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| 1 | #include "chess.h" |
1 | #include "chess.h" |
| - | 2 | #include "evaluate.h" |
|
| 2 | #include "data.h" |
3 | #include "data.h" |
| 3 | /* last modified |
4 | /* last modified 12/31/15 */ |
| 4 | /* |
5 | /* |
| 5 | ******************************************************************************* |
6 | ******************************************************************************* |
| 6 | * * |
7 | * * |
| 7 | * Evaluate() is used to evaluate the chess board. Broadly, it addresses * |
8 | * Evaluate() is used to evaluate the chess board. Broadly, it addresses * |
| 8 | * four (4) distinct areas: (1) material score which is simply a summing of * |
9 | * four (4) distinct areas: (1) material score which is simply a summing of * |
| 9 | * piece types multiplied by piece values; (2) pawn scoring which considers * |
10 | * piece types multiplied by piece values; (2) pawn scoring which considers * |
| 10 | * placement of pawns and also evaluates passed pawns, particularly in end- * |
11 | * placement of pawns and also evaluates passed pawns, particularly in end- * |
| 11 | * game situations; (3) piece scoring which evaluates the placement of each * |
12 | * game situations; (3) piece scoring which evaluates the placement of each * |
| 12 | * piece as well as things like piece mobility; (4) king safety which * |
13 | * piece as well as things like piece mobility; (4) king safety which * |
| 13 | * considers the pawn shelter around the king |
14 | * considers the pawn shelter around the king and enemy pieces and how close * |
| 14 | * |
15 | * they are to assist in a king-side attack. * |
| 15 | * * |
16 | * * |
| 16 | ******************************************************************************* |
17 | ******************************************************************************* |
| 17 | */ |
18 | */ |
| 18 | int Evaluate(TREE * RESTRICT tree, int ply, int wtm, int alpha, int beta) { |
19 | int Evaluate(TREE * RESTRICT tree, int ply, int wtm, int alpha, int beta) { |
| 19 | PAWN_HASH_ENTRY *ptable; |
20 | PAWN_HASH_ENTRY *ptable; |
| 20 | PXOR *pxtable; |
21 | PXOR *pxtable; |
| 21 | int score, side, |
22 | int score, side, can_win = 3, phase, lscore, cutoff; |
| - | 23 | int full = 0; |
|
| - | 24 | uint64_t *etable; |
|
| 22 |
|
25 | uint64_t temp_hashkey; |
| 23 | 26 | ||
| 24 | /* |
27 | /* |
| 25 | |
28 | ************************************************************* |
| 26 | * |
29 | * * |
| - | 30 | * First thing we do is if -DSKILL was passed in to the * |
|
| - | 31 | * compiler, we burn some time to slow the search down, * |
|
| 27 | * |
32 | * then we fall into the normal evaluation code. * |
| 28 | * |
33 | * * |
| 29 | |
34 | ************************************************************* |
| 30 | */ |
35 | */ |
| 31 | cutoff = (TotalPieces(white, occupied) && TotalPieces(black, occupied)) |
- | |
| 32 | ? KNIGHT_VALUE : ROOK_VALUE; |
- | |
| 33 | lscore = (wtm) ? Material : -Material; |
- | |
| 34 | if (lscore + cutoff < alpha || lscore - cutoff > beta) |
- | |
| 35 | return lscore; |
- | |
| 36 | tree->dangerous[white] = (Queens(white) && TotalPieces(white, occupied) > 9) |
- | |
| 37 | || (TotalPieces(white, rook) > 1 && TotalPieces(white, occupied) > 15); |
- | |
| 38 | tree->dangerous[black] = (Queens(black) && TotalPieces(black, occupied) > 9) |
- | |
| 39 | || (TotalPieces(black, rook) > 1 && TotalPieces(black, occupied) > 15); |
- | |
| 40 | tree->evaluations++; |
- | |
| 41 | tree->score_mg = 0; |
- | |
| 42 | tree->score_eg = 0; |
- | |
| 43 | EvaluateMaterial(tree, wtm); |
- | |
| 44 | #if defined(SKILL) |
36 | #if defined(SKILL) |
| 45 | if (skill < 100) { |
37 | if (skill < 100) { |
| 46 | int i, j; |
38 | int i, j; |
| 47 | for (i = 0; i < burnc[skill / 10]; i++) |
39 | for (i = 0; i < burnc[skill / 10] && !abort_search; i++) |
| 48 | for (j = 1; j < 10; j++) |
40 | for (j = 1; j < 10 && !abort_search; j++) |
| 49 | burner[j - 1] = burner[j - 1] * burner[j]; |
41 | burner[j - 1] = burner[j - 1] * burner[j]; |
| - | 42 | if (TimeCheck(tree, 1)) |
|
| - | 43 | abort_search = 1; |
|
| 50 | } |
44 | } |
| 51 | #endif |
45 | #endif |
| 52 | /* |
- | |
| 53 | ********************************************************************** |
- | |
| 54 | * * |
- | |
| 55 | * Check for draws due to insufficient material and adjust the score * |
- | |
| 56 | * as necessary. This code also handles a special endgame case * |
- | |
| 57 | * where one side has only a lone king, and the king has no legal * |
- | |
| 58 | * moves. This has been shown to break a few evaluation terms such * |
- | |
| 59 | * as bishop + wrong color rook pawn. If this case is detected, a * |
- | |
| 60 | * drawscore is returned. * |
- | |
| 61 | * * |
- | |
| 62 | ********************************************************************** |
- | |
| 63 | */ |
- | |
| 64 | if (TotalPieces(white, occupied) < 13 && TotalPieces(black, occupied) < 13) |
- | |
| 65 | do { |
- | |
| 66 | /* |
46 | /* |
| 67 | ************************************************************ |
47 | ************************************************************ |
| 68 | * * |
48 | * * |
| - | 49 | * Next we check to see if this position has been handled * |
|
| - | 50 | * before. If so, we can skip the work saved in the eval * |
|
| - | 51 | * hash table and just return the score found there. Note * |
|
| - | 52 | * that we only store FULL evaluations in the evaluation * |
|
| 69 | * |
53 | * hash, if an early (lazy) exit is taken, nothing is * |
| 70 | * |
54 | * stored. * |
| 71 | * * |
55 | * * |
| 72 | ************************************************************ |
56 | ************************************************************ |
| 73 | |
57 | */ |
| 74 |
|
58 | temp_hashkey = (wtm) ? HashKey : ~HashKey; |
| 75 |
|
59 | etable = eval_hash_table + (temp_hashkey & eval_hash_mask); |
| - | 60 | if (*etable >> 16 == temp_hashkey >> 16) { |
|
| 76 |
|
61 | score = (*etable & 0xffff) - 32768; |
| 77 |
|
62 | return (wtm) ? score : -score; |
| - | 63 | } |
|
| 78 | /* |
64 | /* |
| 79 | ************************************************************ |
65 | ************************************************************* |
| 80 | * * |
66 | * * |
| - | 67 | * First lazy cutoff attempt. If the material score is way * |
|
| - | 68 | * below alpha or way above beta (way above means so far * |
|
| - | 69 | * above it is very unlikely the positional score can bring * |
|
| 81 | * |
70 | * the total score back into the alpha / beta window) then * |
| - | 71 | * we take what is known as a "lazy evaluation exit" and * |
|
| - | 72 | * avoid the computational cost of a full evaluation in a * |
|
| 82 | * |
73 | * position where one side is way ahead or behind. * |
| 83 | * * |
74 | * * |
| 84 | ************************************************************ |
75 | ************************************************************* |
| 85 | */ |
76 | */ |
| 86 | majors = TotalMajors(white) - TotalMajors(black); |
- | |
| 87 | if (Abs(majors) == 1) { |
- | |
| 88 |
|
77 | cutoff = (TotalPieces(white, occupied) && TotalPieces(black, occupied)) |
| 89 |
|
78 | ? KNIGHT_VALUE : ROOK_VALUE; |
| 90 | if (TotalPieces(black, pawn) == 0) |
- | |
| 91 |
|
79 | lscore = MaterialSTM(wtm); |
| 92 | if (TotalPieces(white, pawn) == 0) |
- | |
| 93 |
|
80 | if (lscore + cutoff < alpha) |
| 94 |
|
81 | return alpha; |
| 95 |
|
82 | if (lscore - cutoff > beta) |
| 96 |
|
83 | return beta; |
| 97 | } |
- | |
| 98 | /* |
84 | /* |
| 99 | ************************************************************ |
85 | ************************************************************* |
| - | 86 | * * |
|
| - | 87 | * Check for draws where one side seems to be ahead, but * |
|
| - | 88 | * has no actual winning chances. One simple example is a * |
|
| - | 89 | * king, bishop and rook pawn, with the wrong colored * |
|
| - | 90 | * bishop and the enemy king too close to the promotion * |
|
| - | 91 | * square. * |
|
| 100 | * * |
92 | * * |
| - | 93 | * The variable "can_win" uses 2 bits. If White can * |
|
| - | 94 | * actually win in this position, bit 1 is set. If Black * |
|
| - | 95 | * can actually win in this position, bit 0 is set. If * |
|
| - | 96 | * both sides can win, both bits are set. This is used * |
|
| 101 | * |
97 | * later to drag the score closer to a draw score if the * |
| - | 98 | * side with the better score can't actually win. * |
|
| 102 | * |
99 | * * |
| - | 100 | * Note that we only set these bits in minimal material * |
|
| - | 101 | * positions (both sides have < 13 points of material * |
|
| - | 102 | * total). Otherwise we assume normal scoring should * |
|
| - | 103 | * apply. * |
|
| 103 | * * |
104 | * * |
| 104 | ************************************************************ |
105 | ************************************************************* |
| 105 | */ |
106 | */ |
| - | 107 | tree->evaluations++; |
|
| - | 108 | tree->score_mg = 0; |
|
| - | 109 | tree->score_eg = 0; |
|
| 106 |
|
110 | EvaluateMaterial(tree, wtm); |
| - | 111 | if (TotalPieces(white, occupied) < 13 && TotalPieces(black, occupied) < 13) |
|
| 107 |
|
112 | for (side = black; side <= white; side++) |
| 108 | if (!EvaluateWinningChances(tree, |
113 | if (!EvaluateWinningChances(tree, side, wtm)) |
| 109 | can_win |
114 | can_win ^= (1 << side); |
| 110 | } while (0); |
- | |
| 111 | /* |
115 | /* |
| 112 | |
116 | ************************************************************* |
| 113 | * |
117 | * * |
| 114 | * Determine if this position should be evaluated to force |
118 | * Determine if this position should be evaluated to force * |
| 115 | * (neither side has pawns) or if it should be |
119 | * mate (neither side has pawns) or if it should be * |
| - | 120 | * evaluated normally. * |
|
| 116 | * |
121 | * * |
| 117 | * Note the special case of no pawns, one side is ahead in |
122 | * Note the special case of no pawns, one side is ahead in * |
| 118 | * material, but the game is a hopeless draw. KRN vs |
123 | * total material, but the game is a hopeless draw. KRN vs * |
| 119 | * example. If EvaluateWinningChances() |
124 | * KR is one example. If EvaluateWinningChances() * |
| - | 125 | * determines that the side with extra material can not * |
|
| 120 | * |
126 | * win, the score is pulled closer to a draw although it * |
| 121 | * |
127 | * can not collapse completely to the drawscore as it is * |
| 122 | * |
128 | * possible to lose KRB vs KR if the KR side lets the king * |
| 123 | * trapped on the edge of the board. |
129 | * get trapped on the edge of the board. * |
| 124 | * |
130 | * * |
| 125 | |
131 | ************************************************************* |
| 126 | */ |
132 | */ |
| 127 | tree->all_pawns = Pawns(black) | Pawns(white); |
133 | tree->all_pawns = Pawns(black) | Pawns(white); |
| 128 | if (!tree->all_pawns) { |
134 | if (!tree->all_pawns) { |
| 129 | if (TotalPieces(white, occupied) > 3 || TotalPieces(black, occupied) > 3) { |
135 | if (TotalPieces(white, occupied) > 3 || TotalPieces(black, occupied) > 3) { |
| 130 | if (Material > 0) |
136 | if (Material > 0) |
| 131 | EvaluateMate(tree, white); |
137 | EvaluateMate(tree, white); |
| 132 | else if (Material < 0) |
138 | else if (Material < 0) |
| 133 | EvaluateMate(tree, black); |
139 | EvaluateMate(tree, black); |
| 134 | if (tree->score_eg > DrawScore(1) && !(can_win & |
140 | if (tree->score_eg > DrawScore(1) && !(can_win & 2)) |
| 135 | tree->score_eg = tree->score_eg / |
141 | tree->score_eg = tree->score_eg / 16; |
| 136 | if (tree->score_eg < DrawScore(1) && !(can_win & |
142 | if (tree->score_eg < DrawScore(1) && !(can_win & 1)) |
| 137 | tree->score_eg = tree->score_eg / |
143 | tree->score_eg = tree->score_eg / 16; |
| 138 | #if defined(SKILL) |
144 | #if defined(SKILL) |
| 139 | if (skill < 100) |
145 | if (skill < 100) |
| 140 | tree->score_eg = |
146 | tree->score_eg = (int) // Pierre-Marie Baty -- added type cast |
| 141 |
|
147 | (skill * tree->score_eg / 100 + ((100 - |
| 142 | skill) * PAWN_VALUE * (uint64_t) Random32() / |
148 | skill) * PAWN_VALUE * (uint64_t) Random32() / |
| 143 | 0x100000000ull) / 100); |
149 | 0x100000000ull) / 100); |
| 144 | #endif |
150 | #endif |
| 145 | return (wtm) ? tree->score_eg : -tree->score_eg; |
151 | return (wtm) ? tree->score_eg : -tree->score_eg; |
| 146 | } |
152 | } |
| 147 | } |
153 | } |
| 148 | /* |
154 | /* |
| 149 | |
155 | ************************************************************* |
| 150 | * |
156 | * * |
| 151 | * Now evaluate pawns. If the pawn hash signature has not |
157 | * Now evaluate pawns. If the pawn hash signature has not * |
| 152 | * from the last entry to Evaluate() then we |
158 | * changed from the last entry to Evaluate() then we * |
| 153 | * |
159 | * already have everything we need in the pawn hash entry. * |
| - | 160 | * In this case, we do not need to call EvaluatePawns() at * |
|
| 154 | * |
161 | * all. EvaluatePawns() does all of the analysis for * |
| 155 | * |
162 | * information specifically regarding only pawns. In many * |
| 156 | * |
163 | * cases, it merely records the presence/absence of * |
| 157 | * pawn features because those features also |
164 | * positional pawn features because those features also * |
| - | 165 | * depends on pieces. * |
|
| - | 166 | * * |
|
| 158 | * Note that anything put into EvaluatePawns() can only |
167 | * Note that anything put into EvaluatePawns() can only * |
| 159 | * |
168 | * consider the placement of pawns. Kings or other pieces * |
| - | 169 | * can not influence the score because those pieces are not * |
|
| 160 | * |
170 | * hashed into the pawn hash signature. Violating this * |
| 161 | * |
171 | * principle leads to lots of very difficult and * |
| 162 | * |
172 | * challenging debugging problems. * |
| 163 | * |
173 | * * |
| 164 | |
174 | ************************************************************* |
| 165 | */ |
175 | */ |
| 166 | else { |
176 | else { |
| 167 | if (PawnHashKey == tree->pawn_score.key) { |
177 | if (PawnHashKey == tree->pawn_score.key) { |
| 168 | tree->score_mg += tree->pawn_score.score_mg; |
178 | tree->score_mg += tree->pawn_score.score_mg; |
| 169 | tree->score_eg += tree->pawn_score.score_eg; |
179 | tree->score_eg += tree->pawn_score.score_eg; |
| 170 | } |
180 | } |
| 171 | /* |
181 | /* |
| 172 | ************************************************************ |
182 | ************************************************************* |
| 173 | * * |
183 | * * |
| 174 | * First check to see if this position has been handled * |
184 | * First check to see if this position has been handled * |
| 175 | * before. If so, we can skip the work saved in the pawn * |
185 | * before. If so, we can skip the work saved in the pawn * |
| 176 | * hash table. * |
186 | * hash table. * |
| 177 | * * |
187 | * * |
| 178 | ************************************************************ |
188 | ************************************************************* |
| 179 | */ |
189 | */ |
| 180 | else { |
190 | else { |
| 181 | ptable = pawn_hash_table + (PawnHashKey & pawn_hash_mask); |
