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| 96 | pmbaty | 1 | /* |
| 2 | Stockfish, a UCI chess playing engine derived from Glaurung 2.1 |
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| 3 | Copyright (C) 2004-2008 Tord Romstad (Glaurung author) |
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| 4 | Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad |
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| 5 | Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad |
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| 6 | |||
| 7 | Stockfish is free software: you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation, either version 3 of the License, or |
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| 10 | (at your option) any later version. |
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| 11 | |||
| 12 | Stockfish is distributed in the hope that it will be useful, |
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| 13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 15 | GNU General Public License for more details. |
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| 16 | |||
| 17 | You should have received a copy of the GNU General Public License |
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| 18 | along with this program. If not, see <http://www.gnu.org/licenses/>. |
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| 19 | */ |
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| 20 | |||
| 21 | #include <algorithm> |
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| 22 | #include <cassert> |
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| 23 | #include <cstring> // For std::memset |
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| 24 | #include <iomanip> |
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| 25 | #include <sstream> |
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| 26 | |||
| 27 | #include "bitcount.h" |
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| 28 | #include "evaluate.h" |
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| 29 | #include "material.h" |
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| 30 | #include "pawns.h" |
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| 31 | |||
| 32 | namespace { |
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| 33 | |||
| 34 | namespace Trace { |
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| 35 | |||
| 36 | enum Term { // The first 8 entries are for PieceType |
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| 37 | MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB |
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| 38 | }; |
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| 39 | |||
| 40 | double scores[TERM_NB][COLOR_NB][PHASE_NB]; |
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| 41 | |||
| 42 | double to_cp(Value v) { return double(v) / PawnValueEg; } |
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| 43 | |||
| 44 | void add(int idx, Color c, Score s) { |
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| 45 | scores[idx][c][MG] = to_cp(mg_value(s)); |
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| 46 | scores[idx][c][EG] = to_cp(eg_value(s)); |
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| 47 | } |
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| 48 | |||
| 49 | void add(int idx, Score w, Score b = SCORE_ZERO) { |
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| 50 | add(idx, WHITE, w); add(idx, BLACK, b); |
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| 51 | } |
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| 52 | |||
| 53 | std::ostream& operator<<(std::ostream& os, Term t) { |
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| 54 | |||
| 55 | if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL) |
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| 56 | os << " --- --- | --- --- | "; |
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| 57 | else |
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| 58 | os << std::setw(5) << scores[t][WHITE][MG] << " " |
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| 59 | << std::setw(5) << scores[t][WHITE][EG] << " | " |
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| 60 | << std::setw(5) << scores[t][BLACK][MG] << " " |
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| 61 | << std::setw(5) << scores[t][BLACK][EG] << " | "; |
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| 62 | |||
| 63 | os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " " |
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| 64 | << std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n"; |
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| 65 | |||
| 66 | return os; |
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| 67 | } |
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| 68 | } |
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| 69 | |||
| 70 | using namespace Trace; |
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| 71 | |||
| 72 | // Struct EvalInfo contains various information computed and collected |
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| 73 | // by the evaluation functions. |
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| 74 | struct EvalInfo { |
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| 75 | |||
| 76 | // attackedBy[color][piece type] is a bitboard representing all squares |
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| 77 | // attacked by a given color and piece type (can be also ALL_PIECES). |
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| 78 | Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; |
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| 79 | |||
| 80 | // kingRing[color] is the zone around the king which is considered |
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| 81 | // by the king safety evaluation. This consists of the squares directly |
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| 82 | // adjacent to the king, and the three (or two, for a king on an edge file) |
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| 83 | // squares two ranks in front of the king. For instance, if black's king |
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| 84 | // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8, |
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| 85 | // f7, g7, h7, f6, g6 and h6. |
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| 86 | Bitboard kingRing[COLOR_NB]; |
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| 87 | |||
| 88 | // kingAttackersCount[color] is the number of pieces of the given color |
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| 89 | // which attack a square in the kingRing of the enemy king. |
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| 90 | int kingAttackersCount[COLOR_NB]; |
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| 91 | |||
