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/*
2
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
5
  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
6
 
7
  Stockfish is free software: you can redistribute it and/or modify
8
  it under the terms of the GNU General Public License as published by
9
  the Free Software Foundation, either version 3 of the License, or
10
  (at your option) any later version.
11
 
12
  Stockfish is distributed in the hope that it will be useful,
13
  but WITHOUT ANY WARRANTY; without even the implied warranty of
14
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15
  GNU General Public License for more details.
16
 
17
  You should have received a copy of the GNU General Public License
18
  along with this program.  If not, see <http://www.gnu.org/licenses/>.
19
*/
20
 
21
#include <algorithm>
22
#include <cassert>
23
#include <cstring>   // For std::memset
24
#include <iomanip>
25
#include <sstream>
26
 
27
#include "bitcount.h"
28
#include "evaluate.h"
29
#include "material.h"
30
#include "pawns.h"
31
 
32
namespace {
33
 
34
  namespace Trace {
35
 
36
    enum Term { // The first 8 entries are for PieceType
37
      MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
38
    };
39
 
40
    double scores[TERM_NB][COLOR_NB][PHASE_NB];
41
 
42
    double to_cp(Value v) { return double(v) / PawnValueEg; }
43
 
44
    void add(int idx, Color c, Score s) {
45
      scores[idx][c][MG] = to_cp(mg_value(s));
46
      scores[idx][c][EG] = to_cp(eg_value(s));
47
    }
48
 
49
    void add(int idx, Score w, Score b = SCORE_ZERO) {
50
      add(idx, WHITE, w); add(idx, BLACK, b);
51
    }
52
 
53
    std::ostream& operator<<(std::ostream& os, Term t) {
54
 
55
      if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL)
56
          os << "  ---   --- |   ---   --- | ";
57
      else
58
          os << std::setw(5) << scores[t][WHITE][MG] << " "
59
             << std::setw(5) << scores[t][WHITE][EG] << " | "
60
             << std::setw(5) << scores[t][BLACK][MG] << " "
61
             << std::setw(5) << scores[t][BLACK][EG] << " | ";
62
 
63
      os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " "
64
         << std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n";
65
 
66
      return os;
67
    }
68
  }
69
 
70
  using namespace Trace;
71
 
72
  // Struct EvalInfo contains various information computed and collected
73
  // by the evaluation functions.
74
  struct EvalInfo {
75
 
76
    // attackedBy[color][piece type] is a bitboard representing all squares
77
    // attacked by a given color and piece type (can be also ALL_PIECES).
78
    Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
79
 
80
    // kingRing[color] is the zone around the king which is considered
81
    // by the king safety evaluation. This consists of the squares directly
82
    // adjacent to the king, and the three (or two, for a king on an edge file)
83
    // squares two ranks in front of the king. For instance, if black's king
84
    // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
85
    // f7, g7, h7, f6, g6 and h6.
86
    Bitboard kingRing[COLOR_NB];
87
 
88
    // kingAttackersCount[color] is the number of pieces of the given color
89
    // which attack a square in the kingRing of the enemy king.
90
    int kingAttackersCount[COLOR_NB];
91
 
92
    // kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
93
    // given color which attack a square in the kingRing of the enemy king. The
94
    // weights of the individual piece types are given by the elements in the
95
    // KingAttackWeights array.
96
    int kingAttackersWeight[COLOR_NB];
97
 
98
    // kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
99
    // color to squares directly adjacent to the enemy king. Pieces which attack
100
    // more than one square are counted multiple times. For instance, if there is
101
    // a white knight on g5 and black's king is on g8, this white knight adds 2
102
    // to kingAdjacentZoneAttacksCount[WHITE].
103
    int kingAdjacentZoneAttacksCount[COLOR_NB];
104
 
