namespace {
- namespace Tracing {
+ namespace Trace {
enum Term { // First 8 entries are for PieceType
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
};
- Score scores[COLOR_NB][TERM_NB];
+ double scores[TERM_NB][COLOR_NB][PHASE_NB];
- std::ostream& operator<<(std::ostream& os, Term idx);
+ double to_cp(Value v) { return double(v) / PawnValueEg; }
- double to_cp(Value v);
- void write(int idx, Color c, Score s);
- void write(int idx, Score w, Score b = SCORE_ZERO);
- std::string do_trace(const Position& pos);
+ void add(int idx, Color c, Score s) {
+ scores[idx][c][MG] = to_cp(mg_value(s));
+ scores[idx][c][EG] = to_cp(eg_value(s));
+ }
+
+ void add(int idx, Score w, Score b = SCORE_ZERO) {
+ add(idx, WHITE, w); add(idx, BLACK, b);
+ }
+
+ std::ostream& operator<<(std::ostream& os, Term t) {
+
+ if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL)
+ os << " --- --- | --- --- | ";
+ else
+ os << std::setw(5) << scores[t][WHITE][MG] << " "
+ << std::setw(5) << scores[t][WHITE][EG] << " | "
+ << std::setw(5) << scores[t][BLACK][MG] << " "
+ << std::setw(5) << scores[t][BLACK][EG] << " | ";
+
+ os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " "
+ << std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n";
+
+ return os;
+ }
}
+ using namespace Trace;
// Struct EvalInfo contains various information computed and collected
// by the evaluation functions.
struct EvalInfo {
- // Pointers to material and pawn hash table entries
- Material::Entry* mi;
- Pawns::Entry* pi;
-
// attackedBy[color][piece type] is a bitboard representing all squares
- // attacked by a given color and piece type, attackedBy[color][ALL_PIECES]
- // contains all squares attacked by the given color.
+ // attacked by a given color and piece type (can be also ALL_PIECES).
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
// kingRing[color] is the zone around the king which is considered
int kingAdjacentZoneAttacksCount[COLOR_NB];
Bitboard pinnedPieces[COLOR_NB];
+ Material::Entry* me;
+ Pawns::Entry* pi;
};
// Evaluation weights, indexed by the corresponding evaluation term
- enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
+ enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety, Threats };
const struct Weight { int mg, eg; } Weights[] = {
- {289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0}
+ {289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0}, {350, 256}
};
Score operator*(Score s, const Weight& w) {
// friendly pieces.
const Score MobilityBonus[][32] = {
{}, {},
- { S(-68,-49), S(-46,-33), S(-3,-12), S( 5, -4), S( 9, 11), S(15, 16), // Knights
- S( 23, 27), S( 33, 28), S(37, 29) },
- { S(-49,-44), S(-23,-16), S(16, 1), S(29, 16), S(40, 25), S(51, 34), // Bishops
- S( 55, 43), S( 61, 49), S(64, 51), S(68, 52), S(73, 55), S(75, 60),
- S( 80, 65), S( 86, 66) },
- { S(-50,-57), S(-28,-22), S(-11, 7), S(-1, 29), S( 0, 39), S( 1, 46), // Rooks
- S( 10, 66), S( 16, 79), S(22, 86), S(23,103), S(30,109), S(33,111),
- S( 37,115), S( 38,119), S(48,124) },
- { S(-43,-30), S(-27,-15), S( 1, -5), S( 2, -3), S(14, 10), S(18, 24), // Queens
- S( 20, 27), S( 33, 37), S(33, 38), S(34, 43), S(40, 46), S(43, 56),
- S( 46, 61), S( 52, 63), S(52, 63), S(57, 65), S(60, 70), S(61, 74),
- S( 67, 80), S( 76, 82), S(77, 88), S(82, 94), S(86, 95), S(90, 96),
- S( 94, 99), S( 96,100), S(99,111), S(99,112) }