| 92 | // kingAttackersWeight[color] is the sum of the "weights" of the pieces of the |
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| 93 | // given color which attack a square in the kingRing of the enemy king. The |
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| 94 | // weights of the individual piece types are given by the elements in the |
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| 95 | // KingAttackWeights array. |
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| 96 | int kingAttackersWeight[COLOR_NB]; |
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| 97 | |||
| 98 | // kingAdjacentZoneAttacksCount[color] is the number of attacks by the given |
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| 99 | // color to squares directly adjacent to the enemy king. Pieces which attack |
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| 100 | // more than one square are counted multiple times. For instance, if there is |
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| 101 | // a white knight on g5 and black's king is on g8, this white knight adds 2 |
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| 102 | // to kingAdjacentZoneAttacksCount[WHITE]. |
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| 103 | int kingAdjacentZoneAttacksCount[COLOR_NB]; |
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| 104 | |||
| 105 | Bitboard pinnedPieces[COLOR_NB]; |
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| 106 | Material::Entry* me; |
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| 107 | Pawns::Entry* pi; |
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| 108 | }; |
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| 109 | |||
| 110 | #define V(v) Value(v) |
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| 111 | #define S(mg, eg) make_score(mg, eg) |
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| 112 | |||
| 113 | // MobilityBonus[PieceType][attacked] contains bonuses for middle and end |
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| 114 | // game, indexed by piece type and number of attacked squares in the MobilityArea. |
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| 115 | const Score MobilityBonus[][32] = { |
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| 116 | {}, {}, |
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| 117 | { S(-75,-76), S(-56,-54), S(- 9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights |
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| 118 | S( 22, 26), S( 30, 28), S( 36, 29) }, |
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| 119 | { S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops |
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| 120 | S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86), |
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| 121 | S( 92, 90), S( 97, 94) }, |
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| 122 | { S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks |
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| 123 | S( 8,109), S( 14,120), S( 21,128), S( 23,143), S( 31,154), S( 32,160), |
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| 124 | S( 43,165), S( 49,168), S( 59,169) }, |
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| 125 | { S(-40,-35), S(-25,-12), S( 2, 7), S( 4, 19), S( 14, 37), S( 24, 55), // Queens |
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| 126 | S( 25, 62), S( 40, 76), S( 43, 79), S( 47, 87), S( 54, 94), S( 56,102), |
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| 127 | S( 60,111), S( 70,116), S( 72,118), S( 73,122), S( 75,128), S( 77,130), |
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| 128 | S( 85,133), S( 94,136), S( 99,140), S(108,157), S(112,158), S(113,161), |
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| 129 | S(118,174), S(119,177), S(123,191), S(128,199) } |
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| 130 | }; |
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| 131 | |||
| 132 | // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and |
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| 133 | // bishops outposts, bigger if outpost piece is supported by a pawn. |
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| 134 | const Score Outpost[][2] = { |
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| 135 | { S(42,11), S(63,17) }, // Knights |
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| 136 | { S(18, 5), S(27, 8) } // Bishops |
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| 137 | }; |
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| 138 | |||
| 139 | // ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for |
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| 140 | // knights and bishops which can reach an outpost square in one move, bigger |
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| 141 | // if outpost square is supported by a pawn. |
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| 142 | const Score ReachableOutpost[][2] = { |
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| 143 | { S(21, 5), S(31, 8) }, // Knights |
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| 144 | { S( 8, 2), S(13, 4) } // Bishops |
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| 145 | }; |
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| 146 | |||
| 147 | // RookOnFile[semiopen/open] contains bonuses for each rook when there is no |
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| 148 | // friendly pawn on the rook file. |
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| 149 | const Score RookOnFile[2] = { S(19, 10), S(43, 21) }; |
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| 150 | |||
| 151 | // ThreatBySafePawn[PieceType] contains bonuses according to which piece |
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| 152 | // type is attacked by a pawn which is protected or is not attacked. |
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| 153 | const Score ThreatBySafePawn[PIECE_TYPE_NB] = { |
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| 154 | S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) }; |
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| 155 | |||
| 156 | // Threat[by minor/by rook][attacked PieceType] contains |
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| 157 | // bonuses according to which piece type attacks which one. |
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| 158 | // Attacks on lesser pieces which are pawn-defended are not considered. |
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| 159 | const Score Threat[][PIECE_TYPE_NB] = { |
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| 160 | { S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72,107), S(48,118) }, // by Minor |
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| 161 | { S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) } // by Rook |
