X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fevaluate.cpp;h=540f402e7187bdbe6fbca0a1e9fe3bb81b62d8c5;hb=843a5961e1d9c938e692a115b6bc8774f20d5769;hp=d8448ea57e19db9b6da77a62f8cb1c658bad40f2;hpb=db31efb8a6177b2e285bf45978d9811bb08b429b;p=stockfish
diff --git a/src/evaluate.cpp b/src/evaluate.cpp
index d8448ea5..540f402e 100644
--- a/src/evaluate.cpp
+++ b/src/evaluate.cpp
@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 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
@@ -17,15 +17,10 @@
along with this program. If not, see .
*/
-
-////
-//// Includes
-////
-
#include
-#include
#include
#include
+#include
#include "bitcount.h"
#include "evaluate.h"
@@ -34,10 +29,7 @@
#include "thread.h"
#include "ucioption.h"
-
-////
-//// Local definitions
-////
+Color EvalRootColor;
namespace {
@@ -45,7 +37,8 @@ namespace {
// by the evaluation functions.
struct EvalInfo {
- // Pointer to pawn hash table entry
+ // Pointers to material and pawn hash table entries
+ MaterialInfo* mi;
PawnInfo* pi;
// attackedBy[color][piece type] is a bitboard representing all squares
@@ -53,20 +46,20 @@ namespace {
// all squares attacked by the given color.
Bitboard attackedBy[2][8];
- // kingZone[color] is the zone around the enemy king which is considered
+ // 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)
// squares two ranks in front of the king. For instance, if black's king
- // is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
+ // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
- Bitboard kingZone[2];
+ Bitboard kingRing[2];
// kingAttackersCount[color] is the number of pieces of the given color
- // which attack a square in the kingZone of the enemy king.
+ // which attack a square in the kingRing of the enemy king.
int kingAttackersCount[2];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
- // given color which attack a square in the kingZone of the enemy king. The
+ // given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the variables
// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
// KnightAttackWeight in evaluate.cpp
@@ -84,7 +77,7 @@ namespace {
const int GrainSize = 8;
// Evaluation weights, initialized from UCI options
- enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
+ enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem };
Score Weights[6];
typedef Value V;
@@ -97,7 +90,7 @@ namespace {
//
// Values modified by Joona Kiiski
const Score WeightsInternal[] = {
- S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
+ S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0)
};
// MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
@@ -151,9 +144,9 @@ namespace {
{ S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
};
- // ThreatedByPawnPenalty[PieceType] contains a penalty according to which
+ // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which
// piece type is attacked by an enemy pawn.
- const Score ThreatedByPawnPenalty[] = {
+ const Score ThreatenedByPawnPenalty[] = {
S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
};
@@ -164,8 +157,8 @@ namespace {
const Score QueenOn7thBonus = make_score(27, 54);
// Rooks on open files (modified by Joona Kiiski)
- const Score RookOpenFileBonus = make_score(43, 43);
- const Score RookHalfOpenFileBonus = make_score(19, 19);
+ const Score RookOpenFileBonus = make_score(43, 21);
+ const Score RookHalfOpenFileBonus = make_score(19, 10);
// Penalty for rooks trapped inside a friendly king which has lost the
// right to castle.
@@ -224,7 +217,7 @@ namespace {
// TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
// evaluation terms, used when tracing.