+ { S(-70,-52), S(-52,-37), S( -7,-17), S( 0, -6), S( 8, 5), S( 16, 9), // Knights
+ S( 23, 20), S( 31, 21), S( 36, 22) },
+ { S(-49,-44), S(-22,-13), S( 16, 0), S( 27, 11), S( 38, 19), S( 52, 34), // Bishops
+ S( 56, 44), S( 65, 47), S( 67, 51), S( 73, 56), S( 81, 59), S( 83, 69),
+ S( 95, 72), S(100, 75) },
+ { S(-49,-57), S(-22,-14), S(-10, 18), S( -5, 39), S( -4, 50), S( -2, 58), // Rooks
+ S( 6, 78), S( 11, 86), S( 17, 92), S( 19,103), S( 26,111), S( 27,115),
+ S( 36,119), S( 41,121), S( 50,122) },
+ { S(-41,-24), S(-26, -8), S( 0, 6), S( 2, 14), S( 12, 27), S( 21, 40), // Queens
+ S( 22, 45), S( 37, 55), S( 40, 57), S( 43, 63), S( 50, 68), S( 52, 74),
+ S( 56, 80), S( 66, 84), S( 68, 85), S( 69, 88), S( 71, 92), S( 72, 94),
+ S( 80, 96), S( 89, 98), S( 94,101), S(102,113), S(106,114), S(107,116),
+ S(112,125), S(113,127), S(117,137), S(122,143) }
};
- // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and bishops
- // outposts, bigger if outpost piece is supported by a pawn.
+ // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
+ // bishops outposts, bigger if outpost piece is supported by a pawn.
const Score Outpost[][2] = {
- { S(28, 7), S(42,11) }, // Knights
- { S(12, 3), S(18, 5) } // Bishops
+ { S(42,11), S(63,17) }, // Knights
+ { S(18, 5), S(27, 8) } // Bishops
};
- // Threat[defended/weak][minor/major attacking][attacked PieceType] contains
+ // ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for
+ // knights and bishops which can reach an outpost square in one move, bigger
+ // if outpost square is supported by a pawn.
+ const Score ReachableOutpost[][2] = {
+ { S(21, 5), S(31, 8) }, // Knights
+ { S( 8, 2), S(13, 4) } // Bishops
+ };
+
+ // Threat[minor/rook][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
+ // Attacks on lesser pieces which are pawn defended are not considered.
+ const Score Threat[2][PIECE_TYPE_NB] = {
+ { S(0, 0), S(0, 32), S(25, 39), S(28, 44), S(42, 98), S(35,105) }, // Minor attacks
+ { S(0, 0), S(0, 27), S(26, 57), S(26, 57), S( 0, 30), S(23, 51) } // Rook attacks
};
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
- // type is attacked by an enemy pawn.
+ // type is attacked by a pawn.
const Score ThreatenedByPawn[PIECE_TYPE_NB] = {
S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
};
+ // 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.
+ const Value Passed[][RANK_NB] = {
+ { V(0), V( 1), V(34), V(90), V(214), V(328) },
+ { V(7), V(14), V(37), V(63), V(134), V(189) }
+ };
+
+ // PassedFile[File] contains a bonus according to the file of a passed pawn.
+ const Score PassedFile[] = {
+ S( 12, 10), S( 3, 10), S( 1, -8), S(-27, -12),
+ S(-27, -12), S( 1, -8), S( 3, 10), S( 12, 10)
+ };
+
const Score ThreatenedByHangingPawn = S(40, 60);
// Assorted bonuses and penalties used by evaluation
const Score Unstoppable = S( 0, 20);
const Score Hanging = S(31, 26);
const Score PawnAttackThreat = S(20, 20);
- const Score PawnSafePush = S( 5, 5);
+ const Score Checked = S(20, 20);
// 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
#undef S
#undef V
- // SpaceMask[Color] contains the area of the board which is considered
- // by the space evaluation. In the middlegame, each side is given a bonus
- // based on how many squares inside this area are safe and available for
- // friendly minor pieces.