191 | ptable = pawn_hash_table + (PawnHashKey & pawn_hash_mask); |
| 182 | pxtable = (PXOR *) & (tree->pawn_score); |
192 | pxtable = (PXOR *) & (tree->pawn_score); |
| 183 | tree->pawn_score = *ptable; |
193 | tree->pawn_score = *ptable; |
| 184 | tree->pawn_score.key ^= |
- | |
| 185 |
|
194 | tree->pawn_score.key ^= pxtable->entry[1] ^ pxtable->entry[2]; |
| 186 | if (tree->pawn_score.key != PawnHashKey) { |
195 | if (tree->pawn_score.key != PawnHashKey) { |
| 187 | tree->pawn_score.key = PawnHashKey; |
196 | tree->pawn_score.key = PawnHashKey; |
| 188 | tree->pawn_score.score_mg = 0; |
197 | tree->pawn_score.score_mg = 0; |
| 189 | tree->pawn_score.score_eg = 0; |
198 | tree->pawn_score.score_eg = 0; |
| 190 | for (side = black; side <= white; side++) |
199 | for (side = black; side <= white; side++) |
| 191 | EvaluatePawns(tree, side); |
200 | EvaluatePawns(tree, side); |
| 192 | ptable->key = |
201 | ptable->key = |
| 193 | pxtable->entry[0] ^ pxtable->entry[1] ^ pxtable-> |
202 | pxtable->entry[0] ^ pxtable->entry[1] ^ pxtable->entry[2]; |
| 194 | entry[2] ^ pxtable->entry[3]; |
- | |
| 195 | memcpy((char *) ptable + 8, (char *) &(tree->pawn_score) + 8, |
203 | memcpy((char *) ptable + 8, (char *) &(tree->pawn_score) + 8, |
| - | 204 | sizeof(PAWN_HASH_ENTRY) - 8); |
|
| 196 | } |
205 | } |
| 197 | tree->score_mg += tree->pawn_score.score_mg; |
206 | tree->score_mg += tree->pawn_score.score_mg; |
| 198 | tree->score_eg += tree->pawn_score.score_eg; |
207 | tree->score_eg += tree->pawn_score.score_eg; |
| 199 | } |
208 | } |
| 200 | /* |
209 | /* |
| 201 | |
210 | ************************************************************* |
| 202 | * |
211 | * * |
| 203 | * If there are any passed pawns, first call |
212 | * If there are any passed pawns, first call * |
| 204 | * to |
213 | * EvaluatePassedPawns() to evaluate them. Then, if one * |
| - | 214 | * side has a passed pawn and the other side has no pieces, * |
|
| 205 | * |
215 | * call EvaluatePassedPawnRaces() to see if the passed pawn * |
| 206 | * |
216 | * can be stopped from promoting. * |
| 207 | * |
217 | * * |
| 208 | |
218 | ************************************************************* |
| 209 | */ |
219 | */ |
| 210 | if (tree->pawn_score.passed[black] || tree->pawn_score.passed[white]) { |
220 | if (tree->pawn_score.passed[black] || tree->pawn_score.passed[white]) { |
| 211 | for (side = black; side <= white; side++) |
221 | for (side = black; side <= white; side++) |
| 212 | if (tree->pawn_score.passed[side]) |
222 | if (tree->pawn_score.passed[side]) |
| 213 | EvaluatePassedPawns(tree, side, wtm); |
223 | EvaluatePassedPawns(tree, side, wtm); |
| Line 217... | Line 227... | ||
| 217 | tree->pawn_score.passed[white])) |
227 | tree->pawn_score.passed[white])) |
| 218 | EvaluatePassedPawnRaces(tree, wtm); |
228 | EvaluatePassedPawnRaces(tree, wtm); |
| 219 | } |
229 | } |
| 220 | } |
230 | } |
| 221 | /* |
231 | /* |
| 222 | |
232 | ************************************************************* |
| 223 | * |
233 | * * |
| 224 | * Call |
234 | * Call EvaluateCastling() to evaluate castling potential. * |
| 225 | * |
235 | * Note we only do this when that side has not castled at * |
| - | 236 | * the root. * |
|
| 226 | * |
237 | * * |
| 227 | |
238 | ************************************************************* |
| 228 | */ |
239 | */ |
| 229 | for (side = black; side <= white; side++) |
240 | for (side = black; side <= white; side++) |
| - | 241 | if (Castle(1, side) > 0) |
|
| 230 |
|
242 | EvaluateCastling(tree, ply, side); |
| 231 | /* |
243 | /* |
| 232 | |
244 | ************************************************************* |
| - | 245 | * * |
|
| - | 246 | * The "dangerous" flag simply indicates whether that side * |
|
| - | 247 | * has enough material to whip up a mating attack if the * |
|
| - | 248 | * other side is careless (Q + minor or better, or RR + two * |
|
| - | 249 | * minors or better). * |
|
| 233 | * |
250 | * * |
| - | 251 | ************************************************************* |
|
| - | 252 | */ |
|
| - | 253 | tree->dangerous[white] = (Queens(white) && TotalPieces(white, occupied) > 9) |
|
| - | 254 | || (TotalPieces(white, rook) > 1 && TotalPieces(white, occupied) > 15); |
|
| - | 255 | tree->dangerous[black] = (Queens(black) && TotalPieces(black, occupied) > 9) |
|
| - | 256 | || (TotalPieces(black, rook) > 1 && TotalPieces(black, occupied) > 15); |
|
| - | 257 | /* |
|
| - | 258 | ************************************************************* |
|
| - | 259 | * * |
|
| - | 260 | * Second lazy evaluation test. We have computed the large * |
|
| - | 261 | * positional scores (except for king safety). If the * |
|
| - | 262 | * score is too far outside the alpha/beta window, we skip * |
|
| - | 263 | * the piece scoring which is the most expensive of all the * |
|
| - | 264 | * evaluation terms, and simply use what we have at this * |
|
| 234 | * |
265 | * point. * |
| 235 | * |
266 | * * |
| 236 | |
267 | ************************************************************* |
| 237 | */ |
268 | */ |
| 238 | phase = |
269 | phase = |
| 239 | Min(62, TotalPieces(white, occupied) + TotalPieces(black, occupied)); |
270 | Min(62, TotalPieces(white, occupied) + TotalPieces(black, occupied)); |
| 240 | score = ((tree->score_mg * phase) + (tree->score_eg * (62 - phase))) / 62; |
271 | score = ((tree->score_mg * phase) + (tree->score_eg * (62 - phase))) / 62; |
| 241 | lscore = (wtm) ? score : -score; |
272 | lscore = (wtm) ? score : -score; |
| - | 273 | int w_mat = (2 * TotalPieces(white, rook)) + TotalPieces(white, |
|
| 242 |
|
274 | knight) + TotalPieces(white, bishop); |
| - | 275 | int b_mat = (2 * TotalPieces(black, rook)) + TotalPieces(black, |
|
| - | 276 | knight) + TotalPieces(black, bishop); |
|
| - | 277 | cutoff = 72 + (w_mat + b_mat) * 8 + abs(w_mat - b_mat) * 16; |
|
| 243 |
|
278 | if (tree->dangerous[white] || tree->dangerous[black]) |
| - | 279 | cutoff += 35; |
|
| - | 280 | /* |
|
| - | 281 | ************************************************************* |
|
| - | 282 | * * |
|
| - | 283 | * Then evaluate pieces if the lazy eval test fails. * |
|
| - | 284 | * * |
|
| - | 285 | * Note: We MUST evaluate kings last, since their scoring * |
|
| - | 286 | * depends on the tropism scores computed by the other * |
|
| - | 287 | * piece evaluators. Do NOT try to collapse the following * |
|
| - | 288 | * loops into one loop. That will break things since it * |
|
| - | 289 | * would violate the kings last rule. More importantly * |
|
| - | 290 | * there is no benefit as the loops below are unrolled by * |
|
| - | 291 | * the compiler anyway. * |
|
| - | 292 | * * |
|
| - | 293 | ************************************************************* |
|
| - | 294 | */ |
|
| 244 | if (lscore + cutoff > alpha && lscore - cutoff < beta) { |
295 | if (lscore + cutoff > alpha && lscore - cutoff < beta) { |
| 245 | tree->tropism[white] = 0; |
296 | tree->tropism[white] = 0; |
| 246 | tree->tropism[black] = 0; |
297 | tree->tropism[black] = 0; |
| 247 | for (side = black; side <= white; side++) |
298 | for (side = black; side <= white; side++) |
| 248 | EvaluateKnights(tree, side); |
299 | EvaluateKnights(tree, side); |
| Line 251... | Line 302... | ||
| 251 | for (side = black; side <= white; side++) |
302 | for (side = black; side <= white; side++) |
| 252 | EvaluateRooks(tree, side); |
303 | EvaluateRooks(tree, side); |
| 253 | for (side = black; side <= white; side++) |
304 | for (side = black; side <= white; side++) |
| 254 | EvaluateQueens(tree, side); |
305 | EvaluateQueens(tree, side); |
| 255 | for (side = black; side <= white; side++) |
306 | for (side = black; side <= white; side++) |
| 256 |
|
307 | EvaluateKing(tree, ply, side); |
| - | 308 | full = 1; |
|
| 257 | } |
309 | } |
| 258 | /* |
310 | /* |
| 259 | |
311 | ************************************************************* |
| - | 312 | * * |
|
| - | 313 | * Caclulate the final score, which is interpolated between * |
|
| - | 314 | * the middlegame score and endgame score based on the * |
|
| - | 315 | * material left on the board. * |
|
| 260 | * |
316 | * * |
| 261 | * Adjust the score if |
317 | * Adjust the score if one side can't win, but the score * |
| 262 | * |
318 | * actually favors that side significantly. * |
| 263 | * |
319 | * * |
| 264 | |
320 | ************************************************************* |
| 265 | */ |
321 | */ |
| 266 | score = ((tree->score_mg * phase) + (tree->score_eg * (62 - phase))) / 62; |
322 | score = ((tree->score_mg * phase) + (tree->score_eg * (62 - phase))) / 62; |
| 267 | score = EvaluateDraws(tree, ply, can_win, score); |
323 | score = EvaluateDraws(tree, ply, can_win, score); |
| 268 | #if defined(SKILL) |
324 | #if defined(SKILL) |
| 269 | if (skill < 100) |
325 | if (skill < 100) |
| 270 | score = |
326 | score = (int) // Pierre-Marie Baty -- added type cast |
| 271 |
|
327 | (skill * score / 100 + ((100 - |
| 272 | skill) * PAWN_VALUE * (uint64_t) Random32() / 0x100000000ull) / |
328 | skill) * PAWN_VALUE * (uint64_t) Random32() / 0x100000000ull) / |
| 273 | 100); |
329 | 100); |
| 274 | #endif |
330 | #endif |
| - | 331 | if (full) |
|
| - | 332 | *etable = (temp_hashkey & 0xffffffffffff0000) + score + 32768; |
|
| 275 | return (wtm) ? score : -score; |
333 | return (wtm) ? score : -score; |
| 276 | } |
334 | } |
| 277 | 335 | ||
| 278 | /* last modified |
336 | /* last modified 10/19/15 */ |
| 279 | /* |
337 | /* |
| 280 | ******************************************************************************* |
338 | ******************************************************************************* |
| 281 | * * |
339 | * * |
| 282 | * EvaluateBishops() is used to evaluate bishops. * |
340 | * EvaluateBishops() is used to evaluate bishops. * |
| 283 | * * |
341 | * * |
| 284 | ******************************************************************************* |
342 | ******************************************************************************* |
| 285 | */ |
343 | */ |
| 286 | void EvaluateBishops(TREE * RESTRICT tree, int side) { |
344 | void EvaluateBishops(TREE * RESTRICT tree, int side) { |
| 287 | uint64_t temp, moves; |
345 | uint64_t temp, moves; |
| 288 | int square, |
346 | int square, special, i, mobility; |
| 289 | int score_eg = 0, score_mg = 0, enemy = Flip(side); |
347 | int score_eg = 0, score_mg = 0, enemy = Flip(side), tpawns; |
| 290 | /* |
348 | /* |
| 291 | ************************************************************ |
349 | ************************************************************ |
| 292 | * * |
350 | * * |
| 293 | * First, locate each bishop and add in its piece/square * |
351 | * First, locate each bishop and add in its piece/square * |
| 294 | * |
352 | * table score. * |
| 295 | * * |
353 | * * |
| 296 | ************************************************************ |
354 | ************************************************************ |
| 297 | */ |
355 | */ |
| 298 | for (temp = Bishops(side); temp; temp &= temp - 1) { |
356 | for (temp = Bishops(side); temp; temp &= temp - 1) { |
| 299 | square = LSB(temp); |
357 | square = LSB(temp); |
| Line 306... | Line 364... | ||
| 306 | * driven off by an enemy pawn, and which is supported by * |
364 | * driven off by an enemy pawn, and which is supported by * |
| 307 | * a friendly pawn. * |
365 | * a friendly pawn. * |
| 308 | * * |
366 | * * |
| 309 | * If the enemy has NO minor to take this bishop, then * |
367 | * If the enemy has NO minor to take this bishop, then * |
| 310 | * increase the bonus. * |
368 | * increase the bonus. * |
| 311 | * * |
- | |
| 312 | * Note that the bishop_outpost array is overloaded to * |
- | |
| 313 | * serve a dual prupose. A negative value is used to flag * |
- | |
| 314 | * squares A7 and H7 to test for a trapped bishop. This * |
- | |
| 315 | * is done for speed. * |
- | |
| 316 | * * |
369 | * * |
| 317 | ************************************************************ |
370 | ************************************************************ |
| 318 | */ |
371 | */ |
| 319 |
|
372 | special = bishop_outpost[side][square]; |
| 320 | if ( |
373 | if (special) { |
| 321 | if (t > 0) { |
- | |
| 322 |
|
374 | if (!(mask_pattacks[enemy][square] & Pawns(enemy))) { |
| 323 |
|
375 | if (pawn_attacks[enemy][square] & Pawns(side)) { |
| 324 |
|
376 | special += special / 2; |
| 325 |
|
377 | if (!Knights(enemy) && !(Color(square) & Bishops(enemy))) |
| 326 |
|
378 | special += bishop_outpost[side][square]; |
| 327 | } |
- | |
| 328 | score_eg += t; |
- | |
| 329 | score_mg += t; |
- | |
| 330 | } |
379 | } |
| - | 380 | score_eg += special; |
|
| - | 381 | score_mg += special; |
|
| 331 | } |
382 | } |
| - | 383 | } |
|
| 332 | /* |
384 | /* |
| 333 | ************************************************************ |
385 | ************************************************************ |
| 334 | * * |
386 | * * |
| - | 387 | * Next we count the number of friendly pawns on the same * |
|
| 335 | * |
388 | * color squares as the bishop. This is a bad thing since * |
| - | 389 | * it restricts the bishop's ability to move. We only do * |
|
| 336 | * |
390 | * this if there is only one bishop for this side. * |
| 337 | * * |
391 | * * |
| 338 | ************************************************************ |
392 | ************************************************************ |
| 339 | */ |
393 | */ |
| 340 | else { |
- | |
| 341 |
|
394 | if (TotalPieces(side, bishop) == 1) { |
| 342 | if (SetMask(sqflip[side][B6]) & Pawns(enemy)) { |
- | |
| 343 |
|
395 | if (dark_squares & SetMask(square)) |
| 344 |
|
396 | tpawns = PopCnt(dark_squares & Pawns(side)); |
| 345 |
|
397 | else |
| 346 | } else if (square == sqflip[side][H7]) { |
- | |
| 347 |
|
398 | tpawns = PopCnt(~dark_squares & Pawns(side)); |
| 348 |
|
399 | score_mg -= tpawns * bishop_pawns_on_color[mg]; |
| 349 |
|
400 | score_eg -= tpawns * bishop_pawns_on_color[eg]; |
| 350 | } |
- | |
| 351 | } |
- | |
| 352 | } |
- | |
| 353 | } |
401 | } |
| 354 | /* |
402 | /* |
| 355 | ************************************************************ |
403 | ************************************************************ |
| 356 | * * |
404 | * * |
| 357 | * Mobility counts the number of squares the |
405 | * Mobility counts the number of squares the bishop * |
| 358 | * attacks, |
406 | * attacks, excluding squares with friendly pieces, and * |
| 359 | * |
407 | * weighs each square according to centralization. * |
| 360 | * * |
408 | * * |
| 361 | ************************************************************ |
409 | ************************************************************ |
| 362 | */ |
410 | */ |
| 363 | mobility = BishopMobility(square, OccupiedSquares); |
411 | mobility = BishopMobility(square, OccupiedSquares); |
| 364 | if (mobility < 0 && (pawn_attacks[enemy][square] & Pawns(side)) |
412 | if (mobility < 0 && (pawn_attacks[enemy][square] & Pawns(side)) |
| Line 373... | Line 421... | ||
| 373 | * even more valuable against an enemy knight * |
421 | * even more valuable against an enemy knight * |
| 374 | * * |
422 | * * |
| 375 | ************************************************************ |