- Score TracedTerms[2][16];
+ Score TracedScores[2][16];
std::stringstream TraceStream;
enum TracedType {
@@ -233,138 +226,119 @@ namespace {
};
// Function prototypes
- template
+ template
Value do_evaluate(const Position& pos, Value& margin);
- template
+ template
void init_eval_info(const Position& pos, EvalInfo& ei);
- template
+ template
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
- template
+ template
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
template
Score evaluate_threats(const Position& pos, EvalInfo& ei);
- template
+ template
int evaluate_space(const Position& pos, EvalInfo& ei);
template
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
- template
Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
inline Score apply_weight(Score v, Score weight);
Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf);
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
- void init_safety();
+ double to_cp(Value v);
+ void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
}
/// 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, Value& margin) {
-
- return CpuHasPOPCNT ? do_evaluate(pos, margin)
- : do_evaluate(pos, margin);
-}
+Value evaluate(const Position& pos, Value& margin) { return do_evaluate(pos, margin); }
namespace {
-double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
-
-void trace_add(int idx, Score term_w, Score term_b = Score(0)) {
-
- TracedTerms[WHITE][idx] = term_w;
- TracedTerms[BLACK][idx] = term_b;
-}
-
-template
+template
Value do_evaluate(const Position& pos, Value& margin) {
EvalInfo ei;
Value margins[2];
- Score mobilityWhite, mobilityBlack;
+ Score score, mobilityWhite, mobilityBlack;
- assert(pos.is_ok());
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
assert(!pos.in_check());
- // Initialize value by reading the incrementally updated scores included
+ // Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables).
- Score bonus = pos.value();
+ score = pos.value();
// margins[] store the uncertainty estimation of position's evaluation
// that typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// Probe the material hash table
- MaterialInfo* mi = Threads[pos.thread()].materialTable.get_material_info(pos);
- bonus += mi->material_value();
+ ei.mi = Threads[pos.thread()].materialTable.material_info(pos);
+ score += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
// configuration, call it and return.
- if (mi->specialized_eval_exists())
+ if (ei.mi->specialized_eval_exists())
{
margin = VALUE_ZERO;
- return mi->evaluate(pos);
+ return ei.mi->evaluate(pos);
}
// Probe the pawn hash table
- ei.pi = Threads[pos.thread()].pawnTable.get_pawn_info(pos);
- bonus += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
+ ei.pi = Threads[pos.thread()].pawnTable.pawn_info(pos);
+ score += ei.pi->pawns_value();
// Initialize attack and king safety bitboards
- init_eval_info(pos, ei);
- init_eval_info(pos, ei);
+ init_eval_info(pos, ei);
+ init_eval_info(pos, ei);
// Evaluate pieces and mobility
- bonus += evaluate_pieces_of_color(pos, ei, mobilityWhite)
- - evaluate_pieces_of_color(pos, ei, mobilityBlack);
+ score += evaluate_pieces_of_color(pos, ei, mobilityWhite)
+ - evaluate_pieces_of_color(pos, ei, mobilityBlack);
- bonus += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
+ score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
- bonus += evaluate_king(pos, ei, margins)
- - evaluate_king(pos, ei, margins);
+ score += evaluate_king(pos, ei, margins)
+ - evaluate_king(pos, ei, margins);
// Evaluate tactical threats, we need full attack information including king
- bonus += evaluate_threats(pos, ei)
+ score += evaluate_threats(pos, ei)
- evaluate_threats(pos, ei);
// Evaluate passed pawns, we need full attack information including king
- bonus += evaluate_passed_pawns(pos, ei)
+ score += evaluate_passed_pawns(pos, ei)
- evaluate_passed_pawns(pos, ei);
// If one side has only a king, check whether exists any unstoppable passed pawn
if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
- bonus += evaluate_unstoppable_pawns(pos, ei);
+ score += evaluate_unstoppable_pawns(pos, ei);
// Evaluate space for both sides, only in middle-game.
- if (mi->space_weight())
+ if (ei.mi->space_weight())
{
- int s_w = evaluate_space(pos, ei);
- int s_b = evaluate_space(pos, ei);
- bonus += apply_weight(make_score((s_w - s_b) * mi->space_weight(), 0), Weights[Space]);
-
- if (Trace)
- trace_add(SPACE, apply_weight(make_score(s_w * mi->space_weight(), make_score(0, 0)), Weights[Space]),
- apply_weight(make_score(s_b * mi->space_weight(), make_score(0, 0)), Weights[Space]));
+ int s = evaluate_space(pos, ei) - evaluate_space(pos, ei);
+ score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
}
// Scale winning side if position is more drawish that what it appears
- ScaleFactor sf = eg_value(bonus) > VALUE_DRAW ? mi->scale_factor(pos, WHITE)
- : mi->scale_factor(pos, BLACK);
- Phase phase = mi->game_phase();
+ ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
+ : ei.mi->scale_factor(pos, BLACK);
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those.