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| 162 | }; |
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| 163 | |||
| 164 | // ThreatByKing[on one/on many] contains bonuses for King attacks on |
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| 165 | // pawns or pieces which are not pawn-defended. |
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| 166 | const Score ThreatByKing[2] = { S(3, 62), S(9, 138) }; |
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| 167 | |||
| 168 | // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns. |
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| 169 | // We don't use a Score because we process the two components independently. |
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| 170 | const Value Passed[][RANK_NB] = { |
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| 171 | { V(0), V( 1), V(26), V(68), V(161), V(247) }, |
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| 172 | { V(7), V(14), V(38), V(64), V(137), V(193) } |
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| 173 | }; |
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| 174 | |||
| 175 | // PassedFile[File] contains a bonus according to the file of a passed pawn |
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| 176 | const Score PassedFile[FILE_NB] = { |
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| 177 | S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12), |
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| 178 | S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10) |
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| 179 | }; |
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| 180 | |||
| 181 | // Assorted bonuses and penalties used by evaluation |
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| 182 | const Score MinorBehindPawn = S(16, 0); |
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| 183 | const Score BishopPawns = S( 8, 12); |
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| 184 | const Score RookOnPawn = S( 7, 27); |
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| 185 | const Score TrappedRook = S(92, 0); |
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| 186 | const Score Checked = S(20, 20); |
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| 187 | const Score ThreatByHangingPawn = S(70, 63); |
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| 188 | const Score Hanging = S(48, 28); |
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| 189 | const Score ThreatByPawnPush = S(31, 19); |
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| 190 | const Score Unstoppable = S( 0, 20); |
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| 191 | |||
| 192 | // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by |
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| 193 | // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only |
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| 194 | // happen in Chess960 games. |
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| 195 | const Score TrappedBishopA1H1 = S(50, 50); |
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| 196 | |||
| 197 | #undef S |
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| 198 | #undef V |
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| 199 | |||
| 200 | // King danger constants and variables. The king danger scores are looked-up |
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| 201 | // in KingDanger[]. Various little "meta-bonuses" measuring the strength |
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| 202 | // of the enemy attack are added up into an integer, which is used as an |
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| 203 | // index to KingDanger[]. |
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| 204 | Score KingDanger[512]; |
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| 205 | |||
| 206 | // KingAttackWeights[PieceType] contains king attack weights by piece type |
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| 207 | const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 }; |
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| 208 | |||
| 209 | // Penalties for enemy's safe checks |
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| 210 | const int QueenContactCheck = 89; |
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| 211 | const int QueenCheck = 50; |
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| 212 | const int RookCheck = 45; |
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| 213 | const int BishopCheck = 6; |
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| 214 | const int KnightCheck = 14; |
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| 215 | |||
| 216 | |||
| 217 | // eval_init() initializes king and attack bitboards for a given color |
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| 218 | // adding pawn attacks. To be done at the beginning of the evaluation. |
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| 219 | |||
| 220 | template<Color Us> |
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| 221 | void eval_init(const Position& pos, EvalInfo& ei) { |
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| 222 | |||
| 223 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
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| 224 | const Square Down = (Us == WHITE ? DELTA_S : DELTA_N); |
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| 225 | |||
| 226 | ei.pinnedPieces[Us] = pos.pinned_pieces(Us); |
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| 227 | Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.square<KING>(Them)); |
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| 228 | ei.attackedBy[Them][ALL_PIECES] |= b; |
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| 229 | ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); |
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| 230 | |||
| 231 | // Init king safety tables only if we are going to use them |
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| 232 | if (pos.non_pawn_material(Us) >= QueenValueMg) |
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| 233 | { |
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| 234 | ei.kingRing[Them] = b | shift_bb<Down>(b); |
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| 235 | b &= ei.attackedBy[Us][PAWN]; |
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| 236 | ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) : 0; |
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| 237 | ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; |
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| 238 | } |
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| 239 | else |
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| 240 | ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0; |
