X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fevaluate.cpp;h=eb4cbef7be2eeedb9df4591dcc234eba618bedc2;hb=74033b004e9ba8c345573606ba670df75a795cba;hp=74e70fa2530cf6903b553e892ca95188b8484f65;hpb=935fc09fd49328adfeaad372a5f4f2c48d8caf44;p=stockfish diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 74e70fa2..eb4cbef7 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -61,77 +61,54 @@ namespace { 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[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) + // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and + // end game, indexed by piece type and number of attacked squares not occupied + // by friendly pieces. + const Score MobilityBonus[][32] = { + {}, {}, + { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights + S( 31, 22), S( 38, 27), S( 38, 27) }, + { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops + S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73), + S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) }, + { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks + S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114), + S( 29,116), S( 30,117), S( 31,118), S(32,118) }, + { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens + 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), + S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S( 20, 35) } }; - // 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[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), - S( 79, 74), S( 80, 75), S(81, 76), S(81, 76) - }; - - // 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[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), - S( 29,116), S( 30,117), S(31,118), S(32,118) - }; - - // Queen mobility bonus in middle game and endgame, indexed by the number - // of attacked squares not occupied by friendly pieces. - 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), - S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S(20, 35) - }; - - // Pointers table to access mobility tables through piece type - 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). - const Value KnightOutpostBonus[64] = { - // A B C D E F G H - V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1 - V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 - V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), // 3 - V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), // 4 - V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), // 5 - V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), // 6 - V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 - V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 - }; - - const Value BishopOutpostBonus[64] = { + // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and + // bishops, indexed by piece type and square (from white's point of view). + const Value OutpostBonus[][64] = { + { // A B C D E F G H - V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1 - V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 - V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3 - V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4 - V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), // 5 - V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6 - V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 - V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), + V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), + V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), + V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, + { + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), + V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), + V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), + V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) } }; - // ThreatBonus[attacking][attacked] contains bonus according to which - // piece type attacks which one. - const Score ThreatBonus[8][8] = { + // ThreatBonus[attacking][attacked] contains threat bonuses according to + // which piece type attacks which one. + const Score ThreatBonus[][8] = { {}, {}, { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP @@ -139,17 +116,14 @@ namespace { { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN }; - // ThreatedByPawnPenalty[] contains a penalty according to which piece - // type is attacked by an enemy pawn. - const Score ThreatedByPawnPenalty[8] = { + // ThreatedByPawnPenalty[PieceType] contains a penalty according to which + // piece type is attacked by an enemy pawn. + const Score ThreatedByPawnPenalty[] = { S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118) }; #undef S - // Bonus for unstoppable passed pawns - const Value UnstoppablePawnValue = Value(0x500); - // Rooks and queens on the 7th rank (modified by Joona Kiiski) const Score RookOn7thBonus = make_score(47, 98); const Score QueenOn7thBonus = make_score(27, 54); @@ -162,47 +136,26 @@ namespace { // right to castle. const Value TrappedRookPenalty = Value(180); - // Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by - // enemy pawns. - const Score TrappedBishopA7H7Penalty = make_score(300, 300); - - // Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black) - const Bitboard MaskA7H7[2] = { - ((1ULL << SQ_A7) | (1ULL << SQ_H7)), - ((1ULL << SQ_A2) | (1ULL << SQ_H2)) - }; - - // 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 - // happen in Chess960 games. - const Score TrappedBishopA1H1Penalty = make_score(100, 100); - - // Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black) - const Bitboard MaskA1H1[2] = { - ((1ULL << SQ_A1) | (1ULL << SQ_H1)), - ((1ULL << SQ_A8) | (1ULL << SQ_H8)) - }; - - // The SpaceMask[color] contains the area of the board which is considered + // The SpaceMask[Color] contains the area of the board which is considered // by the space evaluation. In the middle game, 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[2] = { - (1ULL< Value do_evaluate(const Position& pos, EvalInfo& ei); @@ -258,9 +208,6 @@ namespace { template 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); Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); @@ -272,6 +219,14 @@ namespace { //// Functions //// + +/// Prefetches in pawn hash tables + +void prefetchPawn(Key key, int threadID) { + + PawnTable[threadID]->prefetch(key); +} + /// 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. @@ -337,16 +292,12 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) { evaluate_passed_pawns(pos, ei); evaluate_passed_pawns(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 = ei.mi->game_phase(); // Middle-game specific evaluation terms if (phase > PHASE_ENDGAME) { - // Pawn storms in positions with opposite castling + // Evaluate pawn storms in positions with opposite castling if ( square_file(pos.king_square(WHITE)) >= FILE_E && square_file(pos.king_square(BLACK)) <= FILE_D) @@ -372,8 +323,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) { // 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; @@ -420,9 +371,9 @@ void init_eval(int threads) { continue; } if (!PawnTable[i]) - PawnTable[i] = new PawnInfoTable(PawnTableSize); + PawnTable[i] = new PawnInfoTable(); if (!MaterialTable[i]) - MaterialTable[i] = new MaterialInfoTable(MaterialTableSize); + MaterialTable[i] = new MaterialInfoTable(); } } @@ -492,9 +443,10 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); + assert (Piece == BISHOP || Piece == KNIGHT); + // Initial bonus based on square - Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] - : KnightOutpostBonus[relative_square(Us, s)]); + Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)]; // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece @@ -563,17 +515,6 @@ namespace { if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us)) evaluate_outposts(pos, ei, s); - // Special patterns: trapped bishops on a7/h7/a2/h2 - // and trapped bishops on a1/h1/a8/h8 in Chess960. - if (Piece == BISHOP) - { - if (bit_is_set(MaskA7H7[Us], s)) - evaluate_trapped_bishop_a7h7(pos, s, Us, ei); - - if (Chess960 && bit_is_set(MaskA1H1[Us], s)) - evaluate_trapped_bishop_a1h1(pos, s, Us, ei); - } - // Queen or rook on 7th rank if ( (Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) == RANK_7 @@ -634,7 +575,7 @@ namespace { 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) @@ -690,15 +631,11 @@ namespace { Bitboard undefended, b, b1, b2, safe; bool sente; - int attackUnits, shelter = 0; + int attackUnits; const Square ksq = pos.king_square(Us); // King shelter - if (relative_rank(Us, ksq) <= RANK_4) - { - shelter = ei.pi->get_king_shelter(pos, Us, ksq); - ei.value += Sign[Us] * make_score(shelter, 0); - } + ei.value += Sign[Us] * ei.pi->king_shelter(pos, Us, ksq); // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. @@ -725,7 +662,7 @@ namespace { attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) + InitKingDanger[relative_square(Us, ksq)] - - shelter / 32; + - mg_value(ei.pi->king_shelter(pos, Us, ksq)) / 32; // Analyse enemy's safe queen contact checks. First find undefended // squares around the king attacked by enemy queen... @@ -787,7 +724,7 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns; - Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us); + Bitboard b = ei.pi->passed_pawns(Us); while (b) { @@ -873,162 +810,6 @@ namespace { } - // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides - - void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { - - int movesToGo[2] = {0, 0}; - Square pawnToGo[2] = {SQ_NONE, SQ_NONE}; - - 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) - - 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()); - - // 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(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 || pathDefended) && (!movesToGo[c] || movesToGo[c] > mtg)) - { - movesToGo[c] = mtg; - pawnToGo[c] = s; - } - } - } - } - - // Neither side has an unstoppable passed pawn? - if (!(movesToGo[WHITE] | movesToGo[BLACK])) - return; - - // Does only one side have an unstoppable passed pawn? - if (!movesToGo[WHITE] || !movesToGo[BLACK]) - { - Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK; - ei.value += make_score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide]))); - } - else - { // Both sides have unstoppable pawns! Try to find out who queens - // first. We begin by transforming 'movesToGo' to the number of - // plies until the pawn queens for both sides. - movesToGo[WHITE] *= 2; - movesToGo[BLACK] *= 2; - movesToGo[pos.side_to_move()]--; - - Color winnerSide = movesToGo[WHITE] < movesToGo[BLACK] ? WHITE : BLACK; - Color loserSide = opposite_color(winnerSide); - - // If one side queens at least three plies before the other, that side wins - if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3) - ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); - - // If one side queens one ply before the other and checks the king or attacks - // the undefended opponent's queening square, that side wins. To avoid cases - // where the opponent's king could move somewhere before first pawn queens we - // consider only free paths to queen for both pawns. - else if ( !(squares_in_front_of(WHITE, pawnToGo[WHITE]) & pos.occupied_squares()) - && !(squares_in_front_of(BLACK, pawnToGo[BLACK]) & pos.occupied_squares())) - { - assert(movesToGo[loserSide] - movesToGo[winnerSide] == 1); - - Square winnerQSq = relative_square(winnerSide, make_square(square_file(pawnToGo[winnerSide]), RANK_8)); - Square loserQSq = relative_square(loserSide, make_square(square_file(pawnToGo[loserSide]), RANK_8)); - - Bitboard b = pos.occupied_squares(); - clear_bit(&b, pawnToGo[winnerSide]); - clear_bit(&b, pawnToGo[loserSide]); - b = queen_attacks_bb(winnerQSq, b); - - if ( (b & pos.pieces(KING, loserSide)) - ||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq))) - ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); - } - } - } - - - // evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7 - // (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty - // if it is. - - void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) { - - assert(square_is_ok(s)); - assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); - - Square b6 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B6 : SQ_G6); - Square b8 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B8 : SQ_G8); - - if ( pos.piece_on(b6) == piece_of_color_and_type(opposite_color(us), PAWN) - && pos.see(s, b6) < 0 - && pos.see(s, b8) < 0) - { - ei.value -= Sign[us] * TrappedBishopA7H7Penalty; - } - } - - - // evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1 - // (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for - // black), and assigns a penalty if it is. This pattern can obviously - // only occur in Chess960 games. - - void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei) { - - Piece pawn = piece_of_color_and_type(us, PAWN); - Square b2, b3, c3; - - assert(Chess960); - assert(square_is_ok(s)); - assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); - - if (square_file(s) == FILE_A) - { - b2 = relative_square(us, SQ_B2); - b3 = relative_square(us, SQ_B3); - c3 = relative_square(us, SQ_C3); - } - else - { - b2 = relative_square(us, SQ_G2); - b3 = relative_square(us, SQ_G3); - c3 = relative_square(us, SQ_F3); - } - - if (pos.piece_on(b2) == pawn) - { - Score penalty; - - if (!pos.square_is_empty(b3)) - penalty = 2 * TrappedBishopA1H1Penalty; - else if (pos.piece_on(c3) == pawn) - penalty = TrappedBishopA1H1Penalty; - else - penalty = TrappedBishopA1H1Penalty / 2; - - ei.value -= Sign[us] * penalty; - } - } - - // evaluate_space() computes the space evaluation for a given side. The // space evaluation is a simple bonus based on the number of safe squares // available for minor pieces on the central four files on ranks 2--4. Safe @@ -1074,10 +855,10 @@ namespace { assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME); Value eg = eg_value(v); - ScaleFactor f = sf[eg > Value(0) ? WHITE : BLACK]; - Value ev = Value((eg * f) / SCALE_FACTOR_NORMAL); + 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)); }