- const Bitboard SpaceMask[COLOR_NB] = {
- (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB),
- (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB)
- };
-
// King danger constants and variables. The king danger scores are looked-up
// in KingDanger[]. Various little "meta-bonuses" measuring the strength
// of the enemy attack are added up into an integer, which is used as an
// Penalties for enemy's safe checks
const int QueenContactCheck = 89;
- const int RookContactCheck = 71;
const int QueenCheck = 50;
- const int RookCheck = 37;
+ const int RookCheck = 45;
const int BishopCheck = 6;
const int KnightCheck = 14;
- // init_eval_info() initializes king bitboards for given color adding
- // pawn attacks. To be done at the beginning of the evaluation.
+ // eval_init() initializes king and attack bitboards for given color
+ // adding pawn attacks. To be done at the beginning of the evaluation.
template<Color Us>
- void init_eval_info(const Position& pos, EvalInfo& ei) {
+ void eval_init(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Down = (Us == WHITE ? DELTA_S : DELTA_N);
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
- ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.square<KING>(Them));
+ ei.attackedBy[Them][ALL_PIECES] |= b;
+ 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)
}
- // evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
-
- template<PieceType Pt, Color Us, bool Trace>
- Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard* mobilityArea) {
+ // evaluate_pieces() assigns bonuses and penalties to the pieces of a given
+ // color and type.
- Bitboard b;
+ template<bool DoTrace, Color Us = WHITE, PieceType Pt = KNIGHT>
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility,
+ const Bitboard* mobilityArea) {
+ Bitboard b, bb;
Square s;
Score score = SCORE_ZERO;
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);
const Square* pl = pos.squares<Pt>(Us);
ei.attackedBy[Us][Pt] = 0;
{
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
- Bitboard bb = b & ei.attackedBy[Them][KING];
+ bb = b & ei.attackedBy[Them][KING];
if (bb)
ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
}
if (Pt == BISHOP || Pt == KNIGHT)
{
- // Bonus for outpost square
- if ( relative_rank(Us, s) >= RANK_4
- && !(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
+ // Bonus for outpost squares
+ bb = OutpostRanks & ~ei.pi->pawn_attacks_span(Them);
+ if (bb & s)
score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)];
+ else
+ {
+ bb &= b & ~pos.pieces(Us);
+ if (bb)
+ score += ReachableOutpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)];
+ }
// Bonus when behind a pawn
if ( relative_rank(Us, s) < RANK_5
}
}
- if (Trace)
- Tracing::write(Pt, Us, score);
+ if (DoTrace)
+ Trace::add(Pt, Us, score);
// Recursively call evaluate_pieces() of next piece type until KING excluded
- return score - evaluate_pieces<NextPt, Them, Trace>(pos, ei, mobility, mobilityArea);
+ return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility, mobilityArea);
}
template<>
- Score evaluate_pieces<KING, WHITE, false>(const Position&, EvalInfo&, Score*, Bitboard*) { return SCORE_ZERO; }
+ Score evaluate_pieces<false, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
template<>
- Score evaluate_pieces<KING, WHITE, true>(const Position&, EvalInfo&, Score*, Bitboard*) { return SCORE_ZERO; }
+ Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
// evaluate_king() assigns bonuses and penalties to a king of a given color
- template<Color Us, bool Trace>
+ template<Color Us, bool DoTrace>
Score evaluate_king(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
if (ei.kingAttackersCount[Them])
{
// Find the attacked squares around the king which have no defenders
- // apart from the king itself
+ // apart from the king itself.
undefended = ei.attackedBy[Them][ALL_PIECES]
& ei.attackedBy[Us][KING]
& ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
// 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).
- attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
- + 8 * ei.kingAdjacentZoneAttacksCount[Them]
- + 25 * popcount<Max15>(undefended)
- + 11 * (ei.pinnedPieces[Us] != 0)
- - mg_value(score) / 8
- - !pos.count<QUEEN>(Them) * 60;
+ attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ + 9 * ei.kingAdjacentZoneAttacksCount[Them]
+ + 27 * popcount<Max15>(undefended)
+ + 11 * !!ei.pinnedPieces[Us]
+ - 64 * !pos.count<QUEEN>(Them)
+ - mg_value(score) / 8;
// Analyse the enemy's safe queen contact checks. Firstly, find the
// undefended squares around the king reachable by the enemy queen...
{
// ...and then remove squares not supported by another enemy piece
b &= ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
- | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK];
+ | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]
+ | ei.attackedBy[Them][KING];
if (b)
attackUnits += QueenContactCheck * popcount<Max15>(b);
}
- // Analyse the enemy's safe rook contact checks. Firstly, find the
- // undefended squares around the king reachable by the enemy rooks...
- b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
-
- // Consider only squares where the enemy's rook gives check
- b &= PseudoAttacks[ROOK][ksq];
-
- if (b)
- {
- // ...and then remove squares not supported by another enemy piece
- b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
- | ei.attackedBy[Them][BISHOP]);
-
- if (b)
- attackUnits += RookContactCheck * popcount<Max15>(b);
- }
-
// Analyse the enemy's safe distance checks for sliders and knights
safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them));
// Enemy queen safe checks
b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
if (b)
+ {
attackUnits += QueenCheck * popcount<Max15>(b);
+ score -= Checked;
+ }
// Enemy rooks safe checks
b = b1 & ei.attackedBy[Them][ROOK];
if (b)
+ {
attackUnits += RookCheck * popcount<Max15>(b);
+ score -= Checked;
+ }
// Enemy bishops safe checks
b = b2 & ei.attackedBy[Them][BISHOP];
if (b)
+ {
attackUnits += BishopCheck * popcount<Max15>(b);
+ score -= Checked;
+ }
// Enemy knights safe checks
b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
if (b)
+ {
attackUnits += KnightCheck * popcount<Max15>(b);
+ score -= Checked;
+ }
// Finally, extract the king danger score from the KingDanger[]
// array and subtract the score from evaluation.
score -= KingDanger[std::max(std::min(attackUnits, 399), 0)];
}
- if (Trace)
- Tracing::write(KING, Us, score);
+ if (DoTrace)
+ Trace::add(KING, Us, score);
return score;
}
// evaluate_threats() assigns bonuses according to the type of attacking piece
// and the type of attacked one.
- template<Color Us, bool Trace>
+ template<Color Us, bool DoTrace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
- enum { Defended, Weak };
- enum { Minor, Major };
+ enum { Minor, Rook };
Bitboard b, weak, defended, safeThreats;
Score score = SCORE_ZERO;
// Non-pawn enemies defended by a pawn
defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
- // 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
weak = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][ALL_PIECES];
// Add a bonus according to the kind of attacking pieces
- if (weak)
+ if (defended | weak)
{
- b = weak & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
+ b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
while (b)
- score += Threat[Weak][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
+ score += Threat[Minor][type_of(pos.piece_on(pop_lsb(&b)))];
- b = weak & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
+ b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK];
while (b)
- score += Threat[Weak][Major][type_of(pos.piece_on(pop_lsb(&b)))];
+ score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))];
b = weak & ~ei.attackedBy[Them][ALL_PIECES];
if (b)
score += more_than_one(b) ? KingOnMany : KingOnOne;
}
- // Add a small bonus for safe pawn pushes
+ // Bonus if some pawns can safely push and attack an enemy piece
b = pos.pieces(Us, PAWN) & ~TRank7BB;
b = shift_bb<Up>(b | (shift_bb<Up>(b & TRank2BB) & ~pos.pieces()));
& ~ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
- if (b)
- score += popcount<Full>(b) * PawnSafePush;
-
- // Add another bonus if the pawn push attacks an enemy piece
b = (shift_bb<Left>(b) | shift_bb<Right>(b))
& pos.pieces(Them)
& ~ei.attackedBy[Us][PAWN];
if (b)
score += popcount<Max15>(b) * PawnAttackThreat;
- if (Trace)
- Tracing::write(Tracing::THREAT, Us, score);
+ if (DoTrace)
+ Trace::add(THREAT, Us, score * Weights[Threats]);
- return score;
+ return score * Weights[Threats];
}
// evaluate_passed_pawns() evaluates the passed pawns of the given color
- template<Color Us, bool Trace>
+ template<Color Us, bool DoTrace>
Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
int r = relative_rank(Us, s) - RANK_2;
int rr = r * (r - 1);
- // Base bonus based on rank
- Value mbonus = Value(17 * rr), ebonus = Value(7 * (rr + r + 1));
+ Value mbonus = Passed[MG][r], ebonus = Passed[EG][r];
if (rr)
{
// If there aren't any enemy attacks, assign a big bonus. Otherwise
// assign a smaller bonus if the block square isn't attacked.