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| 241 | } |
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| 242 | |||
| 243 | |||
| 244 | // evaluate_pieces() assigns bonuses and penalties to the pieces of a given |
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| 245 | // color and type. |
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| 246 | |||
| 247 | template<bool DoTrace, Color Us = WHITE, PieceType Pt = KNIGHT> |
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| 248 | Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, |
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| 249 | const Bitboard* mobilityArea) { |
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| 250 | Bitboard b, bb; |
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| 251 | Square s; |
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| 252 | Score score = SCORE_ZERO; |
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| 253 | |||
| 254 | const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1)); |
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| 255 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
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| 256 | const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB |
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| 257 | : Rank5BB | Rank4BB | Rank3BB); |
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| 258 | const Square* pl = pos.squares<Pt>(Us); |
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| 259 | |||
| 260 | ei.attackedBy[Us][Pt] = 0; |
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| 261 | |||
| 262 | while ((s = *pl++) != SQ_NONE) |
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| 263 | { |
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| 264 | // Find attacked squares, including x-ray attacks for bishops and rooks |
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| 265 | b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN)) |
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| 266 | : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)) |
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| 267 | : pos.attacks_from<Pt>(s); |
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| 268 | |||
| 269 | if (ei.pinnedPieces[Us] & s) |
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| 270 | b &= LineBB[pos.square<KING>(Us)][s]; |
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| 271 | |||
| 272 | ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b; |
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| 273 | |||
| 274 | if (b & ei.kingRing[Them]) |
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| 275 | { |
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| 276 | ei.kingAttackersCount[Us]++; |
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| 277 | ei.kingAttackersWeight[Us] += KingAttackWeights[Pt]; |
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| 278 | bb = b & ei.attackedBy[Them][KING]; |
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| 279 | if (bb) |
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| 280 | ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb); |
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| 281 | } |
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| 282 | |||
| 283 | if (Pt == QUEEN) |
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| 284 | b &= ~( ei.attackedBy[Them][KNIGHT] |
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| 285 | | ei.attackedBy[Them][BISHOP] |
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| 286 | | ei.attackedBy[Them][ROOK]); |
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| 287 | |||
| 288 | int mob = popcount<Pt == QUEEN ? Full : Max15>(b & mobilityArea[Us]); |
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| 289 | |||
| 290 | mobility[Us] += MobilityBonus[Pt][mob]; |
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| 291 | |||
| 292 | if (Pt == BISHOP || Pt == KNIGHT) |
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| 293 | { |
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| 294 | // Bonus for outpost squares |
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| 295 | bb = OutpostRanks & ~ei.pi->pawn_attacks_span(Them); |
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| 296 | if (bb & s) |
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| 297 | score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)]; |
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| 298 | else |
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| 299 | { |
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| 300 | bb &= b & ~pos.pieces(Us); |
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| 301 | if (bb) |
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| 302 | score += ReachableOutpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)]; |
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| 303 | } |
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| 304 | |||
| 305 | // Bonus when behind a pawn |
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| 306 | if ( relative_rank(Us, s) < RANK_5 |
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| 307 | && (pos.pieces(PAWN) & (s + pawn_push(Us)))) |
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| 308 | score += MinorBehindPawn; |
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| 309 | |||
| 310 | // Penalty for pawns on the same color square as the bishop |
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| 311 | if (Pt == BISHOP) |
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| 312 | score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s); |
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| 313 | |||
| 314 | // An important Chess960 pattern: A cornered bishop blocked by a friendly |
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| 315 | // pawn diagonally in front of it is a very serious problem, especially |
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| 316 | // when that pawn is also blocked. |
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| 317 | if ( Pt == BISHOP |
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| 318 | && pos.is_chess960() |
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| 319 | && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) |
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| 320 | { |
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| 321 | Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); |
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| 322 | if (pos.piece_on(s + d) == make_piece(Us, PAWN)) |
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| 323 | score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 |
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| 324 | : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2 |