423 | ************************************************************ |
| 376 | */ |
424 | */ |
| 377 | if (tree->all_pawns & mask_fgh && tree->all_pawns & mask_abc) { |
425 | if (tree->all_pawns & mask_fgh && tree->all_pawns & mask_abc) { |
| 378 | score_mg += |
426 | score_mg += bishop_wing_pawns[mg]; |
| 379 | score_eg += |
427 | score_eg += bishop_wing_pawns[eg]; |
| 380 | } |
428 | } |
| 381 | /* |
429 | /* |
| 382 | ************************************************************ |
430 | ************************************************************ |
| 383 | * * |
431 | * * |
| 384 | * Adjust the tropism count for this piece. * |
432 | * Adjust the tropism count for this piece. * |
| 385 | * * |
433 | * * |
| 386 | ************************************************************ |
434 | ************************************************************ |
| 387 | */ |
435 | */ |
| 388 | if (tree->dangerous[side]) { |
436 | if (tree->dangerous[side]) { |
| 389 | moves = king_attacks[KingSQ(enemy)]; |
437 | moves = king_attacks[KingSQ(enemy)]; |
| 390 |
|
438 | i = ((bishop_attacks[square] & moves) && |
| 391 | && ((BishopAttacks(square, |
- | |
| 392 |
|
439 | ((BishopAttacks(square, OccupiedSquares & ~Queens(side))) & moves)) |
| 393 | Distance(square, KingSQ(enemy)); |
440 | ? 1 : Distance(square, KingSQ(enemy)); |
| 394 | tree->tropism[side] += king_tropism_b[ |
441 | tree->tropism[side] += king_tropism_b[i]; |
| 395 | } |
442 | } |
| - | 443 | } |
|
| - | 444 | /* |
|
| - | 445 | ************************************************************ |
|
| - | 446 | * * |
|
| - | 447 | * Add a bonus if this side has a pair of bishops, which * |
|
| - | 448 | * can become very strong in open positions. * |
|
| - | 449 | * * |
|
| - | 450 | ************************************************************ |
|
| - | 451 | */ |
|
| - | 452 | if (TotalPieces(side, bishop) > 1) { |
|
| - | 453 | score_mg += bishop_pair[mg]; |
|
| - | 454 | score_eg += bishop_pair[eg]; |
|
| 396 | } |
455 | } |
| 397 | tree->score_mg += sign[side] * score_mg; |
456 | tree->score_mg += sign[side] * score_mg; |
| 398 | tree->score_eg += sign[side] * score_eg; |
457 | tree->score_eg += sign[side] * score_eg; |
| 399 | } |
458 | } |
| 400 | 459 | ||
| 401 | /* last modified |
460 | /* last modified 01/03/15 */ |
| 402 | /* |
461 | /* |
| 403 | ******************************************************************************* |
462 | ******************************************************************************* |
| 404 | * * |
463 | * * |
| 405 | * |
464 | * EvaluateCastling() is called when "side" has not castled at the root. * |
| 406 | * |
465 | * Its main purpose is to determine if it has either castled somewhere in * |
| 407 | * |
466 | * the tree, or else has lost all (or some) castling rights, which reduces * |
| 408 | * developed; (2) advance the center pawns as soon as possible; (3) don't * |
- | |
| 409 | * |
467 | * options significantly. * |
| 410 | * * |
468 | * * |
| 411 | ******************************************************************************* |
469 | ******************************************************************************* |
| 412 | */ |
470 | */ |
| 413 | void |
471 | void EvaluateCastling(TREE * RESTRICT tree, int ply, int side) { |
| 414 | int score_mg = 0; |
- | |
| 415 | int enemy = Flip(side); |
472 | int enemy = Flip(side), oq, score_mg = 0;; |
| 416 | 473 | ||
| 417 | /* |
474 | /* |
| 418 | ************************************************************ |
475 | ************************************************************ |
| 419 | * * |
476 | * * |
| - | 477 | * If the king castled during the search, we are done and * |
|
| - | 478 | * we leave it to EvaluateKing() to figure out how safe it * |
|
| 420 | * |
479 | * is. If it has not castled, we give a significant * |
| - | 480 | * penalty if the king moves since that loses all castling * |
|
| - | 481 | * rights, otherwise we give a smaller penalty for moving * |
|
| - | 482 | * a rook and giving up castling rights to that side of * |
|
| - | 483 | * the board. The penalty is always increased if the * |
|
| - | 484 | * opponent has a queen since the position is much more * |
|
| 421 | * |
485 | * dangerous. * |
| 422 | * * |
486 | * * |
| 423 | ************************************************************ |
487 | ************************************************************ |
| 424 | */ |
488 | */ |
| 425 | if (!(SetMask(sqflip[side][E4]) & Pawns(side)) |
- | |
| 426 | && SetMask(sqflip[side][D4]) & Pawns(side) |
- | |
| 427 | && SetMask(sqflip[side][C2]) & Pawns(side) |
- | |
| 428 | && SetMask(sqflip[side][C3]) & (Knights(side) | Bishops(side))) |
- | |
| 429 | score_mg -= development_thematic; |
- | |
| 430 | /* |
- | |
| 431 | ************************************************************ |
- | |
| 432 | * * |
- | |
| 433 | * If the king hasn't moved at the beginning of the * |
- | |
| 434 | * search, but it has moved somewhere in the current * |
- | |
| 435 | * search path, make *sure* it's a castle move or else * |
- | |
| 436 | * penalize the loss of castling privilege. * |
- | |
| 437 | * * |
- | |
| 438 | ************************************************************ |
- | |
| 439 | */ |
- | |
| 440 | if (Castle(1, side) > 0) { |
- | |
| 441 |
|
489 | oq = (Queens(enemy)) ? 3 : 1; |
| 442 | - | ||
| 443 |
|
490 | if (Castle(ply, side) != Castle(1, side)) { |
| 444 |
|
491 | if (Castle(ply, side) == 0) |
| 445 |
|
492 | score_mg -= oq * development_losing_castle; |
| 446 |
|
493 | else if (Castle(ply, side) > 0) |
| 447 |
|
494 | score_mg -= (oq * development_losing_castle) / 2; |
| 448 |
|
495 | } else |
| 449 |
|
496 | score_mg -= oq * development_not_castled; |
| 450 | } |
- | |
| 451 | /* |
- | |
| 452 | ************************************************************ |
- | |
| 453 | * * |
- | |
| 454 | * Check for an undeveloped knight/rook combo * |
- | |
| 455 | * * |
- | |
| 456 | ************************************************************ |
- | |
| 457 | */ |
- | |
| 458 | if (PcOnSq(sqflip[side][B1]) == pieces[side][knight] |
- | |
| 459 | && PcOnSq(sqflip[side][A1]) == pieces[side][rook]) |
- | |
| 460 | score_mg -= undeveloped_piece; |
- | |
| 461 | if (PcOnSq(sqflip[side][G1]) == pieces[side][knight] |
- | |
| 462 | && PcOnSq(sqflip[side][H1]) == pieces[side][rook]) |
- | |
| 463 | score_mg -= undeveloped_piece; |
- | |
| 464 | tree->score_mg += sign[side] * score_mg; |
497 | tree->score_mg += sign[side] * score_mg; |
| 465 | } |
498 | } |
| 466 | 499 | ||
| 467 | /* last modified |
500 | /* last modified 01/03/15 */ |
| 468 | /* |
501 | /* |
| 469 | ******************************************************************************* |
502 | ******************************************************************************* |
| 470 | * * |
503 | * * |
| 471 | * EvaluateDraws() is used to adjust the score based on whether the side * |
504 | * EvaluateDraws() is used to adjust the score based on whether the side * |
| 472 | * that appears to be better according the computed score can actually win * |
505 | * that appears to be better according the computed score can actually win * |
| Line 478... | Line 511... | ||
| 478 | int EvaluateDraws(TREE * RESTRICT tree, int ply, int can_win, int score) { |
511 | int EvaluateDraws(TREE * RESTRICT tree, int ply, int can_win, int score) { |
| 479 | /* |
512 | /* |
| 480 | ************************************************************ |
513 | ************************************************************ |
| 481 | * * |
514 | * * |
| 482 | * If the ending has only bishops of opposite colors, the * |
515 | * If the ending has only bishops of opposite colors, the * |
| 483 | * score is pulled closer to a draw. |
516 | * score is pulled closer to a draw. * |
| 484 | * one side is winning, but that side doesn't have enough * |
- | |
| 485 | * material to win, the score is also pulled closer to a * |
- | |
| 486 | * draw. * |
- | |
| 487 | * * |
517 | * * |
| 488 | * If this is a pure BOC ending, it is very drawish unless * |
518 | * If this is a pure BOC ending, it is very drawish unless * |
| 489 | * one side has at least 4 pawns. More pawns makes it * |
519 | * one side has at least 4 pawns. More pawns makes it * |
| 490 | * harder for a bishop and king to stop them all from * |
520 | * harder for a bishop and king to stop them all from * |
| 491 | * advancing. * |
521 | * advancing. * |
| - | 522 | * * |
|
| - | 523 | * If the following are both true: * |
|
| - | 524 | * * |
|
| - | 525 | * black and white have less than a queen left (pieces * |
|
| - | 526 | * only). * |
|
| - | 527 | * * |
|
| - | 528 | * both have one bishop and they are opposite colored. * |
|
| - | 529 | * * |
|
| - | 530 | * then either * |
|
| - | 531 | * * |
|
| - | 532 | * (a) both have just one bishop, both have less than 4 * |
|
| - | 533 | * pawns or one side has only one more pawn than the * |
|
| - | 534 | * other side then score is divided by 2 with draw score * |
|
| - | 535 | * added in; or * |
|
| - | 536 | * * |
|
| - | 537 | * (b) pieces are equal, then score is reduced by 25% * |
|
| - | 538 | * with draw score added in. * |
|
| 492 | * * |
539 | * * |
| 493 | ************************************************************ |
540 | ************************************************************ |
| 494 | */ |
541 | */ |
| 495 | if (TotalPieces(white, occupied) <= 8 && TotalPieces(black, occupied) <= 8) { |
542 | if (TotalPieces(white, occupied) <= 8 && TotalPieces(black, occupied) <= 8) { |
| 496 | if (TotalPieces(white, bishop) == 1 && TotalPieces(black, bishop) == 1) |
543 | if (TotalPieces(white, bishop) == 1 && TotalPieces(black, bishop) == 1) |
| Line 504... | Line 551... | ||
| 504 | score = score / 2 + DrawScore(1); |
551 | score = score / 2 + DrawScore(1); |
| 505 | else if (TotalPieces(white, occupied) == TotalPieces(black, occupied)) |
552 | else if (TotalPieces(white, occupied) == TotalPieces(black, occupied)) |
| 506 | score = 3 * score / 4 + DrawScore(1); |
553 | score = 3 * score / 4 + DrawScore(1); |
| 507 | } |
554 | } |
| 508 | } |
555 | } |
| - | 556 | /* |
|
| - | 557 | ************************************************************ |
|
| - | 558 | * * |
|
| - | 559 | * Final score adjustment. If the score says white is * |
|
| - | 560 | * better, but can_win says white can not win, or if the * |
|
| - | 561 | * score says black is better, but can_win says black can * |
|
| - | 562 | * not win, then we divide the score by 16, and then add * |
|
| - | 563 | * in the draw score. If the can_win says neither side * |
|
| - | 564 | * can win, we just set the score to draw score and exit. * |
|
| - | 565 | * * |
|
| - | 566 | ************************************************************ |
|
| - | 567 | */ |
|
| 509 | if (can_win != 3) { |
568 | if (can_win != 3) { |
| - | 569 | if (can_win & 1) { |
|
| 510 |
|
570 | if (score > DrawScore(1)) |
| 511 | score = score / |
571 | score = score / 16 + DrawScore(1); |
| - | 572 | } else if (can_win & 2) { |
|
| 512 |
|
573 | if (score < DrawScore(1)) |
| 513 | score = score / |
574 | score = score / 16 + DrawScore(1); |
| - | 575 | } else |
|
| - | 576 | score = DrawScore(1); |
|
| 514 | } |
577 | } |
| 515 | /* |
578 | /* |
| 516 | ************************************************************ |
579 | ************************************************************ |
| 517 | * * |
580 | * * |
| 518 | * If we are running into the 50-move rule, then start * |
581 | * If we are running into the 50-move rule, then start * |
| Line 525... | Line 588... | ||
| 525 | * to its correct value a bit more smoothly. * |
588 | * to its correct value a bit more smoothly. * |
| 526 | * * |
589 | * * |
| 527 | ************************************************************ |
590 | ************************************************************ |
| 528 | */ |
591 | */ |
| 529 | if (Reversible(ply) > 80) { |
592 | if (Reversible(ply) > 80) { |
| 530 | int |
593 | int closeness = 101 - Reversible(ply); |
| 531 | 594 | ||
| 532 | score = DrawScore(1) + score * |
595 | score = DrawScore(1) + score * closeness / 20; |
| 533 | } |
596 | } |
| 534 | return score; |
597 | return score; |
| 535 | } |
598 | } |
| 536 | 599 | ||
| 537 | /* last modified |
600 | /* last modified 01/03/15 */ |
| 538 | /* |
601 | /* |
| 539 | ******************************************************************************* |
602 | ******************************************************************************* |
| 540 | * * |
603 | * * |
| 541 | * EvaluateHasOpposition() is used to determine if one king stands in * |
604 | * EvaluateHasOpposition() is used to determine if one king stands in * |
| 542 | * "opposition" to the other. If the kings are opposed on the same file or * |
605 | * "opposition" to the other. If the kings are opposed on the same file or * |
| Line 561... | Line 624... | ||
| 561 | if (!(file_distance & 1) && !(rank_distance & 1)) |
624 | if (!(file_distance & 1) && !(rank_distance & 1)) |
| 562 | return 1; |
625 | return 1; |
| 563 | return 0; |
626 | return 0; |
| 564 | } |
627 | } |
| 565 | 628 | ||
| 566 | /* last modified |
629 | /* last modified 01/03/15 */ |
| 567 | /* |
630 | /* |
| 568 | ******************************************************************************* |
631 | ******************************************************************************* |
| 569 | * * |
632 | * * |
| 570 | * |
633 | * EvaluateKing() is used to evaluate a king. * |
| 571 | * * |
634 | * * |
| 572 | ******************************************************************************* |
635 | ******************************************************************************* |
| 573 | */ |
636 | */ |
| 574 | void |
637 | void EvaluateKing(TREE * RESTRICT tree, int ply, int side) { |
| 575 | int score_eg = 0, score_mg = 0, defects; |
638 | int score_eg = 0, score_mg = 0, defects; |
| 576 | int ksq = KingSQ(side), enemy = Flip(side); |
639 | int ksq = KingSQ(side), enemy = Flip(side); |
| 577 | 640 | ||
| 578 | /* |
641 | /* |
| 579 | ************************************************************ |
642 | ************************************************************ |
| 580 | * * |
643 | * * |
| 581 | * First, check for where the king should be if this is an * |
644 | * First, check for where the king should be if this is an * |
| 582 | * endgame. |
645 | * endgame. The basic idea is to centralize unless the * |
| 583 | * be on that wing. With pawns on both wings, the king * |
- | |
| 584 | * |
646 | * king is needed to deal with a passed enemy pawn. * |
| 585 | * * |
647 | * * |
| 586 | ************************************************************ |
648 | ************************************************************ |
| 587 | */ |
649 | */ |
| 588 | if (tree->all_pawns) { |
- | |
| 589 | if (tree->all_pawns & mask_efgh && tree->all_pawns & mask_abcd) |
- | |
| 590 |
|
650 | score_eg += kval[side][ksq]; |
| 591 | else if (tree->all_pawns & mask_efgh) |
- | |
| 592 | score_eg += kval_k[side][ksq]; |
- | |
| 593 | else |
- | |
| 594 | score_eg += kval_q[side][ksq]; |
- | |
| 595 | } |
- | |
| 596 | /* |
651 | /* |