- if ( phase < PHASE_MIDGAME
+ if ( ei.mi->game_phase() < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
&& sf == SCALE_FACTOR_NORMAL)
{
@@ -385,23 +359,27 @@ Value do_evaluate(const Position& pos, Value& margin) {
// Interpolate between the middle game and the endgame score
margin = margins[pos.side_to_move()];
- Value v = scale_by_game_phase(bonus, phase, sf);
+ Value v = scale_by_game_phase(score, ei.mi->game_phase(), sf);
+ // In case of tracing add all single evaluation contributions for both white and black
if (Trace)
{
trace_add(PST, pos.value());
- trace_add(IMBALANCE, mi->material_value());
- trace_add(PAWN, apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]));
+ trace_add(IMBALANCE, ei.mi->material_value());
+ trace_add(PAWN, ei.pi->pawns_value());
trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
trace_add(THREAT, evaluate_threats(pos, ei), evaluate_threats(pos, ei));
trace_add(PASSED, evaluate_passed_pawns(pos, ei), evaluate_passed_pawns(pos, ei));
- trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
- trace_add(TOTAL, bonus);
+ trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
+ Score w = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0);
+ Score b = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0);
+ trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
+ trace_add(TOTAL, score);
TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
<< ", Black: " << to_cp(margins[BLACK])
<< "\nScaling: " << std::noshowpos
- << std::setw(6) << 100.0 * phase/128.0 << "% MG, "
- << std::setw(6) << 100.0 * (1.0 - phase/128.0) << "% * "
+ << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
+ << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
<< std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
<< "Total evaluation: " << to_cp(v);
}
@@ -412,28 +390,42 @@ Value do_evaluate(const Position& pos, Value& margin) {
} // namespace
-/// read_weights() reads evaluation weights from the corresponding UCI parameters
+/// eval_init() reads evaluation weights from the corresponding UCI parameters
+/// and setup weights and tables.
+void eval_init() {
-void read_evaluation_uci_options(Color us) {
+ const Value MaxSlope = Value(30);
+ const Value Peak = Value(1280);
+ Value t[100];
// 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);
-
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]);
+ 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 Weights[kingDangerUs] and Weights[kingDangerThem] by their average.
- if (Options["UCI_AnalyseMode"].value())
- Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2;
+ if (Options["UCI_AnalyseMode"])
+ Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2;
+
+ // First setup the base table
+ for (int i = 0; i < 100; i++)
+ {
+ t[i] = Value(int(0.4 * i * i));
+
+ if (i > 0)
+ t[i] = std::min(t[i], t[i - 1] + MaxSlope);
+
+ t[i] = std::min(t[i], Peak);
+ }
- init_safety();
+ // 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 == WHITE][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]);
}
@@ -442,10 +434,9 @@ namespace {
// init_eval_info() initializes king bitboards for given color adding
// pawn attacks. To be done at the beginning of the evaluation.
- template
+ template
void init_eval_info(const Position& pos, EvalInfo& ei) {
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.king_square(Them));
@@ -455,12 +446,12 @@ namespace {
if ( pos.piece_count(Us, QUEEN)
&& pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
{
- ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
+ ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? count_1s(b) / 2 : 0;
+ ei.kingAttackersCount[Us] = b ? popcount(b) / 2 : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
} else
- ei.kingZone[Us] = ei.kingAttackersCount[Us] = 0;
+ ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
}
@@ -478,10 +469,10 @@ namespace {
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece.