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| 325 | : TrappedBishopA1H1; |
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| 326 | } |
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| 327 | } |
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| 328 | |||
| 329 | if (Pt == ROOK) |
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| 330 | { |
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| 331 | // Bonus for aligning with enemy pawns on the same rank/file |
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| 332 | if (relative_rank(Us, s) >= RANK_5) |
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| 333 | { |
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| 334 | Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]; |
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| 335 | if (alignedPawns) |
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| 336 | score += RookOnPawn * popcount<Max15>(alignedPawns); |
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| 337 | } |
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| 338 | |||
| 339 | // Bonus when on an open or semi-open file |
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| 340 | if (ei.pi->semiopen_file(Us, file_of(s))) |
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| 341 | score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))]; |
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| 342 | |||
| 343 | // Penalize when trapped by the king, even more if the king cannot castle |
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| 344 | else if (mob <= 3) |
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| 345 | { |
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| 346 | Square ksq = pos.square<KING>(Us); |
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| 347 | |||
| 348 | if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) |
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| 349 | && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1) |
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| 350 | && !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq))) |
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| 351 | score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us)); |
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| 352 | } |
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| 353 | } |
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| 354 | } |
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| 355 | |||
| 356 | if (DoTrace) |
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| 357 | Trace::add(Pt, Us, score); |
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| 358 | |||
| 359 | // Recursively call evaluate_pieces() of next piece type until KING is excluded |
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| 360 | return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility, mobilityArea); |
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| 361 | } |
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| 362 | |||
| 363 | template<> |
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| 364 | Score evaluate_pieces<false, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; } |
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| 365 | template<> |
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| 366 | Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; } |
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| 367 | |||
| 368 | |||
| 369 | // evaluate_king() assigns bonuses and penalties to a king of a given color |
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| 370 | |||
| 371 | template<Color Us, bool DoTrace> |
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| 372 | Score evaluate_king(const Position& pos, const EvalInfo& ei) { |
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| 373 | |||
| 374 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
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| 375 | |||
| 376 | Bitboard undefended, b, b1, b2, safe; |
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| 377 | int attackUnits; |
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| 378 | const Square ksq = pos.square<KING>(Us); |
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| 379 | |||
| 380 | // King shelter and enemy pawns storm |
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| 381 | Score score = ei.pi->king_safety<Us>(pos, ksq); |
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| 382 | |||
| 383 | // Main king safety evaluation |
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| 384 | if (ei.kingAttackersCount[Them]) |
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| 385 | { |
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| 386 | // Find the attacked squares around the king which have no defenders |
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| 387 | // apart from the king itself. |
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| 388 | undefended = ei.attackedBy[Them][ALL_PIECES] |
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| 389 | & ei.attackedBy[Us][KING] |
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| 390 | & ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] |
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| 391 | | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] |
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| 392 | | ei.attackedBy[Us][QUEEN]); |
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| 393 | |||
| 394 | // Initialize the 'attackUnits' variable, which is used later on as an |
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| 395 | // index into the KingDanger[] array. The initial value is based on the |
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| 396 | // number and types of the enemy's attacking pieces, the number of |
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| 397 | // attacked and undefended squares around our king and the quality of |
||
| 398 | // the pawn shelter (current 'score' value). |
||
| 399 | attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) |
||
| 400 | + 9 * ei.kingAdjacentZoneAttacksCount[Them] |
||
| 401 | + 27 * popcount<Max15>(undefended) |
||
| 402 | + 11 * !!ei.pinnedPieces[Us] |
||
| 403 | - 64 * !pos.count<QUEEN>(Them) |
||
| 404 | - mg_value(score) / 8; |
||
| 405 | |||
| 406 | // Analyse the enemy's safe queen contact checks. Firstly, find the |
||
| 407 | // undefended squares around the king reachable by the enemy queen... |
||
| 408 | b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them); |
||
| 409 | if (b) |
||
| 410 | { |
||
| 411 | // ...and then remove squares not supported by another enemy piece |
||
| 412 | b &= ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] |
||
| 413 | | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK] |
||
| 414 | | ei.attackedBy[Them][KING]; |
||
| 415 | |||
| 416 | if (b) |
||