| 597 | ************************************************************ |
652 | ************************************************************ |
| 598 | * * |
653 | * * |
| 599 | * Do castle scoring, if the king has castled, the pawns * |
654 | * Do castle scoring, if the king has castled, the pawns * |
| 600 | * in front are important. If not castled yet, the pawns * |
655 | * in front are important. If not castled yet, the pawns * |
| Line 603... | Line 658... | ||
| 603 | ************************************************************ |
658 | ************************************************************ |
| 604 | */ |
659 | */ |
| 605 | if (tree->dangerous[enemy]) { |
660 | if (tree->dangerous[enemy]) { |
| 606 | defects = 0; |
661 | defects = 0; |
| 607 | if (Castle(ply, side) <= 0) { |
662 | if (Castle(ply, side) <= 0) { |
| 608 | if (File(ksq) >= FILEE) { |
- | |
| 609 |
|
663 | if (File(ksq) > FILEE) |
| 610 |
|
664 | defects = tree->pawn_score.defects_k[side]; |
| 611 | else |
- | |
| 612 | defects = tree->pawn_score.defects_e[side]; |
- | |
| 613 | } else { |
- | |
| 614 |
|
665 | else if (File(ksq) < FILED) |
| 615 |
|
666 | defects = tree->pawn_score.defects_q[side]; |
| 616 |
|
667 | else |
| 617 |
|
668 | defects = tree->pawn_score.defects_m[side]; |
| 618 | } |
- | |
| 619 | } else { |
669 | } else { |
| 620 | if (Castle(ply, side) == 3) |
670 | if (Castle(ply, side) == 3) |
| 621 | defects = |
671 | defects = |
| 622 | Min(Min(tree->pawn_score.defects_k[side], |
672 | Min(Min(tree->pawn_score.defects_k[side], |
| 623 | tree->pawn_score. |
673 | tree->pawn_score.defects_m[side]), |
| 624 | tree->pawn_score.defects_q[side]); |
674 | tree->pawn_score.defects_q[side]); |
| 625 | else if (Castle(ply, side) == 1) |
675 | else if (Castle(ply, side) == 1) |
| 626 | defects = |
676 | defects = |
| 627 | Min(tree->pawn_score.defects_k[side], |
677 | Min(tree->pawn_score.defects_k[side], |
| 628 | tree->pawn_score. |
678 | tree->pawn_score.defects_m[side]); |
| 629 | else |
679 | else |
| 630 | defects = |
680 | defects = |
| 631 | Min(tree->pawn_score.defects_q[side], |
681 | Min(tree->pawn_score.defects_q[side], |
| 632 | tree->pawn_score. |
682 | tree->pawn_score.defects_m[side]); |
| 633 | if (defects < 3) |
683 | if (defects < 3) |
| 634 | defects = 3; |
684 | defects = 3; |
| 635 | } |
685 | } |
| 636 | /* |
686 | /* |
| 637 | ************************************************************ |
687 | ************************************************************ |
| Line 651... | Line 701... | ||
| 651 | } |
701 | } |
| 652 | tree->score_mg += sign[side] * score_mg; |
702 | tree->score_mg += sign[side] * score_mg; |
| 653 | tree->score_eg += sign[side] * score_eg; |
703 | tree->score_eg += sign[side] * score_eg; |
| 654 | } |
704 | } |
| 655 | 705 | ||
| 656 | /* last modified |
706 | /* last modified 01/03/15 */ |
| 657 | /* |
707 | /* |
| 658 | ******************************************************************************* |
708 | ******************************************************************************* |
| 659 | * * |
709 | * * |
| 660 | * EvaluateKingsFile computes defects for a file, based on whether the file * |
710 | * EvaluateKingsFile computes defects for a file, based on whether the file * |
| 661 | * is open or half-open. If there are friendly pawns still on the file, * |
711 | * is open or half-open. If there are friendly pawns still on the file, * |
| 662 | * they are penalized for advancing in front of the king. * |
712 | * they are penalized for advancing in front of the king. * |
| 663 | * * |
713 | * * |
| 664 | ******************************************************************************* |
714 | ******************************************************************************* |
| 665 | */ |
715 | */ |
| 666 | int EvaluateKingsFile(TREE * RESTRICT tree, int |
716 | int EvaluateKingsFile(TREE * RESTRICT tree, int side, int first, int last) { |
| 667 | int defects = 0, file; |
- | |
| 668 | int enemy = Flip(side); |
717 | int defects = 0, file, enemy = Flip(side); |
| 669 | 718 | ||
| 670 | for (file = |
719 | for (file = first; file <= last; file++) |
| 671 | if (!(file_mask[file] & tree->all_pawns)) |
720 | if (!(file_mask[file] & tree->all_pawns)) |
| 672 | defects += open_file[file]; |
721 | defects += open_file[file]; |
| 673 | else { |
722 | else { |
| 674 | if (!(file_mask[file] & Pawns(enemy))) |
723 | if (!(file_mask[file] & Pawns(enemy))) |
| 675 | defects += half_open_file[file] / 2; |
724 | defects += half_open_file[file] / 2; |
| 676 | else |
725 | else |
| 677 | defects += |
726 | defects += |
| 678 | pawn_defects[side][Rank( |
727 | pawn_defects[side][Rank(MostAdvanced(enemy, |
| 679 | file_mask[file] & Pawns(enemy)))]; |
728 | file_mask[file] & Pawns(enemy)))]; |
| 680 | if (!(file_mask[file] & Pawns(side))) |
729 | if (!(file_mask[file] & Pawns(side))) |
| 681 | defects += half_open_file[file]; |
730 | defects += half_open_file[file]; |
| 682 | else if (!(Pawns(side) & SetMask(sqflip[side][A2] + file))) { |
731 | else if (!(Pawns(side) & SetMask(sqflip[side][A2] + file))) { |
| 683 | defects++; |
732 | defects++; |
| Line 686... | Line 735... | ||
| 686 | } |
735 | } |
| 687 | } |
736 | } |
| 688 | return defects; |
737 | return defects; |
| 689 | } |
738 | } |
| 690 | 739 | ||
| 691 | /* last modified |
740 | /* last modified 10/19/15 */ |
| 692 | /* |
741 | /* |
| 693 | ******************************************************************************* |
742 | ******************************************************************************* |
| 694 | * * |
743 | * * |
| 695 | * EvaluateKnights() is used to evaluate knights. * |
744 | * EvaluateKnights() is used to evaluate knights. * |
| 696 | * * |
745 | * * |
| 697 | ******************************************************************************* |
746 | ******************************************************************************* |
| 698 | */ |
747 | */ |
| 699 | void EvaluateKnights(TREE * RESTRICT tree, int side) { |
748 | void EvaluateKnights(TREE * RESTRICT tree, int side) { |
| 700 | uint64_t temp; |
749 | uint64_t temp; |
| 701 | int square, |
750 | int square, special, i, score_eg = 0, score_mg = 0, enemy = Flip(side); |
| 702 | int enemy = Flip(side); |
- | |
| 703 | 751 | ||
| 704 | /* |
752 | /* |
| 705 | ************************************************************ |
753 | ************************************************************ |
| 706 | * * |
754 | * * |
| 707 | * First fold in centralization score from the piece/ * |
755 | * First fold in centralization score from the piece/ * |
| Line 723... | Line 771... | ||
| 723 | * If the enemy has NO minor to take this knight, then * |
771 | * If the enemy has NO minor to take this knight, then * |
| 724 | * increase the bonus. * |
772 | * increase the bonus. * |
| 725 | * * |
773 | * * |
| 726 | ************************************************************ |
774 | ************************************************************ |
| 727 | */ |
775 | */ |
| 728 |
|
776 | special = knight_outpost[side][square]; |
| 729 | if ( |
777 | if (special && !(mask_pattacks[enemy][square] & Pawns(enemy))) { |
| 730 | if (pawn_attacks[enemy][square] & Pawns(side)) { |
778 | if (pawn_attacks[enemy][square] & Pawns(side)) { |
| 731 |
|
779 | special += special / 2; |
| 732 | if (!Knights(enemy) && !(Color(square) & Bishops(enemy))) |
780 | if (!Knights(enemy) && !(Color(square) & Bishops(enemy))) |
| 733 |
|
781 | special += knight_outpost[side][square]; |
| 734 | } |
782 | } |
| 735 | score_eg += |
783 | score_eg += special; |
| 736 | score_mg += |
784 | score_mg += special; |
| 737 | } |
785 | } |
| 738 | /* |
- | |
| 739 | ************************************************************ |
- | |
| 740 | * * |
- | |
| 741 | * Mobility counts the number of squares the piece * |
- | |
| 742 | * attacks, including squares with friendly pieces, and * |
- | |
| 743 | * weighs each square according to centralization. * |
- | |
| 744 | * * |
- | |
| 745 | ************************************************************ |
- | |
| 746 | */ |
- | |
| 747 | score_mg += knight_mobility_table[square]; |
- | |
| 748 | score_eg += knight_mobility_table[square]; |
- | |
| 749 | /* |
786 | /* |
| 750 | ************************************************************ |
787 | ************************************************************ |
| 751 | * * |
788 | * * |
| 752 | * Adjust the tropism count for this piece. * |
789 | * Adjust the tropism count for this piece. * |
| 753 | * * |
790 | * * |
| 754 | ************************************************************ |
791 | ************************************************************ |
| 755 | */ |
792 | */ |
| 756 | if (tree->dangerous[side]) { |
793 | if (tree->dangerous[side]) { |
| 757 |
|
794 | i = Distance(square, KingSQ(enemy)); |
| 758 | tree->tropism[side] += king_tropism_n[ |
795 | tree->tropism[side] += king_tropism_n[i]; |
| 759 | } |
796 | } |
| 760 | } |
797 | } |
| 761 | tree->score_mg += sign[side] * score_mg; |
798 | tree->score_mg += sign[side] * score_mg; |
| 762 | tree->score_eg += sign[side] * score_eg; |
799 | tree->score_eg += sign[side] * score_eg; |
| 763 | } |
800 | } |
| 764 | 801 | ||
| 765 | /* last modified |
802 | /* last modified 03/30/15 */ |
| 766 | /* |
803 | /* |
| 767 | ******************************************************************************* |
804 | ******************************************************************************* |
| 768 | * * |
805 | * * |
| 769 | * EvaluateMate() is used to evaluate positions where neither side has pawns * |
806 | * EvaluateMate() is used to evaluate positions where neither side has pawns * |
| 770 | * and one side has enough material to force checkmate. It simply trys to * |
807 | * and one side has enough material to force checkmate. It simply trys to * |
| Line 772... | Line 809... | ||
| 772 | * where mates are easier to find. * |
809 | * where mates are easier to find. * |
| 773 | * * |
810 | * * |
| 774 | ******************************************************************************* |
811 | ******************************************************************************* |
| 775 | */ |
812 | */ |
| 776 | void EvaluateMate(TREE * RESTRICT tree, int side) { |
813 | void EvaluateMate(TREE * RESTRICT tree, int side) { |
| 777 | int mate_score = 0; |
- | |
| 778 | int enemy = Flip(side); |
814 | int mate_score = 0, enemy = Flip(side); |
| 779 | 815 | ||
| 780 | /* |
816 | /* |
| 781 | ************************************************************ |
817 | ************************************************************ |
| 782 | * * |
818 | * * |
| 783 | * If |
819 | * If the winning side has a bishop + knight and the other * |
| 784 | * no pieces or pawns, then use the special |
820 | * side has no pieces or pawns, then use the special * |
| 785 | * scoring |
821 | * bishop_knight scoring board for the losing king to * |
| 786 | * |
822 | * force it to the right corner for mate. * |
| 787 | * * |
823 | * * |
| 788 | ************************************************************ |
824 | ************************************************************ |
| 789 | */ |
825 | */ |
| 790 | if (!TotalPieces(enemy, occupied) && |
826 | if (!TotalPieces(enemy, occupied) && TotalPieces(side, bishop) == 1 && |
| 791 | TotalPieces(side, |
827 | TotalPieces(side, knight) == 1) { |
| 792 | if (dark_squares & Bishops(side)) |
828 | if (dark_squares & Bishops(side)) |
| 793 | mate_score = b_n_mate_dark_squares[KingSQ(enemy)]; |
829 | mate_score = b_n_mate_dark_squares[KingSQ(enemy)]; |
| 794 | else |
830 | else |
| 795 | mate_score = b_n_mate_light_squares[KingSQ(enemy)]; |
831 | mate_score = b_n_mate_light_squares[KingSQ(enemy)]; |
| 796 | } |
832 | } |
| 797 | /* |
833 | /* |
| 798 | ************************************************************ |
834 | ************************************************************ |
| 799 | * * |
835 | * * |
| 800 | * |
836 | * The winning side has to force the losing king to the * |
| 801 | * edge of the board. * |
837 | * edge of the board. * |
| 802 | * * |
838 | * * |
| 803 | ************************************************************ |
839 | ************************************************************ |
| 804 | */ |
840 | */ |
| 805 | else |
841 | else |
| 806 | mate_score = mate[KingSQ(enemy)]; |
842 | mate_score = mate[KingSQ(enemy)]; |
| - | 843 | /* |
|
| - | 844 | ************************************************************ |
|
| - | 845 | * * |
|
| 807 |
|
846 | * And for either, it is important to bring the winning * |
| - | 847 | * king to help force mate. * |
|
| 808 |
|
848 | * * |
| - | 849 | ************************************************************ |
|
| 809 |
|
850 | */ |
| 810 |
|
851 | mate_score -= Distance(KingSQ(side), KingSQ(enemy)) * king_king_tropism; |
| 811 | tree->score_eg += sign[side] * mate_score; |
852 | tree->score_eg += sign[side] * mate_score; |
| 812 | } |
853 | } |
| 813 | 854 | ||
| 814 | /* last modified |
855 | /* last modified 10/19/15 */ |
| 815 | /* |
856 | /* |
| 816 | ******************************************************************************* |
857 | ******************************************************************************* |
| 817 | * * |
858 | * * |
| 818 | * EvaluateMaterial() is used to evaluate material on the board. It really * |
859 | * EvaluateMaterial() is used to evaluate material on the board. It really * |
| 819 | * accomplishes detecting cases where one side has made a 'bad trade' as the * |
860 | * accomplishes detecting cases where one side has made a 'bad trade' as the * |
| 820 | * comments below show. * |
861 | * comments below show. * |
| 821 | * * |
862 | * * |
| 822 | ******************************************************************************* |
863 | ******************************************************************************* |
| 823 | */ |
864 | */ |
| 824 | void EvaluateMaterial(TREE * RESTRICT tree, int wtm) { |
865 | void EvaluateMaterial(TREE * RESTRICT tree, int wtm) { |
| 825 | int score_mg, score_eg, majors, minors |
866 | int score_mg, score_eg, majors, minors; |
| 826 | static int bon[17] = |
- | |
| 827 | { 0, 40, 40, 35, 30, 24, 16, 12, 10, 8, 7, 6, 5, 4, 3, 2, 1 }; |
- | |
| 828 | 867 | ||
| 829 | /* |
868 | /* |
| 830 | |
869 | ************************************************************* |
| 831 | * |
870 | * * |
| 832 | * We start with the raw Material balance for the current |
871 | * We start with the raw Material balance for the current * |
| 833 | * then adjust this with a small bonus for the |
872 | * position, then adjust this with a small bonus for the * |
| - | 873 | * side on move. * |
|
| 834 | * |
874 | * * |
| 835 | |
875 | ************************************************************* |
| 836 | */ |
876 | */ |
| 837 | score_mg = Material + ((wtm) ? wtm_bonus[mg] : -wtm_bonus[mg]); |
877 | score_mg = Material + ((wtm) ? wtm_bonus[mg] : -wtm_bonus[mg]); |
| 838 | score_eg = Material + ((wtm) ? wtm_bonus[eg] : -wtm_bonus[eg]); |
878 | score_eg = Material + ((wtm) ? wtm_bonus[eg] : -wtm_bonus[eg]); |
| 839 | /* |
879 | /* |
| 840 | |