- if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
+ if (bonus && (ei.attackedBy[Us][PAWN] & s))
{
- if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
- && (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
+ if ( !pos.pieces(KNIGHT, Them)
+ && !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
@@ -492,68 +483,76 @@ namespace {
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
- template
+ template
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
Bitboard b;
Square s, ksq;
int mob;
File f;
- Score bonus = SCORE_ZERO;
+ Score score = SCORE_ZERO;
- const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square* ptr = pos.piece_list_begin(Us, Piece);
+ const Square* pl = pos.piece_list(Us, Piece);
- ei.attackedBy[Us][Piece] = EmptyBoardBB;
+ ei.attackedBy[Us][Piece] = 0;
- while ((s = *ptr++) != SQ_NONE)
+ while ((s = *pl++) != SQ_NONE)
{
// Find attacked squares, including x-ray attacks for bishops and rooks
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from(s);
else if (Piece == BISHOP)
- b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
+ b = attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
else if (Piece == ROOK)
- b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
+ b = attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
else
assert(false);
- // Update attack info
ei.attackedBy[Us][Piece] |= b;
- // King attacks
- if (b & ei.kingZone[Us])
+ if (b & ei.kingRing[Them])
{
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
Bitboard bb = (b & ei.attackedBy[Them][KING]);
if (bb)
- ei.kingAdjacentZoneAttacksCount[Us] += count_1s(bb);
+ ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb);
}
- // Mobility
- mob = (Piece != QUEEN ? count_1s(b & mobilityArea)
- : count_1s(b & mobilityArea));
+ mob = (Piece != QUEEN ? popcount(b & mobilityArea)
+ : popcount(b & mobilityArea));
mobility += MobilityBonus[Piece][mob];
+ // Add a bonus if a slider is pinning an enemy piece
+ if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
+ && (PseudoAttacks[Piece][pos.king_square(Them)] & s))
+ {
+ b = BetweenBB[s][pos.king_square(Them)] & pos.occupied_squares();
+
+ assert(b);
+
+ if (single_bit(b) && (b & pos.pieces(Them)))
+ score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(b)))];
+ }
+
// 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.
- if (bit_is_set(ei.attackedBy[Them][PAWN], s))
- bonus -= ThreatedByPawnPenalty[Piece];
+ if (ei.attackedBy[Them][PAWN] & s)
+ score -= ThreatenedByPawnPenalty[Piece];
// Bishop and knight outposts squares
- if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
- bonus += evaluate_outposts(pos, ei, s);
+ if ( (Piece == BISHOP || Piece == KNIGHT)
+ && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
+ score += evaluate_outposts(pos, ei, s);
// 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)
{
- bonus += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
+ score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
}
// Special extra evaluation for bishops
@@ -564,15 +563,15 @@ namespace {
// problem, especially when that pawn is also blocked.
if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))
{
- Square d = pawn_push(Us) + (square_file(s) == FILE_A ? DELTA_E : DELTA_W);
+ Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
{
if (!pos.square_is_empty(s + d + pawn_push(Us)))
- bonus -= 2*TrappedBishopA1H1Penalty;
+ score -= 2*TrappedBishopA1H1Penalty;
else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
- bonus -= TrappedBishopA1H1Penalty;
+ score -= TrappedBishopA1H1Penalty;
else
- bonus -= TrappedBishopA1H1Penalty / 2;
+ score -= TrappedBishopA1H1Penalty / 2;
}
}
}
@@ -581,13 +580,13 @@ namespace {
if (Piece == ROOK)
{
// Open and half-open files
- f = square_file(s);
+ f = file_of(s);
if (ei.pi->file_is_half_open(Us, f))
{
if (ei.pi->file_is_half_open(Them, f))
- bonus += RookOpenFileBonus;
+ score += RookOpenFileBonus;
else
- bonus += RookHalfOpenFileBonus;
+ score += RookHalfOpenFileBonus;
}
// Penalize rooks which are trapped inside a king. Penalize more if
@@ -597,31 +596,31 @@ namespace {
ksq = pos.king_square(Us);
- if ( square_file(ksq) >= FILE_E
- && square_file(s) > square_file(ksq)
- && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
+ if ( file_of(ksq) >= FILE_E
+ && file_of(s) > file_of(ksq)
+ && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
{
// Is there a half-open file between the king and the edge of the board?