- int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 0;
+ int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0;
// If the path to queen is fully defended, assign a big bonus.
// Otherwise assign a smaller bonus if the block square is defended.
if (pos.count<PAWN>(Us) < pos.count<PAWN>(Them))
ebonus += ebonus / 4;
- score += make_score(mbonus, ebonus);
+ score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
}
- if (Trace)
- Tracing::write(Tracing::PASSED, Us, score * Weights[PassedPawns]);
+ if (DoTrace)
+ Trace::add(PASSED, Us, score * Weights[PassedPawns]);
// Add the scores to the middlegame and endgame eval
return score * Weights[PassedPawns];
Score evaluate_space(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Bitboard SpaceMask =
+ Us == WHITE ? (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB)
+ : (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB);
// Find the safe squares for our pieces inside the area defined by
- // SpaceMask[]. A square is unsafe if it is attacked by an enemy
+ // SpaceMask. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
- Bitboard safe = SpaceMask[Us]
+ Bitboard safe = SpaceMask
& ~pos.pieces(Us, PAWN)
& ~ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
behind |= (Us == WHITE ? behind >> 8 : behind << 8);
behind |= (Us == WHITE ? behind >> 16 : behind << 16);
- // Since SpaceMask[Us] is fully on our half of the board
+ // Since SpaceMask[Us] is fully on our half of the board...
assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
- // Count safe + (behind & safe) with a single popcount
+ // ...count safe + (behind & safe) with a single popcount
int bonus = popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);
}
- // do_evaluate() is the evaluation entry point, called directly from evaluate()
-
- template<bool Trace>
- Value do_evaluate(const Position& pos) {
+ // 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) {
- assert(!pos.checkers());
+ int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
+ int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
- EvalInfo ei;
- Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
+ // Compute the initiative bonus for the attacking side
+ int initiative = 8 * (pawns + asymmetry + kingDistance - 15);
- // Initialize score by reading the incrementally updated scores included
- // in the position object (material + piece square tables).
- // Score is computed from the point of view of white.
- score = pos.psq_score();
+ // 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));
- // Probe the material hash table
- ei.mi = Material::probe(pos);
- score += ei.mi->imbalance();
-
- // 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);
-
- // Probe the pawn hash table
- ei.pi = Pawns::probe(pos);
- score += ei.pi->pawns_score() * Weights[PawnStructure];
-
- // Initialize attack and king safety bitboards
- init_eval_info<WHITE>(pos, ei);
- init_eval_info<BLACK>(pos, ei);
-
- ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING];
- ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING];
-
- // Pawns blocked or on ranks 2 and 3. Will be excluded from the mobility area
- Bitboard blockedPawns[] = {
- pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB),
- pos.pieces(BLACK, PAWN) & (shift_bb<DELTA_N>(pos.pieces()) | Rank7BB | Rank6BB)
- };
-
- // Do not include in mobility squares protected by enemy pawns, or occupied
- // by our blocked pawns or king.