880 | ************************************************************* |
| - | 881 | * * |
|
| - | 882 | * test 1. if Majors or Minors are not balanced, then if * |
|
| - | 883 | * one side is only an exchange up or down, we give a * |
|
| - | 884 | * penalty to the side that is an exchange down, but not as * |
|
| - | 885 | * big a penalty as the bad trade case below. * |
|
| 841 | * |
886 | * * |
| 842 | * |
887 | * test 2. if Majors or Minors are not balanced, then if * |
| - | 888 | * one side has more piece material points than the other * |
|
| - | 889 | * (using normal piece values of 3, 3, 5, 9 for N, B, R * |
|
| - | 890 | * and Q) then the side that is behind in piece material * |
|
| 843 | * |
891 | * gets a penalty. * |
| 844 | * |
892 | * * |
| 845 | |
893 | ************************************************************* |
| 846 | */ |
894 | */ |
| 847 | majors = 4 + TotalMajors(white) - TotalMajors(black); |
- | |
| 848 | minors = 4 + TotalMinors(white) - TotalMinors(black); |
- | |
| 849 | majors = Max(Min(majors, 8), 0); |
- | |
| 850 | minors = Max(Min(minors, 8), 0); |
- | |
| 851 | imbal = imbalance[majors][minors]; |
- | |
| 852 | score_mg += imbal; |
- | |
| 853 |
|
895 | majors = |
| 854 | /* |
- | |
| 855 | ************************************************************ |
- | |
| 856 | * * |
- | |
| 857 |
|
896 | TotalPieces(white, rook) + 2 * TotalPieces(white, |
| 858 | * which can become very strong in open positions. * |
- | |
| 859 |
|
897 | queen) - TotalPieces(black, rook) - 2 * TotalPieces(black, queen); |
| 860 | ************************************************************ |
- | |
| 861 |
|
898 | minors = |
| 862 |
|
899 | TotalPieces(white, knight) + TotalPieces(white, |
| 863 | score_mg += bishop_pair[mg]; |
- | |
| 864 | score_eg += bishop_pair[eg]; |
- | |
| 865 | } |
- | |
| 866 |
|
900 | bishop) - TotalPieces(black, knight) - TotalPieces(black, bishop); |
| 867 | score_mg -= bishop_pair[mg]; |
- | |
| 868 |
|
901 | if (majors || minors) { |
| 869 | } |
- | |
| 870 | /* |
- | |
| 871 | ************************************************************ |
- | |
| 872 | * * |
- | |
| 873 | * Check for pawns on both wings, which makes a bishop * |
- | |
| 874 | * even more valuable against an enemy knight (knight vs. * |
- | |
| 875 | * bishop in endgame) * |
- | |
| 876 | * * |
- | |
| 877 | ************************************************************ |
- | |
| 878 | */ |
- | |
| 879 | if ( |
902 | if (Abs(TotalPieces(white, occupied) - TotalPieces(black, occupied)) != 2 |
| 880 |
|
903 | && TotalPieces(white, occupied) - TotalPieces(black, occupied) != 0) { |
| 881 | if (Bishops(white)) { |
- | |
| 882 | score_mg += |
904 | score_mg += |
| 883 |
|
905 | Sign(TotalPieces(white, occupied) - TotalPieces(black, |
| 884 | } |
- | |
| 885 |
|
906 | occupied)) * bad_trade; |
| 886 |
|
907 | score_eg += |
| - | 908 | Sign(TotalPieces(white, occupied) - TotalPieces(black, |
|
| 887 |
|
909 | occupied)) * bad_trade; |
| 888 | } |
910 | } |
| 889 | } |
911 | } |
| 890 | tree->score_mg += score_mg; |
912 | tree->score_mg += score_mg; |
| 891 | tree->score_eg += score_eg; |
913 | tree->score_eg += score_eg; |
| 892 | } |
914 | } |
| 893 | 915 | ||
| 894 | /* last modified |
916 | /* last modified 11/27/15 */ |
| 895 | /* |
917 | /* |
| 896 | ******************************************************************************* |
918 | ******************************************************************************* |
| 897 | * * |
919 | * * |
| 898 | * EvaluatePassedPawns() is used to evaluate passed pawns and the danger * |
920 | * EvaluatePassedPawns() is used to evaluate passed pawns and the danger * |
| 899 | * they produce. This code considers pieces as well, so it |
921 | * they produce. This code considers pieces as well, so it MUST NOT be done * |
| 900 | * |
922 | * in the normal EvaluatePawns() code since that hashes information based * |
| 901 | * |
923 | * only on the position of pawns. * |
| - | 924 | * * |
|
| - | 925 | * This is a significant rewrite of passed pawn evaluation, with the primary * |
|
| - | 926 | * change being to collect the passed pawn scoring into one place, rather * |
|
| - | 927 | * than have it scattered around all over the place. One example is the old * |
|
| - | 928 | * rook_behind_passed_pawn scoring term that was done in rook scoring. It * |
|
| - | 929 | * is now done here along with other passed pawn terms such as blockaded and * |
|
| - | 930 | * the ability to advance or not. * |
|
| 902 | * * |
931 | * * |
| 903 | ******************************************************************************* |
932 | ******************************************************************************* |
| 904 | */ |
933 | */ |
| 905 | void EvaluatePassedPawns(TREE * RESTRICT tree, int side, int wtm) { |
934 | void EvaluatePassedPawns(TREE * RESTRICT tree, int side, int wtm) { |
| 906 | uint64_t behind; |
935 | uint64_t behind, forward, backward, attacked, defended, thispawn; |
| 907 | int file, square, score_mg = 0, score_eg = 0; |
936 | int file, square, score, score_mg = 0, score_eg = 0, next_sq; |
| 908 | int pawns, rank; |
937 | int pawns, rank, mg_base, eg_base, bonus, enemy = Flip(side); |
| 909 |
|
938 | uint64_t fsliders = Queens(side) | Rooks(side); |
| - | 939 | uint64_t esliders = Queens(enemy) | Rooks(enemy); |
|
| 910 | 940 | ||
| 911 | /* |
941 | /* |
| 912 | ************************************************************ |
942 | ************************************************************ |
| 913 | * * |
943 | * * |
| - | 944 | * Initialize. The base value "passed_pawn[rank]" is * |
|
| - | 945 | * almost the "square" of the rank. That got a bit too * |
|
| - | 946 | * big, so a hand-tuned set of values, one per rank, * |
|
| 914 | * |
947 | * proved to be a better value. * |
| 915 | * * |
948 | * * |
| 916 | ************************************************************ |
949 | ************************************************************ |
| 917 | */ |
950 | */ |
| 918 | for (pawns = tree->pawn_score.passed[side]; pawns; pawns &= pawns - 1) { |
951 | for (pawns = tree->pawn_score.passed[side]; pawns; pawns &= pawns - 1) { |
| 919 | file = LSB8Bit(pawns); |
952 | file = LSB8Bit(pawns); |
| 920 |
|
953 | thispawn = Pawns(side) & file_mask[file]; |
| - | 954 | if (thispawn) { |
|
| - | 955 | square = MostAdvanced(side, thispawn); |
|
| 921 | rank = rankflip[side][Rank(square)]; |
956 | rank = rankflip[side][Rank(square)]; |
| - | 957 | score = passed_pawn[rank]; |
|
| 922 | /* |
958 | /* |
| 923 | ************************************************************ |
959 | ************************************************************ |
| 924 | * * |
960 | * * |
| - | 961 | * For endgame only, we add in a bonus based on how close * |
|
| 925 | * |
962 | * our king is to this pawn and a penalty based on how * |
| 926 | * |
963 | * close the enemy king is. We also try to keep our king * |
| - | 964 | * ahead of the pawn so it can escort it to promotion. We * |
|
| - | 965 | * only do this for passed pawns whose base score value is * |
|
| - | 966 | * greater than zero (ie pawns on ranks 4-7 since those * |
|
| - | 967 | * are the ones threatening to become a major problem.) * |
|
| - | 968 | * Also, if you happen to think that a small bonus for a * |
|
| - | 969 | * passed pawn on the 3rd rank might be useful, consider * |
|
| - | 970 | * speed. If the 3rd rank score is non-zero, that will * |
|
| - | 971 | * trigger a significant amount of work below. In testing * |
|
| - | 972 | * the additional cost more than offset the gain and so it * |
|
| - | 973 | * is basically ignored unless rank > 3. * |
|
| 927 | * |
974 | * * |
| 928 | ************************************************************ |
975 | ************************************************************ |
| 929 | */ |
976 | */ |
| - | 977 | if (score) { |
|
| 930 |
|
978 | mg_base = score * passed_pawn_base[mg]; |
| 931 |
|
979 | eg_base = score * passed_pawn_base[eg]; |
| - | 980 | next_sq = square + direction[side]; |
|
| - | 981 | eg_base += |
|
| - | 982 | Distance(KingSQ(enemy), |
|
| - | 983 | next_sq) * 2 * score - Distance(KingSQ(side), next_sq) * score; |
|
| - | 984 | if (rank < RANK7) |
|
| - | 985 | eg_base -= |
|
| - | 986 | Distance(KingSQ(side), next_sq + direction[side]) * score / 2; |
|
| 932 | /* |
987 | /* |
| 933 | ************************************************************ |
988 | ************************************************************ |
| 934 | * * |
989 | * * |
| - | 990 | * If the pawn is not blockaded, we need to see whether it * |
|
| - | 991 | * can actually advance or not. Note that this directly * |
|
| 935 | * |
992 | * gives a bonus for blockading a passed pawn since the * |
| - | 993 | * mobility evaluation below will not be applied when the * |
|
| 936 | * |
994 | * pawn is blockaded by any piece. * |
| 937 | * * |
995 | * * |
| 938 | ************************************************************ |
- | |
| 939 | */ |
- | |
| 940 |
|
996 | * Step one is to determine if the squares in front of the * |
| 941 | score_mg += passed_pawn_connected[mg][rank]; |
- | |
| 942 |
|
997 | * pawn are attacked by the enemy. If not, we add in a * |
| 943 | } |
- | |
| 944 | /* |
- | |
| 945 | ************************************************************ |
- | |
| 946 | * |
998 | * significant score bonus. If some are attacked, we look * |
| 947 | * |
999 | * to see if at least the square directly in front of the * |
| 948 | * |
1000 | * pawn is not attacked so that we can advance one square, * |
| 949 | * |
1001 | * anyway. This gets a smaller score bonus. * |
| 950 | * * |
1002 | * * |
| 951 | ************************************************************ |
1003 | ************************************************************ |
| 952 | */ |
1004 | */ |
| 953 | if ( |
1005 | if (!(OccupiedSquares & SetMask(next_sq))) { |
| 954 |
|
1006 | bonus = 0; |
| 955 | ((side) |
1007 | if (Pawns(side) & pawn_attacks[enemy][next_sq]) |
| 956 |
|
1008 | bonus = passed_pawn_free_advance; |
| 957 |
|
1009 | else { |
| 958 |
|
1010 | attacked = 0; |
| 959 |
|
1011 | forward = (side) ? plus8dir[square] : minus8dir[square]; |
| 960 |
|
1012 | backward = (side) ? minus8dir[square] : plus8dir[square]; |
| 961 |
|
1013 | if ((behind = backward & esliders) && |
| 962 |
|
1014 | (FileAttacks(square) & behind)) |
| 963 |
|
1015 | attacked = forward; |
| 964 |
|
1016 | else |
| - | 1017 | attacked = Attacked(tree, enemy, forward); |
|
| 965 | |
1018 | if (!attacked) |
| 966 |
|
1019 | bonus = passed_pawn_free_advance; |
| - | 1020 | else if (!(attacked & SetMask(next_sq))) |
|
| - | 1021 | bonus = passed_pawn_free_advance_1; |
|
| 967 | /* |
1022 | /* |
| 968 | ************************************************************ |
1023 | ************************************************************ |
| 969 | * * |
1024 | * * |
| 970 | * |
1025 | * Step two is to determine if the squares in front of the * |
| 971 | * |
1026 | * pawn are are defended by the friendly side. If all are * |
| 972 | * |
1027 | * defended (such as with a rook or queen behind the pawn * |
| 973 | * |
1028 | * or the king in front and to one side of the pawn, then * |
| - | 1029 | * we give a bonus (but smaller than the previous cases). * |
|
| 974 | * |
1030 | * As a last resort, if we at least defend the square in * |
| 975 | * |
1031 | * front of the pawn, we give a small bonus. * |
| 976 | * * |
1032 | * * |
| 977 | ************************************************************ |
1033 | ************************************************************ |
| 978 | */ |
1034 | */ |
| 979 |
|
1035 | if ((behind = backward & fsliders) && |
| 980 |
|
1036 | (FileAttacks(square) & behind)) |
| 981 |
|
1037 | defended = forward; |
| - | 1038 | else |
|
| 982 |
|
1039 | defended = Attacked(tree, side, forward); |
| 983 |
|
1040 | if (defended == forward) |
| 984 |
|
1041 | bonus += passed_pawn_defended; |
| 985 |
|
1042 | else if (defended & SetMask(next_sq)) |
| 986 |
|
1043 | bonus += passed_pawn_defended_1; |
| 987 | } |
1044 | } |
| 988 | /* |
1045 | /* |
| 989 | ************************************************************ |
1046 | ************************************************************ |
| 990 | * * |
1047 | * * |
| 991 | * |
1048 | * Fold in the bonus for this pawn and move on to the next * |
| 992 | * promotion square, then we give a bonus. If the pawn is * |
- | |
| 993 | * |
1049 | * (if there is one). Note that the bonus computed above * |
| 994 | * |
1050 | * is multiplied by the base passed pawn score for this * |
| 995 | * |
1051 | * particular rank. * |
| 996 | * * |
1052 | * * |
| 997 | ************************************************************ |
1053 | ************************************************************ |
| 998 | */ |
1054 | */ |
| - | 1055 | mg_base += bonus * score; |
|
| - | 1056 | eg_base += bonus * score; |
|
| 999 |
|
1057 | } |
| 1000 |
|
1058 | score_mg += mg_base; |
| 1001 | score_eg += |
1059 | score_eg += eg_base; |
| 1002 | else |
1060 | } else |
| 1003 | score_eg += |
1061 | score_eg += 4; |
| 1004 | } |
1062 | } |
| 1005 | /* |
- | |
| 1006 | ************************************************************ |
- | |
| 1007 | * * |
- | |
| 1008 | * Add in a bonus based on how close the friendly king is, * |
- | |
| 1009 | * and a penalty based on how close the enemy king is. * |
- | |
| 1010 | * The bonus/penalty is based on how advanced the pawn is * |
- | |
| 1011 | * to attract the kings toward the most advanced (and most * |
- | |
| 1012 | * dangerous) passed pawn. * |
- | |
| 1013 | * * |
- | |
| 1014 | ************************************************************ |
- | |
| 1015 | */ |
- | |
| 1016 | square += direction[side]; |
- | |
| 1017 | score_eg -= |
- | |
| 1018 | (Distance(square, KingSQ(side)) - Distance(square, |
- | |
| 1019 | KingSQ(enemy))) * pp_dist_bonus[rank]; |
- | |
| 1020 | } |
1063 | } |
| 1021 | /* |
1064 | /* |
| 1022 | ************************************************************ |
1065 | ************************************************************ |
| 1023 | * * |
1066 | * * |
| - | 1067 | * All pawns done, add score to the two evaluation values * |
|
| 1024 | * |
1068 | * and return. * |
| 1025 | * * |
1069 | * * |
| 1026 | ************************************************************ |
1070 | ************************************************************ |
| 1027 | */ |
1071 | */ |
| 1028 | if (tree->pawn_score.passed[side] |
- | |
| 1029 | && is_outside[tree->pawn_score.passed[side]] |
- | |
| 1030 | [tree->pawn_score.all[enemy]]) { |
- | |
| 1031 | score_mg += outside_passed[mg]; |
- | |
| 1032 | score_eg += outside_passed[eg]; |
- | |
| 1033 | } |
- | |
| 1034 | tree->score_mg += sign[side] * score_mg; |
1072 | tree->score_mg += sign[side] * score_mg; |
| 1035 | tree->score_eg += sign[side] * score_eg; |
1073 | tree->score_eg += sign[side] * score_eg; |
| 1036 | } |
1074 | } |
| 1037 | 1075 | ||
| 1038 | /* last modified |
1076 | /* last modified 11/27/15 */ |
| 1039 | /* |
1077 | /* |
| 1040 | ******************************************************************************* |