- if (!ei.pi->has_open_file_to_right(Us, square_file(ksq)))
- bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+ if (!ei.pi->has_open_file_to_right(Us, file_of(ksq)))
+ score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
: (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)))
+ else if ( file_of(ksq) <= FILE_D
+ && file_of(s) < file_of(ksq)
+ && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(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)))
- bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+ if (!ei.pi->has_open_file_to_left(Us, file_of(ksq)))
+ score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
: (TrappedRookPenalty - mob * 16), 0);
}
}
}
if (Trace)
- TracedTerms[Us][Piece] = bonus;
+ TracedScores[Us][Piece] = score;
- return bonus;
+ return score;
}
@@ -634,10 +633,10 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b;
- Score bonus = SCORE_ZERO;
+ Score score = SCORE_ZERO;
// Enemy pieces not defended by a pawn and under our attack
- Bitboard weakEnemies = pos.pieces_of_color(Them)
+ Bitboard weakEnemies = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][0];
if (!weakEnemies)
@@ -652,44 +651,43 @@ namespace {
if (b)
for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
if (b & pos.pieces(pt2))
- bonus += ThreatBonus[pt1][pt2];
+ score += ThreatBonus[pt1][pt2];
}
- return bonus;
+ return score;
}
// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
// pieces of a given color.
- template
+ template
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
- Score bonus = mobility = SCORE_ZERO;
+ Score score = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
+ const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
- bonus += evaluate_pieces(pos, ei, mobility, mobilityArea);
- bonus += evaluate_pieces(pos, ei, mobility, mobilityArea);
- bonus += evaluate_pieces(pos, ei, mobility, mobilityArea);
- bonus += evaluate_pieces(pos, ei, mobility, mobilityArea);
+ score += evaluate_pieces(pos, ei, mobility, mobilityArea);
+ score += evaluate_pieces(pos, ei, mobility, mobilityArea);
+ score += evaluate_pieces(pos, ei, mobility, mobilityArea);
+ score += evaluate_pieces(pos, ei, mobility, mobilityArea);
// 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];
- return bonus;
+ return score;
}
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
- template
+ template
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard undefended, b, b1, b2, safe;
@@ -697,7 +695,7 @@ namespace {
const Square ksq = pos.king_square(Us);
// King shelter
- Score bonus = ei.pi->king_shelter(pos, ksq);
+ Score score = ei.pi->king_shelter(pos, ksq);
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
@@ -716,14 +714,14 @@ namespace {
// 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(undefended))
+ attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
- mg_value(ei.pi->king_shelter(pos, ksq)) / 32;
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
- b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them);
+ b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
if (b)
{
// ...then remove squares not supported by another enemy piece
@@ -731,16 +729,16 @@ namespace {
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
if (b)
attackUnits += QueenContactCheckBonus
- * count_1s(b)
+ * popcount(b)
* (Them == pos.side_to_move() ? 2 : 1);
}
// Analyse enemy's safe rook contact checks. First find undefended
// squares around the king attacked by enemy rooks...