- Bitboard mobilityArea[] = {
- ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)),
- ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK))
- };
-
- // Evaluate pieces and mobility
- score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);
- score += (mobility[WHITE] - mobility[BLACK]) * Weights[Mobility];
-
- // Evaluate kings after all other pieces because we need complete attack
- // information when computing the king safety evaluation.
- score += evaluate_king<WHITE, Trace>(pos, ei)
- - evaluate_king<BLACK, Trace>(pos, ei);
-
- // Evaluate tactical threats, we need full attack information including king
- score += evaluate_threats<WHITE, Trace>(pos, ei)
- - evaluate_threats<BLACK, Trace>(pos, ei);
-
- // Evaluate passed pawns, we need full attack information including king
- score += evaluate_passed_pawns<WHITE, Trace>(pos, ei)
- - evaluate_passed_pawns<BLACK, Trace>(pos, ei);
+ return make_score(0, value);
+ }
- // If both sides have only pawns, score for potential unstoppable pawns
- if (!pos.non_pawn_material(WHITE) && !pos.non_pawn_material(BLACK))
- {
- Bitboard b;
- if ((b = ei.pi->passed_pawns(WHITE)) != 0)
- score += int(relative_rank(WHITE, frontmost_sq(WHITE, b))) * Unstoppable;
- if ((b = ei.pi->passed_pawns(BLACK)) != 0)
- score -= int(relative_rank(BLACK, frontmost_sq(BLACK, b))) * Unstoppable;
- }
+ // evaluate_scale_factor() computes the scale factor for the winning side
+ ScaleFactor evaluate_scale_factor(const Position& pos, const EvalInfo& ei, Score score) {
- // Evaluate space for both sides, only during opening
- if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 11756)
- score += (evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei)) * Weights[Space];
-
- // Scale winning side if position is more drawish than it appears
Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
- ScaleFactor sf = ei.mi->scale_factor(pos, strongSide);
+ ScaleFactor sf = ei.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.mi->game_phase() < PHASE_MIDGAME
+ if ( ei.me->game_phase() < PHASE_MIDGAME
&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
{
if (pos.opposite_bishops())
// 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)
- sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(32) : ScaleFactor(8);
+ sf = 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(50 * sf / SCALE_FACTOR_NORMAL);
+ sf = ScaleFactor(46 * sf / SCALE_FACTOR_NORMAL);
}
// 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.square<KING>(~strongSide)))
- sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
+ sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37);
}
- // Interpolate between a middlegame and a (scaled by 'sf') endgame score
- Value v = mg_value(score) * int(ei.mi->game_phase())
- + eg_value(score) * int(PHASE_MIDGAME - ei.mi->game_phase()) * sf / SCALE_FACTOR_NORMAL;
+ return sf;
+ }
+
+} // namespace
- v /= int(PHASE_MIDGAME);
- // In case of tracing add all single evaluation terms for both white and black
- if (Trace)
- {
- Tracing::write(Tracing::MATERIAL, pos.psq_score());
- Tracing::write(Tracing::IMBALANCE, ei.mi->imbalance());
- Tracing::write(PAWN, ei.pi->pawns_score());
- Tracing::write(Tracing::MOBILITY, mobility[WHITE] * Weights[Mobility]
- , mobility[BLACK] * Weights[Mobility]);
- Tracing::write(Tracing::SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
- , evaluate_space<BLACK>(pos, ei) * Weights[Space]);
- Tracing::write(Tracing::TOTAL, score);
- }
+/// evaluate() is the main evaluation function. It returns a static evaluation
+/// of the position from the point of view of the side to move.