105
    Bitboard pinnedPieces[COLOR_NB];
106
    Material::Entry* me;
107
    Pawns::Entry* pi;
108
  };
109
 
110
  #define V(v) Value(v)
111
  #define S(mg, eg) make_score(mg, eg)
112
 
113
  // MobilityBonus[PieceType][attacked] contains bonuses for middle and end
114
  // game, indexed by piece type and number of attacked squares in the MobilityArea.
115
  const Score MobilityBonus[][32] = {
116
    {}, {},
117
    { S(-75,-76), S(-56,-54), S(- 9,-26), S( -2,-10), S(  6,  5), S( 15, 11), // Knights
118
      S( 22, 26), S( 30, 28), S( 36, 29) },
119
    { S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops
120
      S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86),
121
      S( 92, 90), S( 97, 94) },
122
    { S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks
123
      S(  8,109), S( 14,120), S( 21,128), S( 23,143), S( 31,154), S( 32,160),
124
      S( 43,165), S( 49,168), S( 59,169) },
125
    { S(-40,-35), S(-25,-12), S(  2,  7), S(  4, 19), S( 14, 37), S( 24, 55), // Queens
126
      S( 25, 62), S( 40, 76), S( 43, 79), S( 47, 87), S( 54, 94), S( 56,102),
127
      S( 60,111), S( 70,116), S( 72,118), S( 73,122), S( 75,128), S( 77,130),
128
      S( 85,133), S( 94,136), S( 99,140), S(108,157), S(112,158), S(113,161),
129
      S(118,174), S(119,177), S(123,191), S(128,199) }
130
  };
131
 
132
  // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
133
  // bishops outposts, bigger if outpost piece is supported by a pawn.
134
  const Score Outpost[][2] = {
135
    { S(42,11), S(63,17) }, // Knights
136
    { S(18, 5), S(27, 8) }  // Bishops
137
  };
138
 
139
  // ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for
140
  // knights and bishops which can reach an outpost square in one move, bigger
141
  // if outpost square is supported by a pawn.
142
  const Score ReachableOutpost[][2] = {
143
    { S(21, 5), S(31, 8) }, // Knights
144
    { S( 8, 2), S(13, 4) }  // Bishops
145
  };
146
 
147
  // RookOnFile[semiopen/open] contains bonuses for each rook when there is no
148
  // friendly pawn on the rook file.
149
  const Score RookOnFile[2] = { S(19, 10), S(43, 21) };
150
 
151
  // ThreatBySafePawn[PieceType] contains bonuses according to which piece
152
  // type is attacked by a pawn which is protected or is not attacked.
153
  const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
154
    S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) };
155
 
156
  // Threat[by minor/by rook][attacked PieceType] contains
157
  // bonuses according to which piece type attacks which one.
158
  // Attacks on lesser pieces which are pawn-defended are not considered.
159
  const Score Threat[][PIECE_TYPE_NB] = {
160
    { S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72,107), S(48,118) }, // by Minor
161
    { S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) }  // by Rook
162
  };
163
 
164
  // ThreatByKing[on one/on many] contains bonuses for King attacks on
165
  // pawns or pieces which are not pawn-defended.
166
  const Score ThreatByKing[2] = { S(3, 62), S(9, 138) };
167
 
168
  // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
169
  // We don't use a Score because we process the two components independently.
170
  const Value Passed[][RANK_NB] = {
171
    { V(0), V( 1), V(26), V(68), V(161), V(247) },
172
    { V(7), V(14), V(38), V(64), V(137), V(193) }
173
  };
174
 
175
  // PassedFile[File] contains a bonus according to the file of a passed pawn
176
  const Score PassedFile[FILE_NB] = {
177
    S(  9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
178
    S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
179
  };
180
 
181
  // Assorted bonuses and penalties used by evaluation
182
  const Score MinorBehindPawn     = S(16,  0);
183
  const Score BishopPawns         = S( 8, 12);
184
  const Score RookOnPawn          = S( 7, 27);
185
  const Score TrappedRook         = S(92,  0);
186
  const Score Checked             = S(20, 20);
187
  const Score ThreatByHangingPawn = S(70, 63);
188
  const Score Hanging             = S(48, 28);
189
  const Score ThreatByPawnPush    = S(31, 19);
190
  const Score Unstoppable         = S( 0, 20);
191
 