| 417 | attackUnits += QueenContactCheck * popcount<Max15>(b); |
||
| 418 | } |
||
| 419 | |||
| 420 | // Analyse the enemy's safe distance checks for sliders and knights |
||
| 421 | safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them)); |
||
| 422 | |||
| 423 | b1 = pos.attacks_from<ROOK >(ksq) & safe; |
||
| 424 | b2 = pos.attacks_from<BISHOP>(ksq) & safe; |
||
| 425 | |||
| 426 | // Enemy queen safe checks |
||
| 427 | b = (b1 | b2) & ei.attackedBy[Them][QUEEN]; |
||
| 428 | if (b) |
||
| 429 | { |
||
| 430 | attackUnits += QueenCheck * popcount<Max15>(b); |
||
| 431 | score -= Checked; |
||
| 432 | } |
||
| 433 | |||
| 434 | // Enemy rooks safe checks |
||
| 435 | b = b1 & ei.attackedBy[Them][ROOK]; |
||
| 436 | if (b) |
||
| 437 | { |
||
| 438 | attackUnits += RookCheck * popcount<Max15>(b); |
||
| 439 | score -= Checked; |
||
| 440 | } |
||
| 441 | |||
| 442 | // Enemy bishops safe checks |
||
| 443 | b = b2 & ei.attackedBy[Them][BISHOP]; |
||
| 444 | if (b) |
||
| 445 | { |
||
| 446 | attackUnits += BishopCheck * popcount<Max15>(b); |
||
| 447 | score -= Checked; |
||
| 448 | } |
||
| 449 | |||
| 450 | // Enemy knights safe checks |
||
| 451 | b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe; |
||
| 452 | if (b) |
||
| 453 | { |
||
| 454 | attackUnits += KnightCheck * popcount<Max15>(b); |
||
| 455 | score -= Checked; |
||
| 456 | } |
||
| 457 | |||
| 458 | // Finally, extract the king danger score from the KingDanger[] |
||
| 459 | // array and subtract the score from the evaluation. |
||
| 460 | score -= KingDanger[std::max(std::min(attackUnits, 399), 0)]; |
||
| 461 | } |
||
| 462 | |||
| 463 | if (DoTrace) |
||
| 464 | Trace::add(KING, Us, score); |
||
| 465 | |||
| 466 | return score; |
||
| 467 | } |
||
| 468 | |||
| 469 | |||
| 470 | // evaluate_threats() assigns bonuses according to the types of the attacking |
||
| 471 | // and the attacked pieces. |
||
| 472 | |||
| 473 | template<Color Us, bool DoTrace> |
||
| 474 | Score evaluate_threats(const Position& pos, const EvalInfo& ei) { |
||
| 475 | |||
| 476 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
||
| 477 | const Square Up = (Us == WHITE ? DELTA_N : DELTA_S); |
||
| 478 | const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); |
||
| 479 | const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); |
||
| 480 | const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); |
||
| 481 | const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); |
||
| 482 | |||
| 483 | enum { Minor, Rook }; |
||
| 484 | |||
| 485 | Bitboard b, weak, defended, safeThreats; |
||
| 486 | Score score = SCORE_ZERO; |
||
| 487 | |||
| 488 | // Non-pawn enemies attacked by a pawn |
||
| 489 | weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN]; |
||
| 490 | |||
| 491 | if (weak) |
||
| 492 | { |
||
| 493 | b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES] |
||
| 494 | | ei.attackedBy[Us][ALL_PIECES]); |
||
| 495 | |||
| 496 | safeThreats = (shift_bb<Right>(b) | shift_bb<Left>(b)) & weak; |
||
| 497 | |||
| 498 | if (weak ^ safeThreats) |
||
| 499 | score += ThreatByHangingPawn; |
||
| 500 | |||
| 501 | while (safeThreats) |
||
| 502 | score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))]; |
||
| 503 | } |
||
| 504 | |||
| 505 | // Non-pawn enemies defended by a pawn |
||
| 506 | defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN]; |
||
| 507 | |||
| 508 | // Enemies not defended by a pawn and under our attack |
||
| 509 | weak = pos.pieces(Them) |
||
| 510 | & ~ei.attackedBy[Them][PAWN] |
||
| 511 | & ei.attackedBy[Us][ALL_PIECES]; |
||
| 512 | |||
| 513 | // Add a bonus according to the kind of attacking pieces |
||
| 514 | if (defended | weak) |
||
| 515 | { |
||
| 516 | b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]); |
||
| 517 | while (b) |
||
| 518 | score += Threat[Minor][type_of(pos.piece_on(pop_lsb(&b)))]; |
||
| 519 | |||
| 520 | b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK]; |
||
| 521 | while (b) |
||
| 522 | score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))]; |
||
| 523 | |||
| 524 | b = weak & ~ei.attackedBy[Them][ALL_PIECES]; |
||
| 525 | if (b) |
||
| 526 | score += Hanging * popcount<Max15>(b); |
||
| 527 | |||
| 528 | b = weak & ei.attackedBy[Us][KING]; |
||
| 529 | if (b) |
||
| 530 | score += ThreatByKing[more_than_one(b)]; |
||
| 531 | } |
||
| 532 | |||
| 533 | // Bonus if some pawns can safely push and attack an enemy piece |
||
| 534 | b = pos.pieces(Us, PAWN) & ~TRank7BB; |
||
| 535 | b = shift_bb<Up>(b | (shift_bb<Up>(b & TRank2BB) & ~pos.pieces())); |
||
| 536 | |||
| 537 | b &= ~pos.pieces() |
||
| 538 | & ~ei.attackedBy[Them][PAWN] |
||
| 539 | & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); |
||
| 540 | |||
| 541 | b = (shift_bb<Left>(b) | shift_bb<Right>(b)) |
||
| 542 | & pos.pieces(Them) |
||
| 543 | & ~ei.attackedBy[Us][PAWN]; |
||
| 544 | |||
| 545 | if (b) |
||
| 546 | score += ThreatByPawnPush * popcount<Max15>(b); |
||
| 547 | |||
| 548 | if (DoTrace) |
||
| 549 | Trace::add(THREAT, Us, score); |
||
| 550 | |||
| 551 | return score; |
||
| 552 | } |
||
| 553 | |||
| 554 | |||
| 555 | // evaluate_passed_pawns() evaluates the passed pawns of the given color |
||
| 556 | |||
| 557 | template<Color Us, bool DoTrace> |
||
| 558 | Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) { |
||
| 559 | |||
| 560 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
||
| 561 | |||
| 562 | Bitboard b, squaresToQueen, defendedSquares, unsafeSquares; |
||
| 563 | Score score = SCORE_ZERO; |
||
| 564 | |||
| 565 | b = ei.pi->passed_pawns(Us); |
||
| 566 | |||
| 567 | while (b) |
||
| 568 | { |
||
| 569 | Square s = pop_lsb(&b); |
||
| 570 | |||
| 571 | assert(pos.pawn_passed(Us, s)); |
||
| 572 | |||
| 573 | int r = relative_rank(Us, s) - RANK_2; |
||
| 574 | int rr = r * (r - 1); |
||
| 575 | |||
| 576 | Value mbonus = Passed[MG][r], ebonus = Passed[EG][r]; |
||
| 577 | |||
| 578 | if (rr) |
||
| 579 | { |
||
| 580 | Square blockSq = s + pawn_push(Us); |
||
| 581 | |||
| 582 | // Adjust bonus based on the king's proximity |
||
| 583 | ebonus += distance(pos.square<KING>(Them), blockSq) * 5 * rr |
||
| 584 | - distance(pos.square<KING>(Us ), blockSq) * 2 * rr; |
||
| 585 | |||
| 586 | // If blockSq is not the queening square then consider also a second push |
||
| 587 | if (relative_rank(Us, blockSq) != RANK_8) |
||
| 588 | ebonus -= distance(pos.square<KING>(Us), blockSq + pawn_push(Us)) * rr; |
||
| 589 | |||
| 590 | // If the pawn is free to advance, then increase the bonus |
||
| 591 | if (pos.empty(blockSq)) |
||
| 592 | { |
||
| 593 | // If there is a rook or queen attacking/defending the pawn from behind, |
||
| 594 | // consider all the squaresToQueen. Otherwise consider only the squares |
||
| 595 | // in the pawn's path attacked or occupied by the enemy. |
||
| 596 | defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s); |
||
| 597 | |||
| 598 | Bitboard bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s); |