- return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
- }
+template<bool DoTrace>
+Value Eval::evaluate(const Position& pos) {
+ assert(!pos.checkers());
- // Tracing functions
+ EvalInfo ei;
+ Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
- double Tracing::to_cp(Value v) { return double(v) / PawnValueEg; }
+ // Initialize score by reading the incrementally updated scores included in
+ // the position object (material + piece square tables). Score is computed
+ // internally from the white point of view.
+ score = pos.psq_score();
- void Tracing::write(int idx, Color c, Score s) { scores[c][idx] = s; }
+ // Probe the material hash table
+ ei.me = Material::probe(pos);
+ score += ei.me->imbalance();
- void Tracing::write(int idx, Score w, Score b) {
- scores[WHITE][idx] = w, scores[BLACK][idx] = b;
- }
+ // 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);
- std::ostream& Tracing::operator<<(std::ostream& os, Term t) {
+ // Probe the pawn hash table
+ ei.pi = Pawns::probe(pos);
+ score += ei.pi->pawns_score() * Weights[PawnStructure];
- double wScore[] = { to_cp(mg_value(scores[WHITE][t])), to_cp(eg_value(scores[WHITE][t])) };
- double bScore[] = { to_cp(mg_value(scores[BLACK][t])), to_cp(eg_value(scores[BLACK][t])) };
+ // Initialize attack and king safety bitboards
+ ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0;
+ eval_init<WHITE>(pos, ei);
+ eval_init<BLACK>(pos, ei);
- if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL)
- os << " --- --- | --- --- | ";
- else
- os << std::setw(5) << wScore[MG] << " " << std::setw(5) << wScore[EG] << " | "
- << std::setw(5) << bScore[MG] << " " << std::setw(5) << bScore[EG] << " | ";
+ // Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area
+ Bitboard blockedPawns[] = {
+ pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB),
+ pos.pieces(BLACK, PAWN) & (shift_bb<DELTA_N>(pos.pieces()) | Rank7BB | Rank6BB)
+ };
+
+ // Do not include in mobility area squares protected by enemy pawns, or occupied
+ // by our blocked pawns or king.
+ Bitboard mobilityArea[] = {
+ ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)),
+ ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK))
+ };
+
+ // Evaluate all pieces but king and pawns
+ score += evaluate_pieces<DoTrace>(pos, ei, mobility, mobilityArea);
+ score += (mobility[WHITE] - mobility[BLACK]) * Weights[Mobility];
+
+ // 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);
- os << std::setw(5) << wScore[MG] - bScore[MG] << " "
- << std::setw(5) << wScore[EG] - bScore[EG] << " \n";
+ // Evaluate tactical threats, we need full attack information including king
+ score += evaluate_threats<WHITE, DoTrace>(pos, ei)
+ - evaluate_threats<BLACK, DoTrace>(pos, ei);
- return os;
+ // 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);
+
+ // If both sides have only pawns, score for potential unstoppable pawns
+ if (!pos.non_pawn_material(WHITE) && !pos.non_pawn_material(BLACK))
+ {
+ Bitboard b;
+ if ((b = ei.pi->passed_pawns(WHITE)) != 0)
+ score += int(relative_rank(WHITE, frontmost_sq(WHITE, b))) * Unstoppable;
+
+ if ((b = ei.pi->passed_pawns(BLACK)) != 0)
+ score -= int(relative_rank(BLACK, frontmost_sq(BLACK, b))) * Unstoppable;
}
- std::string Tracing::do_trace(const Position& pos) {
-
- 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
-
- std::stringstream ss;
- ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
- << " Eval term | White | Black | Total \n"
- << " | MG EG | MG EG | MG EG \n"
- << "----------------+-------------+-------------+-------------\n"
- << " Material | " << Term(MATERIAL)
- << " Imbalance | " << Term(IMBALANCE)
- << " Pawns | " << Term(PAWN)
- << " Knights | " << Term(KNIGHT)
- << " Bishop | " << Term(BISHOP)
