#include "evaluate.h"
#include "material.h"
#include "pawns.h"
-#include "scale.h"
#include "thread.h"
#include "ucioption.h"
// Bonuses for enemy's safe checks
const int QueenContactCheckBonus = 3;
- const int DiscoveredCheckBonus = 3;
const int QueenCheckBonus = 2;
const int RookCheckBonus = 1;
const int BishopCheckBonus = 1;
// Function prototypes
template<bool HasPopCnt>
- Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID);
+ Value do_evaluate(const Position& pos, EvalInfo& ei);
+
+ template<Color Us, bool HasPopCnt>
+ void init_attack_tables(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
void evaluate_threats(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
- void evaluate_space(const Position& pos, EvalInfo& ei);
+ int evaluate_space(const Position& pos, EvalInfo& ei);
template<Color Us>
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
-Value evaluate(const Position& pos, EvalInfo& ei, int threadID) {
+Value evaluate(const Position& pos, EvalInfo& ei) {
- return CpuHasPOPCNT ? do_evaluate<true>(pos, ei, threadID)
- : do_evaluate<false>(pos, ei, threadID);
+ return CpuHasPOPCNT ? do_evaluate<true>(pos, ei)
+ : do_evaluate<false>(pos, ei);
}
namespace {
template<bool HasPopCnt>
-Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
+Value do_evaluate(const Position& pos, EvalInfo& ei) {
- Bitboard b;
ScaleFactor factor[2];
assert(pos.is_ok());
- assert(threadID >= 0 && threadID < MAX_THREADS);
+ assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
assert(!pos.is_check());
memset(&ei, 0, sizeof(EvalInfo));
ei.value = pos.value();
// Probe the material hash table
- ei.mi = MaterialTable[threadID]->get_material_info(pos);
+ ei.mi = MaterialTable[pos.thread()]->get_material_info(pos);
ei.value += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
// Probe the pawn hash table
- ei.pi = PawnTable[threadID]->get_pawn_info(pos);
+ ei.pi = PawnTable[pos.thread()]->get_pawn_info(pos);
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));
- ei.attackedBy[BLACK][KING] = pos.attacks_from<KING>(pos.king_square(BLACK));
- ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
- ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
-
- // Initialize pawn attack bitboards for both sides
- ei.attackedBy[WHITE][PAWN] = ei.pi->pawn_attacks(WHITE);
- b = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
- if (b)
- ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(b)/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;
+ // Initialize attack bitboards with pawns evaluation
+ init_attack_tables<WHITE, HasPopCnt>(pos, ei);
+ init_attack_tables<BLACK, HasPopCnt>(pos, ei);
// Evaluate pieces
evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
// Middle-game specific evaluation terms
if (phase > PHASE_ENDGAME)
{
- // Pawn storms in positions with opposite castling
- if ( square_file(pos.king_square(WHITE)) >= FILE_E
- && square_file(pos.king_square(BLACK)) <= FILE_D)
+ // Pawn storms in positions with opposite castling
+ if ( square_file(pos.king_square(WHITE)) >= FILE_E
+ && square_file(pos.king_square(BLACK)) <= FILE_D)
- ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
+ ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
- else if ( square_file(pos.king_square(WHITE)) <= FILE_D
- && square_file(pos.king_square(BLACK)) >= FILE_E)
+ else if ( square_file(pos.king_square(WHITE)) <= FILE_D
+ && square_file(pos.king_square(BLACK)) >= FILE_E)
- ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
+ ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
- // Evaluate space for both sides
- if (ei.mi->space_weight() > 0)
- {
- evaluate_space<WHITE, HasPopCnt>(pos, ei);
- evaluate_space<BLACK, HasPopCnt>(pos, ei);
- }
+ // Evaluate space for both sides
+ if (ei.mi->space_weight() > 0)
+ {
+ int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ ei.value += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
+ }
}
// Mobility
// colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
- && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > Value(0))
- || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < Value(0))))
+ && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > VALUE_ZERO)
+ || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < VALUE_ZERO)))
{
ScaleFactor sf;
namespace {
+ // init_attack_tables() initializes king bitboards for both sides adding
+ // pawn attacks. To be done before other evaluations.
+
+ template<Color Us, bool HasPopCnt>
+ void init_attack_tables(const Position& pos, EvalInfo& ei) {
+
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
+ ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
+ ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
+ b &= ei.attackedBy[Us][PAWN];
+ if (b)
+ ei.kingAttackersCount[Us] = count_1s_max_15<HasPopCnt>(b) / 2;
+ }
+
+
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece, Color Us>
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b;
- Score bonus = make_score(0, 0);
+ Score bonus = SCORE_ZERO;
// Enemy pieces not defended by a pawn and under our attack
Bitboard weakEnemies = pos.pieces_of_color(Them)
if (b)
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
- // Analyse enemy's discovered checks (only for non-pawns right now,
- // consider adding pawns later).