||
| 599 | |||
| 600 | if (!(pos.pieces(Us) & bb)) |
||
| 601 | defendedSquares &= ei.attackedBy[Us][ALL_PIECES]; |
||
| 602 | |||
| 603 | if (!(pos.pieces(Them) & bb)) |
||
| 604 | unsafeSquares &= ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them); |
||
| 605 | |||
| 606 | // If there aren't any enemy attacks, assign a big bonus. Otherwise |
||
| 607 | // assign a smaller bonus if the block square isn't attacked. |
||
| 608 | int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0; |
||
| 609 | |||
| 610 | // If the path to the queen is fully defended, assign a big bonus. |
||
| 611 | // Otherwise assign a smaller bonus if the block square is defended. |
||
| 612 | if (defendedSquares == squaresToQueen) |
||
| 613 | k += 6; |
||
| 614 | |||
| 615 | else if (defendedSquares & blockSq) |
||
| 616 | k += 4; |
||
| 617 | |||
| 618 | mbonus += k * rr * 3 / 4, ebonus += k * rr; |
||
| 619 | } |
||
| 620 | else if (pos.pieces(Us) & blockSq) |
||
| 621 | mbonus += (rr * 3 + r * 2 + 3) * 3 / 4, ebonus += rr + r * 2; |
||
| 622 | } // rr != 0 |
||
| 623 | |||
| 624 | if (pos.count<PAWN>(Us) < pos.count<PAWN>(Them)) |
||
| 625 | ebonus += ebonus / 4; |
||
| 626 | |||
| 627 | score += make_score(mbonus, ebonus) + PassedFile[file_of(s)]; |
||
| 628 | } |
||
| 629 | |||
| 630 | if (DoTrace) |
||
| 631 | Trace::add(PASSED, Us, score); |
||
| 632 | |||
| 633 | // Add the scores to the middlegame and endgame eval |
||
| 634 | return score; |
||
| 635 | } |
||
| 636 | |||
| 637 | |||
| 638 | // evaluate_space() computes the space evaluation for a given side. The |
||
| 639 | // space evaluation is a simple bonus based on the number of safe squares |
||
| 640 | // available for minor pieces on the central four files on ranks 2--4. Safe |
||
| 641 | // squares one, two or three squares behind a friendly pawn are counted |
||
| 642 | // twice. Finally, the space bonus is multiplied by a weight. The aim is to |
||
| 643 | // improve play on game opening. |
||
| 644 | template<Color Us> |
||
| 645 | Score evaluate_space(const Position& pos, const EvalInfo& ei) { |
||
| 646 | |||
| 647 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
||
| 648 | const Bitboard SpaceMask = |
||
| 649 | Us == WHITE ? (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB) |
||
| 650 | : (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB); |
||
| 651 | |||
| 652 | // Find the safe squares for our pieces inside the area defined by |
||
| 653 | // SpaceMask. A square is unsafe if it is attacked by an enemy |
||
| 654 | // pawn, or if it is undefended and attacked by an enemy piece. |
||
| 655 | Bitboard safe = SpaceMask |
||
| 656 | & ~pos.pieces(Us, PAWN) |
||
| 657 | & ~ei.attackedBy[Them][PAWN] |
||
| 658 | & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); |
||
| 659 | |||
| 660 | // Find all squares which are at most three squares behind some friendly pawn |
||
| 661 | Bitboard behind = pos.pieces(Us, PAWN); |
||
| 662 | behind |= (Us == WHITE ? behind >> 8 : behind << 8); |
||
| 663 | behind |= (Us == WHITE ? behind >> 16 : behind << 16); |
||
| 664 | |||
| 665 | // Since SpaceMask[Us] is fully on our half of the board... |
||
| 666 | assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); |
||
| 667 | |||
| 668 | // ...count safe + (behind & safe) with a single popcount |
||
| 669 | int bonus = popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); |
||
| 670 | int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us) |
||
| 671 | + pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them); |
||
| 672 | |||
| 673 | return make_score(bonus * weight * weight * 2 / 11, 0); |
||
| 674 | } |
||
| 675 | |||
| 676 | |||
| 677 | // evaluate_initiative() computes the initiative correction value for the |
||
| 678 | // position, i.e., second order bonus/malus based on the known attacking/defending |
||
| 679 | // status of the players. |
||
| 680 | Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) { |
||
| 681 | |||
| 682 | int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK)); |
||
| 683 | int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK); |
||
| 684 | |||
| 685 | // Compute the initiative bonus for the attacking side |
||
| 686 | int initiative = 8 * (pawns + asymmetry + kingDistance - 15); |
||
| 687 | |||
| 688 | // Now apply the bonus: note that we find the attacking side by extracting |
||
| 689 | // the sign of the endgame value, and that we carefully cap the bonus so |
||
| 690 | // that the endgame score will never be divided by more than two. |
||
| 691 | int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg / 2)); |
||
| 692 | |||
| 693 | return make_score(0, value); |
||
| 694 | } |
||
| 695 | |||
| 696 | |||
| 697 | // evaluate_scale_factor() computes the scale factor for the winning side |
||
| 698 | ScaleFactor evaluate_scale_factor(const Position& pos, const EvalInfo& ei, Score score) { |
||
| 699 | |||
| 700 | Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK; |
||
| 701 | ScaleFactor sf = ei.me->scale_factor(pos, strongSide); |
||
| 702 | |||
| 703 | // If we don't already have an unusual scale factor, check for certain |
||
| 704 | // types of endgames, and use a lower scale for those. |
||
| 705 | if ( ei.me->game_phase() < PHASE_MIDGAME |
||
| 706 | && (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN)) |
||
| 707 | { |
||
| 708 | if (pos.opposite_bishops()) |
||
| 709 | { |
||
| 710 | // Endgame with opposite-colored bishops and no other pieces (ignoring pawns) |
||
| 711 | // is almost a draw, in case of KBP vs KB, it is even more a draw. |
||
| 712 | if ( pos.non_pawn_material(WHITE) == BishopValueMg |
||
| 713 | && pos.non_pawn_material(BLACK) == BishopValueMg) |
||
| 714 | sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9); |
||
| 715 | |||
| 716 | // Endgame with opposite-colored bishops, but also other pieces. Still |
||
| 717 | // a bit drawish, but not as drawish as with only the two bishops. |
||
| 718 | else |
||
| 719 | sf = ScaleFactor(46 * sf / SCALE_FACTOR_NORMAL); |
||
| 720 | } |
||
| 721 | // Endings where weaker side can place his king in front of the opponent's |
||
| 722 | // pawns are drawish. |
||
| 723 | else if ( abs(eg_value(score)) <= BishopValueEg |
||
| 724 | && ei.pi->pawn_span(strongSide) <= 1 |
||
| 725 | && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide))) |
||
| 726 | sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37); |
||
| 727 | } |
||
| 728 | |||
| 729 | return sf; |
||
| 730 | } |
||
| 731 | |||
| 732 | } // namespace |
||
| 733 | |||
| 734 | |||
| 735 | /// evaluate() is the main evaluation function. It returns a static evaluation |
||
| 736 | /// of the position from the point of view of the side to move. |
||
| 737 | |||
| 738 | template<bool DoTrace> |
||
| 739 | Value Eval::evaluate(const Position& pos) { |
||
| 740 | |||
| 741 | assert(!pos.checkers()); |
||
| 742 | |||
| 743 | EvalInfo ei; |
||
| 744 | Score score, mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO }; |