1078 | ******************************************************************************* |
| 1041 | * * |
1079 | * * |
| 1042 | * EvaluatePassedPawnRaces() is used to evaluate passed pawns when one * |
1080 | * EvaluatePassedPawnRaces() is used to evaluate passed pawns when one * |
| 1043 | * side has passed pawns and the other side (or neither) has pieces. In * |
1081 | * side has passed pawns and the other side (or neither) has pieces. In * |
| 1044 | * such a case, the critical question is can the defending king stop the |
1082 | * such a case, the critical question is can the defending king stop the * |
| 1045 | * from queening or is it too far away? If only one side has pawns |
1083 | * pawn from queening or is it too far away? If only one side has pawns * |
| 1046 | * "run" then the situation is simple. When both sides have pawns |
1084 | * that can "run" then the situation is simple. When both sides have pawns * |
| 1047 | * "run" it becomes more complex as it then becomes necessary to |
1085 | * that can "run" it becomes more complex as it then becomes necessary to * |
| 1048 | * one side can use a forced king move to stop the other side, while |
1086 | * see if one side can use a forced king move to stop the other side, while * |
| 1049 | * other side doesn't have the same ability to stop ours. |
1087 | * the other side doesn't have the same ability to stop ours. * |
| 1050 | * * |
1088 | * * |
| 1051 | * In the case of king and pawn endings with exactly one pawn, the simple * |
1089 | * In the case of king and pawn endings with exactly one pawn, the simple * |
| 1052 | * evaluation rules are used: if the king is two squares in front of the * |
1090 | * evaluation rules are used: if the king is two squares in front of the * |
| 1053 | * pawn then it is a win, if the king is one one square in front with the * |
1091 | * pawn then it is a win, if the king is one one square in front with the * |
| 1054 | * opposition, then it is a win, if the king is on the 6th rank with the * |
1092 | * opposition, then it is a win, if the king is on the 6th rank with the * |
| Line 1057... | Line 1095... | ||
| 1057 | * pawn blocking promotion. * |
1095 | * pawn blocking promotion. * |
| 1058 | * * |
1096 | * * |
| 1059 | ******************************************************************************* |
1097 | ******************************************************************************* |
| 1060 | */ |
1098 | */ |
| 1061 | void EvaluatePassedPawnRaces(TREE * RESTRICT tree, int wtm) { |
1099 | void EvaluatePassedPawnRaces(TREE * RESTRICT tree, int wtm) { |
| 1062 | int file, square; |
- | |
| 1063 | int queen_distance; |
- | |
| 1064 | int pawnsq; |
- | |
| 1065 | uint64_t pawns; |
1100 | uint64_t pawns, thispawn; |
| 1066 | int passed; |
- | |
| 1067 | int side, enemy; |
1101 | int file, square, queen_distance, pawnsq, passed, side, enemy; |
| 1068 | int queener[2] = { 8, 8 }; |
1102 | int queener[2] = { 8, 8 }; |
| 1069 | int forced_km[2] = { 0, 0 }; |
- | |
| 1070 | /* |
1103 | /* |
| 1071 | ************************************************************ |
1104 | ************************************************************ |
| 1072 | * * |
1105 | * * |
| 1073 | * Check to see if side has one pawn and neither side has * |
1106 | * Check to see if side has one pawn and neither side has * |
| 1074 | * any pieces. If so, use the simple pawn evaluation * |
1107 | * any pieces. If so, use the simple pawn evaluation * |
| Line 1133... | Line 1166... | ||
| 1133 | if (sign[side] * Rank(KingSQ(side)) > |
1166 | if (sign[side] * Rank(KingSQ(side)) > |
| 1134 | sign[side] * (Rank(pawnsq) - 1 + 2 * side)) { |
1167 | sign[side] * (Rank(pawnsq) - 1 + 2 * side)) { |
| 1135 | tree->score_eg += sign[side] * pawn_can_promote; |
1168 | tree->score_eg += sign[side] * pawn_can_promote; |
| 1136 | return; |
1169 | return; |
| 1137 | } |
1170 | } |
| 1138 | if (Rank(KingSQ(side)) == |
1171 | if (Rank(KingSQ(side)) == rank6[side]) { |
| 1139 | tree->score_eg += sign[side] * pawn_can_promote; |
1172 | tree->score_eg += sign[side] * pawn_can_promote; |
| 1140 | return; |
1173 | return; |
| 1141 | } |
1174 | } |
| 1142 | /* |
1175 | /* |
| 1143 | ************************************************************ |
1176 | ************************************************************ |
| Line 1167... | Line 1200... | ||
| 1167 | */ |
1200 | */ |
| 1168 | if (TotalPieces(enemy, occupied) == 0 && tree->pawn_score.passed[side]) { |
1201 | if (TotalPieces(enemy, occupied) == 0 && tree->pawn_score.passed[side]) { |
| 1169 | passed = tree->pawn_score.passed[side]; |
1202 | passed = tree->pawn_score.passed[side]; |
| 1170 | for (; passed; passed &= passed - 1) { |
1203 | for (; passed; passed &= passed - 1) { |
| 1171 | file = LSB8Bit(passed); |
1204 | file = LSB8Bit(passed); |
| 1172 |
|
1205 | thispawn = Pawns(side) & file_mask[file]; |
| 1173 |
|
1206 | if (thispawn) { |
| 1174 |
|
1207 | square = MostAdvanced(side, thispawn); |
| 1175 | (pawn_race[side][Flip(wtm)][square] & Kings(enemy)); |
- | |
| 1176 | if (!(pawn_race[side][wtm][square] & Kings(enemy))) { |
1208 | if (!(pawn_race[side][wtm][square] & Kings(enemy))) { |
| 1177 | queen_distance |
1209 | queen_distance = Abs(rank8[side] - Rank(square)); |
| 1178 | if (Kings(side) & ((side) ? plus8dir[square] : minus8dir[square])) { |
1210 | if (Kings(side) & ((side) ? plus8dir[square] : minus8dir[square])) { |
| 1179 | if (file == FILEA || file == FILEH) |
1211 | if (file == FILEA || file == FILEH) |
| 1180 | queen_distance = 99; |
1212 | queen_distance = 99; |
| 1181 | queen_distance++; |
1213 | queen_distance++; |
| - | 1214 | } |
|
| - | 1215 | if (Rank(square) == rank2[side]) |
|
| - | 1216 | queen_distance--; |
|
| - | 1217 | if (queen_distance < queener[side]) |
|
| - | 1218 | queener[side] = queen_distance; |
|
| 1182 | } |
1219 | } |
| 1183 | if (Rank(square) == rankflip[side][RANK2]) |
- | |
| 1184 | queen_distance--; |
- | |
| 1185 | if (queen_distance < queener[side]) |
- | |
| 1186 | queener[side] = queen_distance; |
- | |
| 1187 | } |
1220 | } |
| 1188 | } |
1221 | } |
| 1189 | } |
1222 | } |
| 1190 | } |
1223 | } |
| 1191 | if (queener[white] == 8 && queener[black] == 8) |
- | |
| 1192 | return; |
- | |
| 1193 | /* |
1224 | /* |
| 1194 | ************************************************************ |
1225 | ************************************************************ |
| 1195 | * * |
1226 | * * |
| 1196 | * Now that we know which pawns can outrun the kings for * |
1227 | * Now that we know which pawns can outrun the kings for * |
| 1197 | * each side, we need to do |
1228 | * each side, we need to do determine if one side queens * |
| 1198 | * |
1229 | * before the other. If so, that side wins. If they * |
| 1199 | * |
1230 | * queen at the same time, then we will have to rely on * |
| 1200 | * prevent the opponent from promoting, we let the * |
- | |
| 1201 | * |
1231 | * the search to handle queening with check or queening * |
| 1202 | * * |
- | |
| 1203 | * (2) If white can run while black can not, then white * |
- | |
| 1204 | * wins, or vice-versa. * |
- | |
| 1205 | * * |
- | |
| 1206 | * (3) If white queens and black's king can't stop it * |
- | |
| 1207 | * no matter who moves first, while black has a pawn * |
- | |
| 1208 | * |
1232 | * and attacking the opponent's queening square. * |
| 1209 | * immediately, then white wins, and vice-versa. * |
- | |
| 1210 | * * |
- | |
| 1211 | * (4) Other situations are left to the search to * |
- | |
| 1212 | * resolve. * |
- | |
| 1213 | * * |
1233 | * * |
| 1214 | ************************************************************ |
1234 | ************************************************************ |
| 1215 | */ |
1235 | */ |
| 1216 | if (forced_km[white] & forced_km[black]) |
- | |
| 1217 | return; |
- | |
| 1218 | if (queener[white] < |
1236 | if (queener[white] < queener[black]) |
| 1219 | tree->score_eg += pawn_can_promote + (5 - queener[white]) * 10; |
1237 | tree->score_eg += pawn_can_promote + (5 - queener[white]) * 10; |
| 1220 | return; |
- | |
| 1221 |
|
1238 | else if (queener[black] < queener[white]) |
| 1222 | tree->score_eg += -(pawn_can_promote + (5 - queener[black]) * 10); |
- | |
| 1223 | return; |
- | |
| 1224 | } |
- | |
| 1225 | if (queener[white] < queener[black] && forced_km[white]) { |
- | |
| 1226 | tree->score_eg += pawn_can_promote + (5 - queener[white]) * 10; |
- | |
| 1227 | return; |
- | |
| 1228 | } else if (queener[black] < queener[white] && forced_km[white]) { |
- | |
| 1229 | tree->score_eg |
1239 | tree->score_eg -= pawn_can_promote + (5 - queener[black]) * 10; |
| 1230 | return; |
- | |
| 1231 | } |
- | |
| 1232 | } |
1240 | } |
| 1233 | 1241 | ||
| 1234 | /* last modified |
1242 | /* last modified 11/27/15 */ |
| 1235 | /* |
1243 | /* |
| 1236 | ******************************************************************************* |
1244 | ******************************************************************************* |
| 1237 | * * |
1245 | * * |
| 1238 | * EvaluatePawns() is used to evaluate pawns. It evaluates pawns for only * |
1246 | * EvaluatePawns() is used to evaluate pawns. It evaluates pawns for only * |
| 1239 | * one side, and fills in the pawn hash entry information. It requires two * |
1247 | * one side, and fills in the pawn hash entry information. It requires two * |
| 1240 | * calls to evaluate all pawns on the board. Comments below indicate the * |
1248 | * calls to evaluate all pawns on the board. Comments below indicate the * |
| 1241 | * particular pawn structure features that are evaluated. * |
1249 | * particular pawn structure features that are evaluated. * |
| 1242 | * * |
1250 | * * |
| 1243 | * This procedure also |
1251 | * This procedure also flags which pawns are passed, since this is scored in * |
| - | 1252 | * another part of the evaluation because that includes piece information * |
|
| 1244 | * |
1253 | * which can not be used here since the pawn hash signature does not include * |
| - | 1254 | * piece information of any kind. * |
|
| 1245 | * |
1255 | * * |
| - | 1256 | * Note that a pawn is not penalized for two different reasons. If it is * |
|
| - | 1257 | * isolated, it is not backward. Etc. This simplifies evaluation tuning * |
|
| - | 1258 | * not to mention eliminating the overlap and interaction that was happening * |
|
| - | 1259 | * previously when multiple penalties could be applied. * |
|
| 1246 | * * |
1260 | * * |
| 1247 | ******************************************************************************* |
1261 | ******************************************************************************* |
| 1248 | */ |
1262 | */ |
| 1249 | void EvaluatePawns(TREE * RESTRICT tree, int side) { |
1263 | void EvaluatePawns(TREE * RESTRICT tree, int side) { |
| 1250 | uint64_t pawns; |
1264 | uint64_t pawns, attackers, defenders; |
| 1251 | uint64_t temp; |
- | |
| 1252 | uint64_t |
1265 | uint64_t doubled, supported, connected, passed, backward; |
| 1253 | int square, file, rank, score_eg = 0, score_mg = 0; |
1266 | int square, file, rank, score_eg = 0, score_mg = 0, enemy = Flip(side); |
| 1254 | int |
1267 | unsigned int isolated, pawn_files = 0; |
| 1255 | int enemy = Flip(side); |
- | |
| 1256 | 1268 | ||
| 1257 | /* |
1269 | /* |
| 1258 | ************************************************************ |
1270 | ************************************************************ |
| 1259 | * * |
1271 | * * |
| 1260 | * |
1272 | * Loop through all pawns for this side. * |
| 1261 | * * |
1273 | * * |
| 1262 | ************************************************************ |
1274 | ************************************************************ |
| 1263 | */ |
1275 | */ |
| 1264 | tree->pawn_score.all[side] = 0; |
- | |
| 1265 | tree->pawn_score.passed[side] = 0; |
1276 | tree->pawn_score.passed[side] = 0; |
| 1266 | /* |
- | |
| 1267 | ************************************************************ |
- | |
| 1268 | * * |
- | |
| 1269 | * First, determine which squares pawns can reach. * |
- | |
| 1270 | * * |
- | |
| 1271 | ************************************************************ |
- | |
| 1272 | */ |
- | |
| 1273 | p_moves[side] = 0; |
- | |
| 1274 | for (pawns = Pawns(side); pawns; pawns &= pawns - 1) { |
- | |
| 1275 | square = LSB(pawns); |
- | |
| 1276 | tree->pawn_score.all[side] |= 1 << File(square); |
- | |
| 1277 | for (sq = square; sq != File(square) + ((side) ? RANK7 << 3 : RANK2 << 3); |
- | |
| 1278 | sq += direction[side]) { |
- | |
| 1279 | p_moves[side] |= SetMask(sq); |
- | |
| 1280 | if (SetMask(sq + direction[side]) & tree->all_pawns) |
- | |
| 1281 | break; |
- | |
| 1282 | defenders = |
- | |
| 1283 | PopCnt(pawn_attacks[enemy][sq + direction[side]] & Pawns(side)); |
- | |
| 1284 | attackers = |
- | |
| 1285 | PopCnt(pawn_attacks[side][sq + direction[side]] & Pawns(enemy)); |
- | |
| 1286 | if (attackers - defenders > 0) |
- | |
| 1287 | break; |
- | |
| 1288 | } |
- | |
| 1289 | } |
- | |
| 1290 | /* |
- | |
| 1291 | ************************************************************ |
- | |
| 1292 | * * |
- | |
| 1293 | * Loop through all pawns for this side. * |
- | |
| 1294 | * * |
- | |
| 1295 | ************************************************************ |
- | |
| 1296 | */ |
- | |
| 1297 | for (pawns = Pawns(side); pawns; pawns &= pawns - 1) { |
1277 | for (pawns = Pawns(side); pawns; pawns &= pawns - 1) { |
| 1298 | square = LSB(pawns); |
1278 | square = LSB(pawns); |
| 1299 | file = File(square); |
1279 | file = File(square); |
| 1300 | rank = rankflip[side][Rank(square)]; |
1280 | rank = rankflip[side][Rank(square)]; |
| - | 1281 | pawn_files |= 1 << file; |
|
| 1301 | /* |
1282 | /* |
| 1302 | ************************************************************ |
1283 | ************************************************************ |
| 1303 | * * |
1284 | * * |
| 1304 | * Evaluate pawn advances. Center pawns are encouraged to * |
1285 | * Evaluate pawn advances. Center pawns are encouraged to * |
| 1305 | * |
1286 | * occupy central squares, edge pawns are penalized on all * |
| - | 1287 | * edge squares to encourage capture toward the center, * |
|
| 1306 | * |
1288 | * the rest are neutral. * |
| 1307 | * * |
1289 | * * |
| 1308 | ************************************************************ |
1290 | ************************************************************ |
| 1309 | */ |
1291 | */ |
| 1310 | score_mg += pval[mg][side][square]; |
1292 | score_mg += pval[mg][side][square]; |
| 1311 | score_eg += pval[eg][side][square]; |
1293 | score_eg += pval[eg][side][square]; |
| 1312 | /* |
1294 | /* |
| 1313 | ************************************************************ |
1295 | ************************************************************ |
| 1314 | * * |
1296 | * * |
| 1315 | * Evaluate isolated pawns, which |
1297 | * Evaluate isolated pawns, which are penalized based on * |
| 1316 | * the file, with central isolani being worse than when on * |
- | |
| 1317 | * |
1298 | * which file they occupy. * |
| 1318 | * * |
1299 | * * |
| 1319 | ************************************************************ |
1300 | ************************************************************ |
| 1320 | */ |
1301 | */ |