192
  // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
193
  // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
194
  // happen in Chess960 games.
195
  const Score TrappedBishopA1H1 = S(50, 50);
196
 
197
  #undef S
198
  #undef V
199
 
200
  // King danger constants and variables. The king danger scores are looked-up
201
  // in KingDanger[]. Various little "meta-bonuses" measuring the strength
202
  // of the enemy attack are added up into an integer, which is used as an
203
  // index to KingDanger[].
204
  Score KingDanger[512];
205
 
206
  // KingAttackWeights[PieceType] contains king attack weights by piece type
207
  const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 };
208
 
209
  // Penalties for enemy's safe checks
210
  const int QueenContactCheck = 89;
211
  const int QueenCheck        = 50;
212
  const int RookCheck         = 45;
213
  const int BishopCheck       = 6;
214
  const int KnightCheck       = 14;
215
 
216
 
217
  // eval_init() initializes king and attack bitboards for a given color
218
  // adding pawn attacks. To be done at the beginning of the evaluation.
219
 
220
  template<Color Us>
221
  void eval_init(const Position& pos, EvalInfo& ei) {
222
 
223
    const Color  Them = (Us == WHITE ? BLACK   : WHITE);
224
    const Square Down = (Us == WHITE ? DELTA_S : DELTA_N);
225
 
226
    ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
227
    Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.square<KING>(Them));
228
    ei.attackedBy[Them][ALL_PIECES] |= b;
229
    ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
230
 
231
    // Init king safety tables only if we are going to use them
232
    if (pos.non_pawn_material(Us) >= QueenValueMg)
233
    {
234
        ei.kingRing[Them] = b | shift_bb<Down>(b);
235
        b &= ei.attackedBy[Us][PAWN];
236
        ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) : 0;
237
        ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
238
    }
239
    else
240
        ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
241
  }
242
 
243
 
244
  // evaluate_pieces() assigns bonuses and penalties to the pieces of a given
245
  // color and type.
246
 
247
  template<bool DoTrace, Color Us = WHITE, PieceType Pt = KNIGHT>
248
  Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility,
249
                        const Bitboard* mobilityArea) {
250
    Bitboard b, bb;
251
    Square s;
252
    Score score = SCORE_ZERO;
253
 
254
    const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
255
    const Color Them = (Us == WHITE ? BLACK : WHITE);
256
    const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
257
                                               : Rank5BB | Rank4BB | Rank3BB);
258
    const Square* pl = pos.squares<Pt>(Us);
259
 
260
    ei.attackedBy[Us][Pt] = 0;
261
 
262
    while ((s = *pl++) != SQ_NONE)
263
    {
264
        // Find attacked squares, including x-ray attacks for bishops and rooks
265
        b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN))
266
          : Pt ==   ROOK ? attacks_bb<  ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN))
267
                         : pos.attacks_from<Pt>(s);
268
 
269
        if (ei.pinnedPieces[Us] & s)
270
            b &= LineBB[pos.square<KING>(Us)][s];
271
 
272
        ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
273
 
274
        if (b & ei.kingRing[Them])
275
        {
276
            ei.kingAttackersCount[Us]++;
277
            ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
278
            bb = b & ei.attackedBy[Them][KING];
279
            if (bb)
280
                ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
281
        }
282
 
283
        if (Pt == QUEEN)
284
            b &= ~(  ei.attackedBy[Them][KNIGHT]
285
                   | ei.attackedBy[Them][BISHOP]
286
                   | ei.attackedBy[Them][ROOK]);
287
 
288
        int mob = popcount<Pt == QUEEN ? Full : Max15>(b & mobilityArea[Us]);
289
 