- << " Rooks | " << Term(ROOK)
- << " Queens | " << Term(QUEEN)
- << " Mobility | " << Term(MOBILITY)
- << " King safety | " << Term(KING)
- << " Threats | " << Term(THREAT)
- << " Passed pawns | " << Term(PASSED)
- << " Space | " << Term(SPACE)
- << "----------------+-------------+-------------+-------------\n"
- << " Total | " << Term(TOTAL);
-
- ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
-
- return ss.str();
+ // 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)) * Weights[Space];
+
+ // Evaluate position potential for the winning side
+ score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score));
+
+ // Evaluate scale factor for the winning side
+ ScaleFactor sf = evaluate_scale_factor(pos, ei, 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.pi->pawns_score());
+ Trace::add(MOBILITY, mobility[WHITE] * Weights[Mobility]
+ , mobility[BLACK] * Weights[Mobility]);
+ Trace::add(SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
+ , evaluate_space<BLACK>(pos, ei) * Weights[Space]);
+ Trace::add(TOTAL, score);
}
-} // namespace
+ return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
+}
+// Explicit template instantiations
+template Value Eval::evaluate<true >(const Position&);
+template Value Eval::evaluate<false>(const Position&);
-namespace Eval {
- /// evaluate() is the main evaluation function. It returns a static evaluation
- /// of the position always from the point of view of the side to move.
+/// trace() is like evaluate(), but instead of returning a value, it returns
+/// a string (suitable for outputting to stdout) that contains the detailed
+/// descriptions and values of each evaluation term. Useful for debugging.
- Value evaluate(const Position& pos) {
- return do_evaluate<false>(pos);
- }
+std::string Eval::trace(const Position& pos) {
+ std::memset(scores, 0, sizeof(scores));
- /// trace() is like evaluate(), but instead of returning a value, it returns
- /// a string (suitable for outputting to stdout) that contains the detailed
- /// descriptions and values of each evaluation term. It's mainly used for
- /// debugging.
- std::string trace(const Position& pos) {
- return Tracing::do_trace(pos);
- }
+ Value v = evaluate<true>(pos);
+ v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
+ std::stringstream ss;
+ ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
+ << " Eval term | White | Black | Total \n"
+ << " | MG EG | MG EG | MG EG \n"
+ << "----------------+-------------+-------------+-------------\n"
+ << " Material | " << Term(MATERIAL)
+ << " Imbalance | " << Term(IMBALANCE)
+ << " Pawns | " << Term(PAWN)
+ << " Knights | " << Term(KNIGHT)
+ << " Bishop | " << Term(BISHOP)
+ << " Rooks | " << Term(ROOK)
+ << " Queens | " << Term(QUEEN)
+ << " Mobility | " << Term(MOBILITY)
+ << " King safety | " << Term(KING)
+ << " Threats | " << Term(THREAT)
+ << " Passed pawns | " << Term(PASSED)
+ << " Space | " << Term(SPACE)
+ << "----------------+-------------+-------------+-------------\n"
+ << " Total | " << Term(TOTAL);
- /// init() computes evaluation weights, usually at startup
+ ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
- void init() {
+ return ss.str();
+}
- const int MaxSlope = 8700;
- const int Peak = 1280000;
- int t = 0;
- for (int i = 0; i < 400; ++i)
- {
- t = std::min(Peak, std::min(i * i * 27, t + MaxSlope));
- KingDanger[i] = make_score(t / 1000, 0) * Weights[KingSafety];
- }
- }
+/// init() computes evaluation weights, usually at startup
+
+void Eval::init() {
-} // namespace Eval
+ const int MaxSlope = 8700;
+ const int Peak = 1280000;
+ int t = 0;
+
+ for (int i = 0; i < 400; ++i)
+ {
+ t = std::min(Peak, std::min(i * i * 27, t + MaxSlope));
+ KingDanger[i] = make_score(t / 1000, 0) * Weights[KingSafety];
+ }
+}