||
| 745 | |||
| 746 | // Initialize score by reading the incrementally updated scores included in |
||
| 747 | // the position object (material + piece square tables). Score is computed |
||
| 748 | // internally from the white point of view. |
||
| 749 | score = pos.psq_score(); |
||
| 750 | |||
| 751 | // Probe the material hash table |
||
| 752 | ei.me = Material::probe(pos); |
||
| 753 | score += ei.me->imbalance(); |
||
| 754 | |||
| 755 | // If we have a specialized evaluation function for the current material |
||
| 756 | // configuration, call it and return. |
||
| 757 | if (ei.me->specialized_eval_exists()) |
||
| 758 | return ei.me->evaluate(pos); |
||
| 759 | |||
| 760 | // Probe the pawn hash table |
||
| 761 | ei.pi = Pawns::probe(pos); |
||
| 762 | score += ei.pi->pawns_score(); |
||
| 763 | |||
| 764 | // Initialize attack and king safety bitboards |
||
| 765 | ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0; |
||
| 766 | eval_init<WHITE>(pos, ei); |
||
| 767 | eval_init<BLACK>(pos, ei); |
||
| 768 | |||
| 769 | // Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area |
||
| 770 | Bitboard blockedPawns[] = { |
||
| 771 | pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB), |
||
| 772 | pos.pieces(BLACK, PAWN) & (shift_bb<DELTA_N>(pos.pieces()) | Rank7BB | Rank6BB) |
||
| 773 | }; |
||
| 774 | |||
| 775 | // Do not include in mobility area squares protected by enemy pawns, or occupied |
||
| 776 | // by our blocked pawns or king. |
||
| 777 | Bitboard mobilityArea[] = { |
||
| 778 | ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)), |
||
| 779 | ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK)) |
||
| 780 | }; |
||
| 781 | |||
| 782 | // Evaluate all pieces but king and pawns |
||
| 783 | score += evaluate_pieces<DoTrace>(pos, ei, mobility, mobilityArea); |
||
| 784 | score += mobility[WHITE] - mobility[BLACK]; |
||
| 785 | |||
| 786 | // Evaluate kings after all other pieces because we need full attack |
||
| 787 | // information when computing the king safety evaluation. |
||
| 788 | score += evaluate_king<WHITE, DoTrace>(pos, ei) |
||
| 789 | - evaluate_king<BLACK, DoTrace>(pos, ei); |
||
| 790 | |||
| 791 | // Evaluate tactical threats, we need full attack information including king |
||
| 792 | score += evaluate_threats<WHITE, DoTrace>(pos, ei) |
||
| 793 | - evaluate_threats<BLACK, DoTrace>(pos, ei); |
||
| 794 | |||
| 795 | // Evaluate passed pawns, we need full attack information including king |
||
| 796 | score += evaluate_passed_pawns<WHITE, DoTrace>(pos, ei) |
||
| 797 | - evaluate_passed_pawns<BLACK, DoTrace>(pos, ei); |
||
| 798 | |||
| 799 | // If both sides have only pawns, score for potential unstoppable pawns |
||
| 800 | if (!pos.non_pawn_material(WHITE) && !pos.non_pawn_material(BLACK)) |
||
| 801 | { |
||
| 802 | Bitboard b; |
||
| 803 | if ((b = ei.pi->passed_pawns(WHITE)) != 0) |
||
| 804 | score += Unstoppable * int(relative_rank(WHITE, frontmost_sq(WHITE, b))); |
||
| 805 | |||
| 806 | if ((b = ei.pi->passed_pawns(BLACK)) != 0) |
||
| 807 | score -= Unstoppable * int(relative_rank(BLACK, frontmost_sq(BLACK, b))); |
||
| 808 | } |
||
| 809 | |||
| 810 | // Evaluate space for both sides, only during opening |
||
| 811 | if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222) |
||
| 812 | score += evaluate_space<WHITE>(pos, ei) |
||
| 813 | - evaluate_space<BLACK>(pos, ei); |
||
| 814 | |||
| 815 | // Evaluate position potential for the winning side |
||
| 816 | score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score)); |
||
| 817 | |||
| 818 | // Evaluate scale factor for the winning side |
||
| 819 | ScaleFactor sf = evaluate_scale_factor(pos, ei, score); |
||
| 820 | |||
| 821 | // Interpolate between a middlegame and a (scaled by 'sf') endgame score |
||
| 822 | Value v = mg_value(score) * int(ei.me->game_phase()) |
||
| 823 | + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL; |
||
| 824 | |||
| 825 | v /= int(PHASE_MIDGAME); |
||
| 826 | |||
| 827 | // In case of tracing add all remaining individual evaluation terms |
||
| 828 | if (DoTrace) |
||
| 829 | { |
||
| 830 | Trace::add(MATERIAL, pos.psq_score()); |
||
| 831 | Trace::add(IMBALANCE, ei.me->imbalance()); |
||
| 832 | Trace::add(PAWN, ei.pi->pawns_score()); |
||
| 833 | Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]); |
||
| 834 | Trace::add(SPACE, evaluate_space<WHITE>(pos, ei) |
||
| 835 | , evaluate_space<BLACK>(pos, ei)); |
||
| 836 | Trace::add(TOTAL, score); |
||
| 837 | } |
||
| 838 | |||
| 839 | return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view |
||
| 840 | } |
||
| 841 | |||
| 842 | // Explicit template instantiations |
||
| 843 | template Value Eval::evaluate<true >(const Position&); |
||
| 844 | template Value Eval::evaluate<false>(const Position&); |
||
| 845 | |||
| 846 | |||
| 847 | /// trace() is like evaluate(), but instead of returning a value, it returns |
||
| 848 | /// a string (suitable for outputting to stdout) that contains the detailed |
||
| 849 | /// descriptions and values of each evaluation term. Useful for debugging. |
||
| 850 | |||
| 851 | std::string Eval::trace(const Position& pos) { |
||
| 852 | |||
| 853 | std::memset(scores, 0, sizeof(scores)); |
||
| 854 | |||
| 855 | Value v = evaluate<true>(pos); |
||
| 856 | v = pos.side_to_move() == WHITE ? v : -v; // White's point of view |
||
| 857 | |||
| 858 | std::stringstream ss; |
||
| 859 | ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2) |
||
| 860 | << " Eval term | White | Black | Total \n" |
||
| 861 | << " | MG EG | MG EG | MG EG \n" |
||
| 862 | << "----------------+-------------+-------------+-------------\n" |
||
| 863 | << " Material | " << Term(MATERIAL) |
||
| 864 | << " Imbalance | " << Term(IMBALANCE) |
||
| 865 | << " Pawns | " << Term(PAWN) |
||
| 866 | << " Knights | " << Term(KNIGHT) |
||
| 867 | << " Bishop | " << Term(BISHOP) |
||
| 868 | << " Rooks | " << Term(ROOK) |
||
| 869 | << " Queens | " << Term(QUEEN) |
||
| 870 | << " Mobility | " << Term(MOBILITY) |
||
| 871 | << " King safety | " << Term(KING) |
||
| 872 | << " Threats | " << Term(THREAT) |
||
| 873 | << " Passed pawns | " << Term(PASSED) |
||
| 874 | << " Space | " << Term(SPACE) |
||
| 875 | << "----------------+-------------+-------------+-------------\n" |
||
| 876 | << " Total | " << Term(TOTAL); |
||
| 877 | |||
| 878 | ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n"; |
||
| 879 | |||
| 880 | return ss.str(); |
||
| 881 | } |
||
| 882 | |||
| 883 | |||
| 884 | /// init() computes evaluation weights, usually at startup |
||
| 885 | |||
| 886 | void Eval::init() { |
||
| 887 | |||
| 888 | const int MaxSlope = 322; |
||
| 889 | const int Peak = 47410; |
||
| 890 | int t = 0; |
||
| 891 | |||
| 892 | for (int i = 0; i < 400; ++i) |
||
| 893 | { |
||
| 894 | t = std::min(Peak, std::min(i * i - 16, t + MaxSlope)); |
||
| 895 | KingDanger[i] = make_score(t * 268 / 7700, 0); |
||
| 896 | } |
||
| 897 | } |