290
        mobility[Us] += MobilityBonus[Pt][mob];
291
 
292
        if (Pt == BISHOP || Pt == KNIGHT)
293
        {
294
            // Bonus for outpost squares
295
            bb = OutpostRanks & ~ei.pi->pawn_attacks_span(Them);
296
            if (bb & s)
297
                score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)];
298
            else
299
            {
300
                bb &= b & ~pos.pieces(Us);
301
                if (bb)
302
                   score += ReachableOutpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)];
303
            }
304
 
305
            // Bonus when behind a pawn
306
            if (    relative_rank(Us, s) < RANK_5
307
                && (pos.pieces(PAWN) & (s + pawn_push(Us))))
308
                score += MinorBehindPawn;
309
 
310
            // Penalty for pawns on the same color square as the bishop
311
            if (Pt == BISHOP)
312
                score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s);
313
 
314
            // An important Chess960 pattern: A cornered bishop blocked by a friendly
315
            // pawn diagonally in front of it is a very serious problem, especially
316
            // when that pawn is also blocked.
317
            if (   Pt == BISHOP
318
                && pos.is_chess960()
319
                && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
320
            {
321
                Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
322
                if (pos.piece_on(s + d) == make_piece(Us, PAWN))
323
                    score -= !pos.empty(s + d + pawn_push(Us))                ? TrappedBishopA1H1 * 4
324
                            : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
325
                                                                              : TrappedBishopA1H1;
326
            }
327
        }
328
 
329
        if (Pt == ROOK)
330
        {
331
            // Bonus for aligning with enemy pawns on the same rank/file
332
            if (relative_rank(Us, s) >= RANK_5)
333
            {
334
                Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
335
                if (alignedPawns)
336
                    score += RookOnPawn * popcount<Max15>(alignedPawns);
337
            }
338
 
339
            // Bonus when on an open or semi-open file
340
            if (ei.pi->semiopen_file(Us, file_of(s)))
341
                score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))];
342
 
343
            // Penalize when trapped by the king, even more if the king cannot castle
344
            else if (mob <= 3)
345
            {
346
                Square ksq = pos.square<KING>(Us);
347
 
348
                if (   ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
349
                    && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
350
                    && !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
351
                    score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
352
            }
353
        }
354
    }
355
 
356
    if (DoTrace)
357
        Trace::add(Pt, Us, score);
358
 
359
    // Recursively call evaluate_pieces() of next piece type until KING is excluded
360
    return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility, mobilityArea);
361
  }
362
 
363
  template<>
364
  Score evaluate_pieces<false, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
365
  template<>
366
  Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
367
 
368
 
369
  // evaluate_king() assigns bonuses and penalties to a king of a given color
370
 
371
  template<Color Us, bool DoTrace>
372
  Score evaluate_king(const Position& pos, const EvalInfo& ei) {
373
 
374
    const Color Them = (Us == WHITE ? BLACK : WHITE);
375
 
376
    Bitboard undefended, b, b1, b2, safe;
377
    int attackUnits;
378
    const Square ksq = pos.square<KING>(Us);
379
 
380
    // King shelter and enemy pawns storm
381
    Score score = ei.pi->king_safety<Us>(pos, ksq);
382
 
383
    // Main king safety evaluation
384
    if (ei.kingAttackersCount[Them])
385
    {
386
        // Find the attacked squares around the king which have no defenders
387
        // apart from the king itself.
388
        undefended =  ei.attackedBy[Them][ALL_PIECES]
389
                    & ei.attackedBy[Us][KING]
390
                    & ~(  ei.attackedBy[Us][PAWN]   | ei.attackedBy[Us][KNIGHT]
391
                        | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
392
                        | ei.attackedBy[Us][QUEEN]);
393
 
394
        // Initialize the 'attackUnits' variable, which is used later on as an
395
        // index into the KingDanger[] array. The initial value is based on the
396
        // number and types of the enemy's attacking pieces, the number of
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
}