| 1321 |
|
1302 | isolated = !(Pawns(side) & mask_pawn_isolated[square]); |
| 1322 |
|
1303 | if (isolated) { |
| 1323 | score_eg -= pawn_isolated[eg]; |
- | |
| 1324 | if (!(Pawns(enemy) & file_mask[file])) { |
- | |
| 1325 |
|
1304 | score_mg -= pawn_isolated[mg][file]; |
| 1326 |
|
1305 | score_eg -= pawn_isolated[eg][file]; |
| 1327 | } |
- | |
| 1328 | } |
1306 | } |
| 1329 | /* |
1307 | /* |
| 1330 | ************************************************************ |
1308 | ************************************************************ |
| 1331 | * * |
1309 | * * |
| 1332 | * Evaluate |
1310 | * Evaluate unsupported pawns, which provide a target * |
| 1333 | * |
1311 | * since they are undefended by a pawn. We exclude pawns * |
| 1334 | * it isn't weak; (2) if a pawn is undefended by a pawn * |
- | |
| 1335 | * and advances one (or two if it hasn't moved yet) ranks * |
- | |
| 1336 | * and is defended fewer times than it is attacked, it is * |
- | |
| 1337 | * weak. Note that the penalty is greater if the pawn is * |
- | |
| 1338 | * |
1312 | * that are isolated since they have already been given a * |
| 1339 | * another case of a weak pawn, since it can never be * |
- | |
| 1340 | * defended by a pawn. * |
- | |
| 1341 | * |
1313 | * penalty. * |
| 1342 | * First, test the pawn where it sits to determine if it * |
- | |
| 1343 | * is defended more times than attacked. If so, it is not * |
- | |
| 1344 | * weak and we are done. If it is weak where it sits, can * |
- | |
| 1345 | * it advance one square and become not weak. If so we * |
- | |
| 1346 | * are again finished with this pawn. Otherwise we fall * |
- | |
| 1347 | * into the next test. * |
- | |
| 1348 | * * |
1314 | * * |
| 1349 | ************************************************************ |
1315 | ************************************************************ |
| 1350 | */ |
1316 | */ |
| 1351 | else { |
- | |
| 1352 | do { |
- | |
| 1353 | attackers = 0; |
- | |
| 1354 | defenders = 0; |
- | |
| 1355 | temp = |
- | |
| 1356 |
|
1317 | supported = Pawns(side) & pawn_attacks[enemy][square]; |
| 1357 |
|
1318 | if (!isolated && !supported) { |
| 1358 |
|
1319 | score_mg += pawn_unsupported[mg]; |
| 1359 | defenders = PopCnt(pawn_attacks[enemy][sq] & Pawns(side)); |
- | |
| 1360 | attackers = PopCnt(pawn_attacks[side][sq] & Pawns(enemy)); |
- | |
| 1361 |
|
1320 | score_eg += pawn_unsupported[eg]; |
| 1362 | break; |
- | |
| 1363 |
|
1321 | } |
| 1364 | if (defenders && defenders >= attackers) |
- | |
| 1365 | break; |
- | |
| 1366 | /* |
1322 | /* |
| 1367 | ************************************************************ |
1323 | ************************************************************ |
| 1368 | * * |
1324 | * * |
| - | 1325 | * Evaluate doubled pawns. If there are other pawns on * |
|
| 1369 | * |
1326 | * this file in front of this pawn, penalize this pawn. * |
| - | 1327 | * Note that this will NOT penalize both pawns, just the * |
|
| - | 1328 | * most rearward one that is really almost worthless. * |
|
| - | 1329 | * * |
|
| 1370 | * |
1330 | * The farther apart two doubled pawns (same file) are, * |
| - | 1331 | * the less weak they are, so the penalty is reduced as * |
|
| 1371 | * this |
1332 | * this distance increases. * |
| 1372 | * * |
1333 | * * |
| 1373 | ************************************************************ |
1334 | ************************************************************ |
| 1374 | */ |
1335 | */ |
| 1375 |
|
1336 | doubled = Pawns(side) & ((side) ? plus8dir[square] : minus8dir[square]); |
| 1376 |
|
1337 | if (doubled) { |
| 1377 |
|
1338 | score_mg -= |
| 1378 |
|
1339 | pawn_doubled[mg][file] / RankDistance(square, MostAdvanced(side, |
| 1379 |
|
1340 | doubled)); |
| 1380 |
|
1341 | score_eg -= |
| - | 1342 | pawn_doubled[eg][file] / RankDistance(square, MostAdvanced(side, |
|
| 1381 |
|
1343 | doubled)); |
| - | 1344 | } |
|
| 1382 | /* |
1345 | /* |
| 1383 | ************************************************************ |
1346 | ************************************************************ |
| 1384 | * * |
1347 | * * |
| 1385 | * |
1348 | * Test the pawn to see if it is connected to a neighbor * |
| 1386 | * |
1349 | * which makes it easier to defend. * |
| 1387 | * * |
1350 | * * |
| 1388 | ************************************************************ |
1351 | ************************************************************ |
| 1389 | */ |
1352 | */ |
| 1390 |
|
1353 | connected = Pawns(side) & mask_pawn_connected[side][square]; |
| - | 1354 | if (connected) { |
|
| 1391 |
|
1355 | score_mg += pawn_connected[rank][file]; |
| 1392 |
|
1356 | score_eg += pawn_connected[rank][file]; |
| 1393 |
|
1357 | } |
| 1394 | /* |
1358 | /* |
| 1395 | ************************************************************ |
1359 | ************************************************************ |
| 1396 | * * |
1360 | * * |
| 1397 | * |
1361 | * Flag passed pawns for use later when we finally call * |
| 1398 | * |
1362 | * EvaluatePassedPawns. * |
| 1399 | * * |
1363 | * * |
| 1400 | ************************************************************ |
1364 | ************************************************************ |
| 1401 | */ |
1365 | */ |
| 1402 |
|
1366 | passed = !(Pawns(enemy) & mask_passed[side][square]); |
| 1403 |
|
1367 | if (passed) |
| 1404 |
|
1368 | tree->pawn_score.passed[side] |= 1 << file; |
| 1405 | } |
- | |
| 1406 | } |
- | |
| 1407 | /* |
1369 | /* |
| 1408 | ************************************************************ |
1370 | ************************************************************ |
| 1409 | * * |
1371 | * * |
| - | 1372 | * Test the pawn to see if it is backward which makes it a * |
|
| 1410 | * |
1373 | * target that ties down pieces to defend it. * |
| 1411 | * * |
1374 | * * |
| 1412 | ************************************************************ |
1375 | ************************************************************ |
| 1413 | */ |
1376 | */ |
| - | 1377 | backward = 0; |
|
| - | 1378 | if (!(passed | isolated | connected | (Pawns(side) & |
|
| 1414 |
|
1379 | mask_pattacks[side][square]) | (Pawns(enemy) & |
| - | 1380 | PawnAttacks(side, square)))) |
|
| - | 1381 | backward = Pawns(enemy) & PawnAttacks(side, square + direction[side]); |
|
| - | 1382 | if (backward) { |
|
| - | 1383 | score_mg -= pawn_backward[mg][file]; |
|
| 1415 |
|
1384 | score_eg -= pawn_backward[eg][file]; |
| - | 1385 | } |
|
| 1416 | /* |
1386 | /* |
| 1417 | ************************************************************ |
1387 | ************************************************************ |
| 1418 | * * |
1388 | * * |
| 1419 | * Determine if this pawn is a candidate |
1389 | * Determine if this pawn is a candidate passed pawn, * |
| 1420 | * |
1390 | * which is a pawn on a file with no enemy pawns in front * |
| 1421 | * |
1391 | * of it, and if it advances until it contacts an enemy * |
| 1422 | * |
1392 | * pawn, and it is defended at least as many times as it * |
| 1423 | * |
1393 | * is attacked when it reaches that pawn, then it will end * |
| 1424 | * reaches that pawn, then all that is left is to see if * |
- | |
| 1425 | * |
1394 | * up passed. * |
| 1426 | * * |
1395 | * * |
| 1427 | ************************************************************ |
1396 | ************************************************************ |
| 1428 | */ |
1397 | */ |
| 1429 |
|
1398 | if (!(passed | backward | isolated) && |
| 1430 | && mask_pawn_isolated[square] & Pawns(side) |
- | |
| 1431 |
|
1399 | !(Pawns(enemy) & ((side) ? plus8dir[square] : minus8dir[square]))) { |
| 1432 | attackers = 1; |
- | |
| 1433 | defenders = 0; |
- | |
| 1434 | for (sq = square; |
- | |
| 1435 | sq != File(square) + ((side) ? RANK7 << 3 : RANK2 << 3); |
- | |
| 1436 | sq += direction[side]) { |
- | |
| 1437 | if (SetMask(sq + direction[side]) & tree->all_pawns) |
- | |
| 1438 | break; |
- | |
| 1439 |
|
1400 | defenders = mask_pattacks[side][square + direction[side]] & Pawns(side); |
| 1440 |
|
1401 | attackers = mask_pattacks[enemy][square] & Pawns(enemy); |
| 1441 | if (attackers) |
- | |
| 1442 | break; |
- | |
| 1443 | } |
- | |
| 1444 | if ( |
1402 | if (PopCnt(defenders) >= PopCnt(attackers)) { |
| 1445 | if (!(mask_passed[side][sq + direction[side]] & Pawns(enemy))) { |
- | |
| 1446 |
|
1403 | score_mg += passed_pawn_candidate[mg][rank]; |
| 1447 |
|
1404 | score_eg += passed_pawn_candidate[eg][rank]; |
| 1448 | } |
- | |
| 1449 | } |
1405 | } |
| 1450 | } |
1406 | } |
| - | 1407 | } |
|
| 1451 | /* |
1408 | /* |
| 1452 | ************************************************************ |
1409 | ************************************************************ |
| 1453 | * * |
1410 | * * |
| 1454 | * |
1411 | * Give a bonus for distance between left-most pawn and * |
| 1455 | * |
1412 | * right-most pawn. The idea is that the wider the gap * |
| 1456 | * |
1413 | * between the pawns, the harder they are for a lone king * |
| - | 1414 | * to control in the endgame. Botvinnik referred to this * |
|
| - | 1415 | * concept as "trousers" (pants with two legs, the farther * |
|
| 1457 | * |
1416 | * the legs are apart, the better for the side with those * |
| 1458 | * |
1417 | * pawns). * |
| 1459 | * * |
1418 | * * |
| 1460 | ************************************************************ |
1419 | ************************************************************ |
| 1461 | */ |
1420 | */ |
| 1462 | if (Rank(square) == ((side) ? RANK6 : RANK3) |
- | |
| 1463 | && SetMask(square + direction[side]) & Pawns(enemy) |
- | |
| 1464 | && ((File(square) < FILEH && |
- | |
| 1465 | SetMask(square + 9 - 16 * side) & Pawns(side) |
- | |
| 1466 |
|
1421 | score_eg += pawn_file_width * (MSB8Bit(pawn_files) - LSB8Bit(pawn_files)); |
| 1467 | || (File(square) > FILEA && |
- | |
| 1468 | SetMask(square + 7 - 16 * side) & Pawns(side) |
- | |
| 1469 | && !(mask_hidden_left[side][File(square)] & Pawns(enemy))))) { |
- | |
| 1470 | score_mg += passed_pawn_hidden[mg]; |
- | |
| 1471 | score_eg += passed_pawn_hidden[eg]; |
- | |
| 1472 | } |
- | |
| 1473 | } |
- | |
| 1474 | /* |
1422 | /* |
| 1475 | ************************************************************ |
1423 | ************************************************************ |
| 1476 | * * |
1424 | * * |
| 1477 | * Evaluate king safety. * |
1425 | * Evaluate king safety. * |
| 1478 | * * |
1426 | * * |
| 1479 | * This uses the function EvaluateKingsFile() |
1427 | * This uses the function EvaluateKingsFile() and looks at * |
| 1480 | * |
1428 | * three possible positions for the king, either castled * |
| 1481 | * kingside, queenside or else standing on the d or e file * |
1429 | * kingside, queenside or else standing on the d or e file * |
| 1482 | * stuck in the middle. This essentially is about the * |
1430 | * stuck in the middle. This essentially is about the * |
| 1483 | * pawns in front of the king and what kind of "shelter" * |
1431 | * pawns in front of the king and what kind of "shelter" * |
| 1484 | * they provide for the king during the middlegame. * |
1432 | * they provide for the king during the middlegame. * |
| 1485 | * * |
1433 | * * |
| 1486 | ************************************************************ |
1434 | ************************************************************ |
| 1487 | */ |
1435 | */ |
| 1488 | tree->pawn_score.defects_q[side] = |
1436 | tree->pawn_score.defects_q[side] = |
| - | 1437 | EvaluateKingsFile(tree, side, FILEA, FILEC); |
|
| 1489 | tree->pawn_score. |
1438 | tree->pawn_score.defects_m[side] = |
| 1490 |
|
1439 | EvaluateKingsFile(tree, side, FILEC, FILEF); |
| 1491 | tree->pawn_score.defects_k[side] = |
1440 | tree->pawn_score.defects_k[side] = |
| - | 1441 | EvaluateKingsFile(tree, side, FILEF, FILEH); |
|
| - | 1442 | /* |
|
| - | 1443 | ************************************************************ |
|
| - | 1444 | * * |
|
| - | 1445 | * Done. Add mg/eg scores to final result (sign-corrected * |
|
| - | 1446 | * so that black = -, white = +) and return. * |
|
| - | 1447 | * * |
|
| - | 1448 | ************************************************************ |
|
| - | 1449 | */ |
|
| 1492 | tree->pawn_score.score_mg += sign[side] * score_mg; |
1450 | tree->pawn_score.score_mg += sign[side] * score_mg; |
| 1493 | tree->pawn_score.score_eg += sign[side] * score_eg; |
1451 | tree->pawn_score.score_eg += sign[side] * score_eg; |
| 1494 | } |
1452 | } |
| 1495 | 1453 | ||
| 1496 | /* last modified |
1454 | /* last modified 10/19/15 */ |
| 1497 | /* |
1455 | /* |
| 1498 | ******************************************************************************* |
1456 | ******************************************************************************* |
| 1499 | * * |
1457 | * * |
| 1500 | * EvaluateQueens() is used to evaluate queens. * |
1458 | * EvaluateQueens() is used to evaluate queens. * |
| 1501 | * * |
1459 | * * |
| 1502 | ******************************************************************************* |
1460 | ******************************************************************************* |
| 1503 | */ |
1461 | */ |
| 1504 | void EvaluateQueens(TREE * RESTRICT tree, int side) { |
1462 | void EvaluateQueens(TREE * RESTRICT tree, int side) { |
| 1505 | uint64_t temp; |
1463 | uint64_t temp; |
| 1506 | int square, |
1464 | int square, i, score_mg = 0, score_eg = 0, enemy = Flip(side); |
| 1507 | int enemy = Flip(side); |
- | |
| 1508 | 1465 | ||
| 1509 | /* |
1466 | /* |
| 1510 | ************************************************************ |
1467 | ************************************************************ |
| 1511 | * * |
1468 | * * |
| 1512 | * First locate each queen and obtain it's centralization * |
1469 | * First locate each queen and obtain it's centralization * |
| Line 1532... | Line 1489... | ||
| 1532 | * Adjust the tropism count for this piece. * |
1489 | * Adjust the tropism count for this piece. * |
| 1533 | * * |
1490 | * * |
| 1534 | ************************************************************ |
1491 | ************************************************************ |
| 1535 | */ |
1492 | */ |
| 1536 | if (tree->dangerous[side]) { |
1493 | if (tree->dangerous[side]) { |
| 1537 |
|
1494 | i = KingSQ(enemy); |
| 1538 | tree->tropism[side] += king_tropism_q[Distance(square, |
1495 | tree->tropism[side] += king_tropism_q[Distance(square, i)]; |
| 1539 |
|
1496 | i = 8 - (RankDistance(square, i) + FileDistance(square, i)); |
| 1540 | score_mg += |
1497 | score_mg += i; |
| 1541 | score_eg += |
1498 | score_eg += i; |
| 1542 | } |
1499 | } |
| 1543 | } |
1500 | } |
| 1544 | tree->score_mg += sign[side] * score_mg; |
1501 | tree->score_mg += sign[side] * score_mg; |
| 1545 | tree->score_eg += sign[side] * score_eg; |
1502 | tree->score_eg += sign[side] * score_eg; |
| 1546 | } |
1503 | } |
| 1547 | 1504 | ||
| 1548 | /* last modified |
1505 | /* last modified 10/19/15 */ |
| 1549 | /* |
1506 | /* |
| 1550 | ******************************************************************************* |
1507 | ******************************************************************************* |
| 1551 | * * |
1508 | * * |
| 1552 | * EvaluateRooks() is used to evaluate rooks. * |
1509 | * EvaluateRooks() is used to evaluate rooks. * |