- b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them);
+ b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
// Consider only squares where the enemy rook gives check
- b &= RookPseudoAttacks[ksq];
+ b &= PseudoAttacks[ROOK][ksq];
if (b)
{
@@ -749,12 +747,12 @@ namespace {
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
if (b)
attackUnits += RookContactCheckBonus
- * count_1s(b)
+ * popcount(b)
* (Them == pos.side_to_move() ? 2 : 1);
}
// Analyse enemy's safe distance checks for sliders and knights
- safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]);
+ safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
b1 = pos.attacks_from(ksq) & safe;
b2 = pos.attacks_from(ksq) & safe;
@@ -762,39 +760,39 @@ namespace {
// Enemy queen safe checks
b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
if (b)
- attackUnits += QueenCheckBonus * count_1s(b);
+ attackUnits += QueenCheckBonus * popcount(b);
// Enemy rooks safe checks
b = b1 & ei.attackedBy[Them][ROOK];
if (b)
- attackUnits += RookCheckBonus * count_1s(b);
+ attackUnits += RookCheckBonus * popcount(b);
// Enemy bishops safe checks
b = b2 & ei.attackedBy[Them][BISHOP];
if (b)
- attackUnits += BishopCheckBonus * count_1s(b);
+ attackUnits += BishopCheckBonus * popcount(b);
// Enemy knights safe checks
b = pos.attacks_from(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
if (b)
- attackUnits += KnightCheckBonus * count_1s(b);
+ attackUnits += KnightCheckBonus * popcount(b);
// To index KingDangerTable[] attackUnits must be in [0, 99] range
- attackUnits = Min(99, Max(0, attackUnits));
+ attackUnits = std::min(99, std::max(0, attackUnits));
// Finally, extract the king danger score from the KingDangerTable[]
// array and subtract the score from evaluation. Set also margins[]
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
- bonus -= KingDangerTable[Us][attackUnits];
- margins[Us] += mg_value(KingDangerTable[Us][attackUnits]);
+ score -= KingDangerTable[Us == EvalRootColor][attackUnits];
+ margins[Us] += mg_value(KingDangerTable[Us == EvalRootColor][attackUnits]);
}
if (Trace)
- TracedTerms[Us][KING] = bonus;
+ TracedScores[Us][KING] = score;
- return bonus;
+ return score;
}
@@ -805,9 +803,10 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE);
- Score bonus = SCORE_ZERO;
- Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
- Bitboard b = ei.pi->passed_pawns(Us);
+ Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
+ Score score = SCORE_ZERO;
+
+ b = ei.pi->passed_pawns(Us);
if (!b)
return SCORE_ZERO;
@@ -829,9 +828,12 @@ namespace {
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on kings proximity
- ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr);
- ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
- ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * rr);
+ ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr);
+ ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr);
+
+ // If blockSq is not the queening square then consider also a second push
+ if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
+ ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq))
@@ -846,7 +848,7 @@ namespace {
&& (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s)))
unsafeSquares = squaresToQueen;
else
- unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them));
+ unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
// If there aren't enemy attacks or pieces along the path to queen give
// huge bonus. Even bigger if we protect the pawn's path.
@@ -858,19 +860,15 @@ namespace {
// If yes, big bonus (but smaller than when there are no enemy attacks),
// if no, somewhat smaller bonus.
ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
-
- // At last, add a small bonus when there are no *friendly* pieces
- // in the pawn's path.
- if (!(squaresToQueen & pos.pieces_of_color(Us)))
- ebonus += Value(rr);
}
} // rr != 0
// Increase the bonus if the passed pawn is supported by a friendly pawn
// on the same rank and a bit smaller if it's on the previous rank.
- supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
+ supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
if (supportingPawns & rank_bb(s))
ebonus += Value(r * 20);
+
else if (supportingPawns & rank_bb(s - pawn_push(Us)))
ebonus += Value(r * 12);
@@ -880,30 +878,27 @@ namespace {
// we try the following: Increase the value for rook pawns if the
// other side has no pieces apart from a knight, and decrease the
// value if the other side has a rook or queen.
- if (square_file(s) == FILE_A || square_file(s) == FILE_H)
+ if (file_of(s) == FILE_A || file_of(s) == FILE_H)
{
if (pos.non_pawn_material(Them) <= KnightValueMidgame)
ebonus += ebonus / 4;
else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4;
}
- bonus += make_score(mbonus, ebonus);
+ score += make_score(mbonus, ebonus);
} while (b);
// Add the scores to the middle game and endgame eval
- return apply_weight(bonus, Weights[PassedPawns]);
+ return apply_weight(score, Weights[PassedPawns]);
}
// evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
// conservative and returns a winning score only when we are very sure that the pawn is winning.