- b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
- if (b)
- attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
-
// To index KingDangerTable[] attackUnits must be in [0, 99] range
attackUnits = Min(99, Max(0, attackUnits));
{
Square s = pop_1st_bit(&b);
- assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
assert(pos.pawn_is_passed(Us, s));
int r = int(relative_rank(Us, s) - RANK_2);
squaresToQueen = squares_in_front_of(Us, s);
defendedSquares = squaresToQueen & ei.attacked_by(Us);
- // There are no enemy pawns in the pawn's path
- assert(!(squaresToQueen & pos.pieces(PAWN, Them)));
-
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen. Otherwise consider only
// the squares in the pawn's path attacked or occupied by the enemy.
if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))
- && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<QUEEN>(s)))
+ && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
// value if the other side has a rook or queen.
if (square_file(s) == FILE_A || square_file(s) == FILE_H)
{
- if ( pos.non_pawn_material(Them) <= KnightValueMidgame
- && pos.piece_count(Them, KNIGHT) <= 1)
+ if (pos.non_pawn_material(Them) <= KnightValueMidgame)
ebonus += ebonus / 4;
else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4;
Square s = pop_1st_bit(&b);
Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
int d = square_distance(s, queeningSquare)
+ - int(relative_rank(c, s) == RANK_2) // Double pawn push
- square_distance(pos.king_square(opposite_color(c)), queeningSquare)
+ int(c != pos.side_to_move());
- if (d < 0)
+ // Do we protect the path to queening ?
+ bool pathDefended = (ei.attacked_by(c) & squares_in_front_of(c, s)) == squares_in_front_of(c, s);
+
+ if (d < 0 || pathDefended)
{
- int mtg = RANK_8 - relative_rank(c, s);
+ int mtg = RANK_8 - relative_rank(c, s) - int(relative_rank(c, s) == RANK_2);
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))
+ if ((d < 0 || pathDefended) && (!movesToGo[c] || movesToGo[c] > mtg))
{
movesToGo[c] = mtg;
pawnToGo[c] = s;
// twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table.
template<Color Us, bool HasPopCnt>
- void evaluate_space(const Position& pos, EvalInfo& ei) {
+ int evaluate_space(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Find the safe squares for our pieces inside the area defined by
// SpaceMask[us]. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
- Bitboard safeSquares = SpaceMask[Us]
- & ~pos.pieces(PAWN, Us)
- & ~ei.attacked_by(Them, PAWN)
- & (ei.attacked_by(Us) | ~ei.attacked_by(Them));
+ Bitboard safe = SpaceMask[Us]
+ & ~pos.pieces(PAWN, Us)
+ & ~ei.attacked_by(Them, PAWN)
+ & (ei.attacked_by(Us) | ~ei.attacked_by(Them));
// Find all squares which are at most three squares behind some friendly pawn
- Bitboard behindFriendlyPawns = pos.pieces(PAWN, Us);
- behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8);
- behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16);
-
- int space = count_1s_max_15<HasPopCnt>(safeSquares)
- + count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
+ Bitboard behind = pos.pieces(PAWN, Us);
+ behind |= (Us == WHITE ? behind >> 8 : behind << 8);
+ behind |= (Us == WHITE ? behind >> 16 : behind << 16);
- ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]);
+ return count_1s_max_15<HasPopCnt>(safe) + count_1s_max_15<HasPopCnt>(behind & safe);
}
}
- // scale_by_game_phase() interpolates between a middle game and an endgame
- // score, based on game phase. It also scales the return value by a
- // ScaleFactor array.
+ // scale_by_game_phase() interpolates between a middle game and an endgame score,
+ // based on game phase. It also scales the return value by a ScaleFactor array.
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) {
assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
- Value ev = apply_scale_factor(eg_value(v), sf[(eg_value(v) > Value(0) ? WHITE : BLACK)]);
+ Value eg = eg_value(v);
+ ScaleFactor f = sf[eg > VALUE_ZERO ? WHITE : BLACK];
+ Value ev = Value((eg * int(f)) / SCALE_FACTOR_NORMAL);
- int result = (mg_value(v) * ph + ev * (128 - ph)) / 128;
+ int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
return Value(result & ~(GrainSize - 1));
}