawns() evaluates the passed pawns of the given color
+ // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
template<Color Us>
- void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], Square pawnToGo[], EvalInfo& ei) {
+ void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
- Bitboard b2, b3, b4;
- Square ourKingSq = pos.king_square(Us);
- Square theirKingSq = pos.king_square(Them);
- Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us);
+ Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us);
while (b)
{
{
Square blockSq = s + pawn_push(Us);
- ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
- ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr);
- ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
+ ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr);
+ ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr);
+ ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr);
// If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq))
{
// There are no enemy pawns in the pawn's path
- b2 = squares_in_front_of(Us, s);
+ Bitboard b2 = squares_in_front_of(Us, s);
assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
// Squares attacked by us
- b4 = b2 & ei.attacked_by(Us);
+ Bitboard b4 = b2 & ei.attacked_by(Us);
// Squares attacked or occupied by enemy pieces
- b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
+ Bitboard b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen.
} // tr != 0
// If the pawn is supported by a friendly pawn, increase bonus
- b2 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
- if (b2 & rank_bb(s))
+ Bitboard b1 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
+ if (b1 & rank_bb(s))
ebonus += Value(r * 20);
- else if (pos.attacks_from<PAWN>(s, Them) & b2)
+ else if (pos.attacks_from<PAWN>(s, Them) & b1)
ebonus += Value(r * 12);
- // If the other side has only a king, check whether the pawn is
- // unstoppable
- if (pos.non_pawn_material(Them) == Value(0))
- {
- Square qsq;
- int d;
-
- qsq = relative_square(Us, make_square(square_file(s), RANK_8));
- d = square_distance(s, qsq)
- - square_distance(theirKingSq, qsq)
- + (Us != pos.side_to_move());
-
- if (d < 0)
- {
- int mtg = RANK_8 - relative_rank(Us, s);
- int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares());
- mtg += blockerCount;
- d += blockerCount;
- if (d < 0 && (!movesToGo[Us] || movesToGo[Us] > mtg))
- {
- movesToGo[Us] = mtg;
- pawnToGo[Us] = s;
- }
- }
- }
-
// Rook pawns are a special case: They are sometimes worse, and
// sometimes better than other passed pawns. It is difficult to find
// good rules for determining whether they are good or bad. For now,
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
}
- // evaluate_passed_pawns() evaluates the passed pawns for both sides
+ // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides
- void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
+ void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
int movesToGo[2] = {0, 0};
Square pawnToGo[2] = {SQ_NONE, SQ_NONE};
- // Evaluate pawns for each color
- evaluate_passed_pawns_of_color<WHITE>(pos, movesToGo, pawnToGo, ei);
- evaluate_passed_pawns_of_color<BLACK>(pos, movesToGo, pawnToGo, ei);
+ for (Color c = WHITE; c <= BLACK; c++)
+ {
+ // Skip evaluation if other side has non-pawn pieces
+ if (pos.non_pawn_material(opposite_color(c)))
+ continue;
+
+ Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(c);
+
+ while (b)
+ {
+ Square s = pop_1st_bit(&b);
+ Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
+ int d = square_distance(s, queeningSquare)
+ - square_distance(pos.king_square(opposite_color(c)), queeningSquare)
+ + int(c != pos.side_to_move());
+
+ if (d < 0)
+ {
+ int mtg = RANK_8 - relative_rank(c, s);
+ int blockerCount = count_1s_max_15(squares_in_front_of(c, s) & pos.occupied_squares());
+ mtg += blockerCount;
+ d += blockerCount;
+ if (d < 0 && (!movesToGo[c] || movesToGo[c] > mtg))
+ {
+ movesToGo[c] = mtg;
+ pawnToGo[c] = s;
+ }
+ }
+ }
+ }
// Neither side has an unstoppable passed pawn?
if (!(movesToGo[WHITE] | movesToGo[BLACK]))
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]);
}
}
// init_safety() initizes the king safety evaluation, based on UCI
- // parameters. It is called from read_weights().
+ // parameters. It is called from read_weights().
void init_safety() {
- QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus");
- QueenCheckBonus = get_option_value_int("Queen Check Bonus");
- RookCheckBonus = get_option_value_int("Rook Check Bonus");
- BishopCheckBonus = get_option_value_int("Bishop Check Bonus");
- KnightCheckBonus = get_option_value_int("Knight Check Bonus");
- DiscoveredCheckBonus = get_option_value_int("Discovered Check Bonus");
- MateThreatBonus = get_option_value_int("Mate Threat Bonus");
-
- int maxSlope = get_option_value_int("King Safety Max Slope");
- int peak = get_option_value_int("King Safety Max Value") * 256 / 100;
- double a = get_option_value_int("King Safety Coefficient") / 100.0;
- double b = get_option_value_int("King Safety X Intercept");
- bool quad = (get_option_value_string("King Safety Curve") == "Quadratic");
- bool linear = (get_option_value_string("King Safety Curve") == "Linear");
+ int maxSlope = 30;
+ int peak = 0x500;
+ double a = 0.4;
+ double b = 0.0;
+ Value t[100];
+ // First setup the base table
for (int i = 0; i < 100; i++)
{
if (i < b)
- SafetyTable[i] = Value(0);
- else if (quad)
- SafetyTable[i] = Value((int)(a * (i - b) * (i - b)));
- else if (linear)
- SafetyTable[i] = Value((int)(100 * a * (i - b)));
+ t[i] = Value(0);
+ else
+ t[i] = Value((int)(a * (i - b) * (i - b)));
}
- for (int i = 0; i < 100; i++)
+ for (int i = 1; i < 100; i++)
{
- if (SafetyTable[i+1] - SafetyTable[i] > maxSlope)
- for (int j = i + 1; j < 100; j++)
- SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope);
+ if (t[i] - t[i - 1] > maxSlope)
+ t[i] = t[i - 1] + Value(maxSlope);
- if (SafetyTable[i] > Value(peak))
- SafetyTable[i] = Value(peak);
+ if (t[i] > Value(peak))
+ t[i] = Value(peak);
}
+
+ // Then apply the weights and get the final KingDangerTable[] array
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (int i = 0; i < 100; i++)
+ KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]);
}
}