- template
Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
-
Bitboard b, b2, blockers, supporters, queeningPath, candidates;
Square s, blockSq, queeningSquare;
Color c, winnerSide, loserSide;
@@ -916,7 +911,7 @@ namespace {
for (c = WHITE; c <= BLACK; c++)
{
// Skip if other side has non-pawn pieces
- if (pos.non_pawn_material(opposite_color(c)))
+ if (pos.non_pawn_material(~c))
continue;
b = ei.pi->passed_pawns(c);
@@ -924,12 +919,12 @@ namespace {
while (b)
{
s = pop_1st_bit(&b);
- queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
+ queeningSquare = relative_square(c, make_square(file_of(s), RANK_8));
queeningPath = squares_in_front_of(c, s);
// Compute plies to queening and check direct advancement
movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
- oppMovesToGo = square_distance(pos.king_square(opposite_color(c)), queeningSquare) - int(c != pos.side_to_move());
+ oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
if (movesToGo >= oppMovesToGo && !pathDefended)
@@ -938,16 +933,16 @@ namespace {
// Opponent king cannot block because path is defended and position
// is not in check. So only friendly pieces can be blockers.
assert(!pos.in_check());
- assert(queeningPath & pos.occupied_squares() == queeningPath & pos.pieces_of_color(c));
+ assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c)));
// Add moves needed to free the path from friendly pieces and retest condition
- movesToGo += count_1s(queeningPath & pos.pieces_of_color(c));
+ movesToGo += popcount(queeningPath & pos.pieces(c));
if (movesToGo >= oppMovesToGo && !pathDefended)
continue;
pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
- pliesToQueen[c] = Min(pliesToQueen[c], pliesToGo);
+ pliesToQueen[c] = std::min(pliesToQueen[c], pliesToGo);
}
}
@@ -957,7 +952,7 @@ namespace {
return SCORE_ZERO;
winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
- loserSide = opposite_color(winnerSide);
+ loserSide = ~winnerSide;
// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
b = candidates = pos.pieces(PAWN, loserSide);
@@ -967,14 +962,14 @@ namespace {
s = pop_1st_bit(&b);
// Compute plies from queening
- queeningSquare = relative_square(loserSide, make_square(square_file(s), RANK_8));
+ queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
// Check if (without even considering any obstacles) we're too far away or doubled
if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
|| (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide)))
- clear_bit(&candidates, s);
+ candidates ^= s;
}
// If any candidate is already a passed pawn it _may_ promote in time. We give up.
@@ -991,12 +986,12 @@ namespace {
minKingDist = kingptg = 256;
// Compute plies from queening
- queeningSquare = relative_square(loserSide, make_square(square_file(s), RANK_8));
+ queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
// Generate list of blocking pawns and supporters
- supporters = neighboring_files_bb(s) & candidates;
+ supporters = adjacent_files_bb(file_of(s)) & candidates;
opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide);
blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
@@ -1017,7 +1012,7 @@ namespace {
while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
{
d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
- movesToGo = Min(movesToGo, d);
+ movesToGo = std::min(movesToGo, d);
}
}
@@ -1027,7 +1022,7 @@ namespace {
while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
{
d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
- movesToGo = Min(movesToGo, d);
+ movesToGo = std::min(movesToGo, d);
}
// If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
@@ -1041,7 +1036,7 @@ namespace {
// Plies needed for the king to capture all the blocking pawns
d = square_distance(pos.king_square(loserSide), blockSq);
- minKingDist = Min(minKingDist, d);
+ minKingDist = std::min(minKingDist, d);
kingptg = (minKingDist + blockersCount) * 2;
}
@@ -1066,10 +1061,9 @@ namespace {
// squares one, two or three squares behind a friendly pawn are counted
// twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table. The aim is to improve play on game opening.
