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| Rev | Author | Line No. | Line | 
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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 | 
        ||
| 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 | } |