- template
+ template
int evaluate_space(const Position& pos, EvalInfo& ei) {
- const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Find the safe squares for our pieces inside the area defined by
@@ -1085,15 +1079,15 @@ namespace {
behind |= (Us == WHITE ? behind >> 8 : behind << 8);
behind |= (Us == WHITE ? behind >> 16 : behind << 16);
- return count_1s(safe) + count_1s(behind & safe);
+ return popcount(safe) + popcount(behind & safe);
}
// apply_weight() applies an evaluation weight to a value trying to prevent overflow
inline Score apply_weight(Score v, Score w) {
- return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
- (int(eg_value(v)) * eg_value(w)) / 0x100);
+ return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
+ (int(eg_value(v)) * eg_value(w)) / 0x100);
}
@@ -1118,63 +1112,47 @@ namespace {
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
// Scale option value from 100 to 256
- int mg = Options[mgOpt].value() * 256 / 100;
- int eg = Options[egOpt].value() * 256 / 100;
+ int mg = Options[mgOpt] * 256 / 100;
+ int eg = Options[egOpt] * 256 / 100;
return apply_weight(make_score(mg, eg), internalWeight);
}
- // init_safety() initizes the king safety evaluation, based on UCI
- // parameters. It is called from read_weights().
+ // A couple of little helpers used by tracing code, to_cp() converts a value to
+ // a double in centipawns scale, trace_add() stores white and black scores.
- void init_safety() {
+ double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
- const Value MaxSlope = Value(30);
- const Value Peak = Value(1280);
- Value t[100];
-
- // First setup the base table
- for (int i = 0; i < 100; i++)
- {
- t[i] = Value(int(0.4 * i * i));
+ void trace_add(int idx, Score wScore, Score bScore) {
- if (i > 0)
- t[i] = Min(t[i], t[i - 1] + MaxSlope);
-
- t[i] = Min(t[i], 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]);
+ TracedScores[WHITE][idx] = wScore;
+ TracedScores[BLACK][idx] = bScore;
}
-
// trace_row() is an helper function used by tracing code to register the
// values of a single evaluation term.
void trace_row(const char *name, int idx) {
- Score term_w = TracedTerms[WHITE][idx];
- Score term_b = TracedTerms[BLACK][idx];
+ Score wScore = TracedScores[WHITE][idx];
+ Score bScore = TracedScores[BLACK][idx];
switch (idx) {
case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
TraceStream << std::setw(20) << name << " | --- --- | --- --- | "
- << std::setw(6) << to_cp(mg_value(term_w)) << " "
- << std::setw(6) << to_cp(eg_value(term_w)) << " \n";
+ << std::setw(6) << to_cp(mg_value(wScore)) << " "
+ << std::setw(6) << to_cp(eg_value(wScore)) << " \n";
break;
default:
TraceStream << std::setw(20) << name << " | " << std::noshowpos
- << std::setw(5) << to_cp(mg_value(term_w)) << " "
- << std::setw(5) << to_cp(eg_value(term_w)) << " | "
- << std::setw(5) << to_cp(mg_value(term_b)) << " "
- << std::setw(5) << to_cp(eg_value(term_b)) << " | "
+ << std::setw(5) << to_cp(mg_value(wScore)) << " "
+ << std::setw(5) << to_cp(eg_value(wScore)) << " | "
+ << std::setw(5) << to_cp(mg_value(bScore)) << " "
+ << std::setw(5) << to_cp(eg_value(bScore)) << " | "
<< std::showpos
- << std::setw(6) << to_cp(mg_value(term_w - term_b)) << " "
- << std::setw(6) << to_cp(eg_value(term_w - term_b)) << " \n";
+ << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " "
+ << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n";
}
}
}
@@ -1191,9 +1169,9 @@ std::string trace_evaluate(const Position& pos) {
TraceStream.str("");
TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
- memset(TracedTerms, 0, 2 * 16 * sizeof(Score));
+ memset(TracedScores, 0, 2 * 16 * sizeof(Score));
- do_evaluate(pos, margin);
+ do_evaluate(pos, margin);
totals = TraceStream.str();
TraceStream.str("");