| 1553 | * * |
1510 | * * |
| 1554 | ******************************************************************************* |
1511 | ******************************************************************************* |
| 1555 | */ |
1512 | */ |
| 1556 | void EvaluateRooks(TREE * RESTRICT tree, int side) { |
1513 | void EvaluateRooks(TREE * RESTRICT tree, int side) { |
| 1557 | uint64_t temp, moves; |
1514 | uint64_t temp, moves; |
| 1558 | int square, rank, |
1515 | int square, rank, file, i, mobility, score_mg = 0, score_eg = 0; |
| 1559 | int score_mg = 0, score_eg = 0; |
- | |
| 1560 | int enemy = Flip(side); |
1516 | int enemy = Flip(side); |
| 1561 | 1517 | ||
| 1562 | /* |
1518 | /* |
| 1563 | ************************************************************ |
1519 | ************************************************************ |
| 1564 | * * |
1520 | * * |
| Line 1568... | Line 1524... | ||
| 1568 | */ |
1524 | */ |
| 1569 | for (temp = Rooks(side); temp; temp &= temp - 1) { |
1525 | for (temp = Rooks(side); temp; temp &= temp - 1) { |
| 1570 | square = LSB(temp); |
1526 | square = LSB(temp); |
| 1571 | file = File(square); |
1527 | file = File(square); |
| 1572 | rank = Rank(square); |
1528 | rank = Rank(square); |
| 1573 | fRank = rankflip[side][rank]; |
- | |
| 1574 | /* |
1529 | /* |
| 1575 | ************************************************************ |
1530 | ************************************************************ |
| 1576 | * * |
1531 | * * |
| 1577 | * Determine if the rook is on an open file or on a half- * |
1532 | * Determine if the rook is on an open file or on a half- * |
| 1578 | * open file, either of which increases its ability to * |
1533 | * open file, either of which increases its ability to * |
| Line 1587... | Line 1542... | ||
| 1587 | } else { |
1542 | } else { |
| 1588 | score_mg += rook_half_open_file[mg]; |
1543 | score_mg += rook_half_open_file[mg]; |
| 1589 | score_eg += rook_half_open_file[eg]; |
1544 | score_eg += rook_half_open_file[eg]; |
| 1590 | } |
1545 | } |
| 1591 | } |
1546 | } |
| - | 1547 | /* |
|
| - | 1548 | ************************************************************ |
|
| - | 1549 | * * |
|
| - | 1550 | * Mobility counts the number of squares the rook attacks, * |
|
| - | 1551 | * excluding squares with friendly pieces, and weighs each * |
|
| - | 1552 | * square according to a complex formula that includes * |
|
| - | 1553 | * files as well as total number of squares attacked. * |
|
| - | 1554 | * * |
|
| - | 1555 | ************************************************************ |
|
| - | 1556 | */ |
|
| - | 1557 | mobility = RookMobility(square, OccupiedSquares); |
|
| - | 1558 | score_mg += mobility; |
|
| - | 1559 | score_eg += mobility; |
|
| 1592 | /* |
1560 | /* |
| 1593 | ************************************************************ |
1561 | ************************************************************ |
| 1594 | * * |
1562 | * * |
| 1595 | * Check to see if the king has been forced to move and * |
1563 | * Check to see if the king has been forced to move and * |
| 1596 | * has trapped a rook at a1/b1/g1/h1, if so, then penalize * |
1564 | * has trapped a rook at a1/b1/g1/h1, if so, then penalize * |
| 1597 | * the trapped rook to help extricate it. |
1565 | * the trapped rook to help extricate it. We only need to * |
| - | 1566 | * check this if the rooks mobility is very low. * |
|
| 1598 | * * |
1567 | * * |
| 1599 | ************************************************************ |
1568 | ************************************************************ |
| 1600 | */ |
1569 | */ |
| 1601 | if (fRank == RANK1) { |
- | |
| 1602 |
|
1570 | if (mobility < 0 && rank == rank1[side] && rank == Rank(KingSQ(side))) { |
| 1603 |
|
1571 | i = File(KingSQ(side)); |
| 1604 |
|
1572 | if (i > FILEE) { |
| 1605 |
|
1573 | if (file > i) { |
| 1606 | score_mg -= rook_trapped; |
- | |
| 1607 | score_eg -= rook_trapped; |
- | |
| 1608 | } |
- | |
| 1609 | } else if (i < FILED && file < i) { |
- | |
| 1610 | score_mg |
1574 | score_mg += mobility * 3; |
| 1611 | score_eg |
1575 | score_eg += mobility * 3; |
| 1612 | } |
1576 | } |
| - | 1577 | } else if (i < FILED && file < i) { |
|
| - | 1578 | score_mg += mobility * 3; |
|
| - | 1579 | score_eg += mobility * 3; |
|
| 1613 | } |
1580 | } |
| 1614 | } |
1581 | } |
| 1615 | /* |
1582 | /* |
| 1616 | ************************************************************ |
1583 | ************************************************************ |
| 1617 | * * |
1584 | * * |
| - | 1585 | * finally check to see if any rooks are on the 7th rank, * |
|
| - | 1586 | * with the opponent having pawns on that rank or the * |
|
| - | 1587 | * opponent's king being hemmed in on the 7th/8th rank. * |
|
| 1618 | * |
1588 | * If so, we give a bonus for the strong rook. If there * |
| - | 1589 | * is another rook or queen on the 7th that is connected * |
|
| - | 1590 | * with this one, then the positional advantage is even * |
|
| 1619 | * |
1591 | * stronger. * |
| 1620 | * * |
1592 | * * |
| 1621 | ************************************************************ |
1593 | ************************************************************ |
| 1622 | */ |
1594 | */ |
| - | 1595 | else if (rank == rank7[side] && (Rank(KingSQ(enemy)) == rank8[side] |
|
| 1623 |
|
1596 | || Pawns(enemy) & rank_mask[rank])) { |
| 1624 | score_mg += rook_on_7th[mg]; |
1597 | score_mg += rook_on_7th[mg]; |
| 1625 | score_eg += rook_on_7th[eg]; |
1598 | score_eg += rook_on_7th[eg]; |
| - | 1599 | if (RankAttacks(square) & (Queens(side) | Rooks(side))) { |
|
| - | 1600 | score_mg += rook_connected_7th[mg]; |
|
| - | 1601 | score_eg += rook_connected_7th[eg]; |
|
| - | 1602 | } |
|
| 1626 | } |
1603 | } |
| 1627 | /* |
- | |
| 1628 | ************************************************************ |
- | |
| 1629 | * * |
- | |
| 1630 | * Mobility counts the number of squares the piece * |
- | |
| 1631 | * attacks, and weighs each square according to a complex * |
- | |
| 1632 | * formula that includes files as well as total number of * |
- | |
| 1633 | * squares attacked. * |
- | |
| 1634 | * * |
- | |
| 1635 | * For efficiency, we use a pre-computed mobility score * |
- | |
| 1636 | * that is accessed just like a magic attack generation. * |
- | |
| 1637 | * * |
- | |
| 1638 | ************************************************************ |
- | |
| 1639 | */ |
- | |
| 1640 | mobility = RookMobility(square, OccupiedSquares); |
- | |
| 1641 | score_mg += mobility; |
- | |
| 1642 | score_eg += mobility; |
- | |
| 1643 | /* |
1604 | /* |
| 1644 | ************************************************************ |
1605 | ************************************************************ |
| 1645 | * * |
1606 | * * |
| 1646 | * Adjust the tropism count for this piece. * |
1607 | * Adjust the tropism count for this piece. * |
| 1647 | * * |
1608 | * * |
| 1648 | ************************************************************ |
1609 | ************************************************************ |
| 1649 | */ |
1610 | */ |
| 1650 | if (tree->dangerous[side]) { |
1611 | if (tree->dangerous[side]) { |
| 1651 | moves = king_attacks[KingSQ(enemy)]; |
1612 | moves = king_attacks[KingSQ(enemy)]; |
| 1652 |
|
1613 | i = (rook_attacks[square] & moves && |
| 1653 | RookAttacks(square, |
1614 | RookAttacks(square, |
| 1654 | OccupiedSquares & ~(Queens(side) | |
1615 | OccupiedSquares & ~(Queens(side) | Rooks(side))) & moves) ? 1 : |
| 1655 |
|
1616 | Distance(square, KingSQ(enemy)); |
| 1656 | tree->tropism[side] += king_tropism_r[ |
1617 | tree->tropism[side] += king_tropism_r[i]; |
| 1657 | } |
1618 | } |
| 1658 | } |
1619 | } |
| 1659 | tree->score_mg += sign[side] * score_mg; |
1620 | tree->score_mg += sign[side] * score_mg; |
| 1660 | tree->score_eg += sign[side] * score_eg; |
1621 | tree->score_eg += sign[side] * score_eg; |
| 1661 | } |
1622 | } |
| 1662 | 1623 | ||
| 1663 | /* last modified |
1624 | /* last modified 01/03/15 */ |
| 1664 | /* |
1625 | /* |
| 1665 | ******************************************************************************* |
1626 | ******************************************************************************* |
| 1666 | * * |
1627 | * * |
| 1667 | * EvaluateWinningChances() is used to determine if one side has reached a * |
1628 | * EvaluateWinningChances() is used to determine if one side has reached a * |
| 1668 | * position which can not be won, period, even though side may be ahead in * |
1629 | * position which can not be won, period, even though side may be ahead in * |
| 1669 | * material in some way. * |
1630 | * material in some way. * |
| 1670 | * * |
1631 | * * |
| 1671 | * Return values: * |
1632 | * Return values: * |
| 1672 | * 0 -> side on move can not win. |
1633 | * 0 -> side on move can not win. * |
| 1673 | * 1 -> side on move can win. |
1634 | * 1 -> side on move can win. * |
| 1674 | * * |
1635 | * * |
| 1675 | ******************************************************************************* |
1636 | ******************************************************************************* |
| 1676 | */ |
1637 | */ |
| 1677 | int EvaluateWinningChances(TREE * RESTRICT tree, int side, int wtm) { |
1638 | int EvaluateWinningChances(TREE * RESTRICT tree, int side, int wtm) { |
| 1678 | int square, ekd, promote; |
1639 | int square, ekd, promote, majors, minors, enemy = Flip(side); |
| 1679 | int enemy = Flip(side); |
- | |
| 1680 | 1640 | ||
| - | 1641 | if (!Pawns(side)) { |
|
| 1681 | /* |
1642 | /* |
| 1682 | ************************************************************ |
1643 | ************************************************************ |
| 1683 | * * |
1644 | * * |
| 1684 | * If side has a piece and no pawn, it can not possibly * |
1645 | * If side has a piece and no pawn, it can not possibly * |
| 1685 | * win. If side is a piece ahead, the only way it can win * |
1646 | * win. If side is a piece ahead, the only way it can win * |
| Line 1687... | Line 1648... | ||
| 1687 | * board (special case to handle KRB vs KR which can be * |
1648 | * board (special case to handle KRB vs KR which can be * |
| 1688 | * won if the king gets trapped). * |
1649 | * won if the king gets trapped). * |
| 1689 | * * |
1650 | * * |
| 1690 | ************************************************************ |
1651 | ************************************************************ |
| 1691 | */ |
1652 | */ |
| 1692 | if (TotalPieces(side, pawn) == 0) { |
- | |
| 1693 | if (TotalPieces(side, occupied) <= 3) |
1653 | if (TotalPieces(side, occupied) <= 3) |
| 1694 | return 0; |
1654 | return 0; |
| 1695 | if (TotalPieces(side, occupied) - TotalPieces(enemy, occupied) <= 3 && |
1655 | if (TotalPieces(side, occupied) - TotalPieces(enemy, occupied) <= 3 && |
| 1696 | mask_not_edge & Kings(enemy)) |
1656 | mask_not_edge & Kings(enemy)) |
| 1697 | return 0; |
1657 | return 0; |
| - | 1658 | /* |
|
| - | 1659 | ************************************************************ |
|
| - | 1660 | * * |
|
| - | 1661 | * If one side is an exchange up, but has no pawns, then * |
|
| - | 1662 | * that side can not possibly win. * |
|
| - | 1663 | * * |
|
| - | 1664 | ************************************************************ |
|
| - | 1665 | */ |
|
| - | 1666 | majors = |
|
| - | 1667 | TotalPieces(white, rook) + 2 * TotalPieces(white, |
|
| - | 1668 | queen) - TotalPieces(black, rook) - 2 * TotalPieces(black, queen); |
|
| - | 1669 | if (Abs(majors) == 1) { |
|
| - | 1670 | minors = |
|
| - | 1671 | TotalPieces(black, knight) + TotalPieces(black, |
|
| - | 1672 | bishop) - TotalPieces(white, knight) - TotalPieces(white, bishop); |
|
| - | 1673 | if (majors == minors) |
|
| - | 1674 | return 0; |
|
| - | 1675 | } |
|
| - | 1676 | } else { |
|
| - | 1677 | /* |
|
| - | 1678 | ************************************************************ |
|
| - | 1679 | * * |
|
| - | 1680 | * If neither side has any pieces, and both sides have * |
|
| - | 1681 | * non-rookpawns, then either side can win. * |
|
| - | 1682 | * * |
|
| - | 1683 | ************************************************************ |
|
| - | 1684 | */ |
|
| - | 1685 | if (TotalPieces(white, occupied) == 0 && TotalPieces(black, occupied) == 0 |
|
| - | 1686 | && Pawns(white) & not_rook_pawns && Pawns(black) & not_rook_pawns) |
|
| - | 1687 | return 1; |
|
| 1698 | } |
1688 | } |
| 1699 | /* |
1689 | /* |
| 1700 | ************************************************************ |
1690 | ************************************************************ |
| 1701 | * * |
1691 | * * |
| 1702 | * If "side" has a pawn, then either the pawn had better * |
1692 | * If "side" has a pawn, then either the pawn had better * |
| 1703 | * not be a rook pawn, or else |
1693 | * not be a rook pawn, or else side had better have the * |
| 1704 | * right color bishop or any other piece, otherwise it is * |
1694 | * right color bishop or any other piece, otherwise it is * |
| 1705 | * not winnable if the enemy king can get to the queening * |
1695 | * not winnable if the enemy king can get to the queening * |
| 1706 | * square first. * |
1696 | * square first. * |
| 1707 | * * |
1697 | * * |
| 1708 | ************************************************************ |
1698 | ************************************************************ |
| 1709 | */ |
1699 | */ |
| 1710 |
|
1700 | if (!(Pawns(side) & not_rook_pawns)) |
| 1711 | do { |
1701 | do { |
| 1712 | if (TotalPieces(side, occupied) > 3 || (TotalPieces(side, occupied) == 3 |
1702 | if (TotalPieces(side, occupied) > 3 || (TotalPieces(side, occupied) == 3 |
| 1713 | && Knights(side))) |
1703 | && Knights(side))) |
| 1714 | continue; |
1704 | continue; |
| 1715 | if (file_mask[FILEA] & Pawns(side) && file_mask[FILEH] & Pawns(side)) |
1705 | if (file_mask[FILEA] & Pawns(side) && file_mask[FILEH] & Pawns(side)) |
| Line 1730... | Line 1720... | ||
| 1730 | return 0; |
1720 | return 0; |
| 1731 | } while (0); |
1721 | } while (0); |
| 1732 | /* |
1722 | /* |
| 1733 | ************************************************************ |
1723 | ************************************************************ |
| 1734 | * * |
1724 | * * |
| 1735 | * Check to see if this is a KRP vs KR |
1725 | * Check to see if this is a KRP vs KR ending. If so, and * |
| 1736 | * |
1726 | * the losing king is in front of the passer, then this is * |
| 1737 | * |
1727 | * a drawish ending. * |
| 1738 | * * |
1728 | * * |
| 1739 | ************************************************************ |
1729 | ************************************************************ |
| 1740 | */ |
1730 | */ |
| 1741 | if (TotalPieces(side, pawn) == 1 && TotalPieces(enemy, pawn) == 0 && |
1731 | if (TotalPieces(side, pawn) == 1 && TotalPieces(enemy, pawn) == 0 && |
| 1742 |
|
1732 | TotalPieces(side, occupied) == 5 && TotalPieces(enemy, occupied) == 5) { |
| 1743 | || (TotalPieces(side, occupied) == 9 && |
- | |
| 1744 | TotalPieces(enemy, occupied) == 9))) { |
- | |
| 1745 | square = LSB(Pawns(side)); |
1733 | square = LSB(Pawns(side)); |
| 1746 | if (FileDistance(KingSQ(enemy), square) <= 1 && |
1734 | if (FileDistance(KingSQ(enemy), square) <= 1 && |
| 1747 | InFront(side, Rank(KingSQ(enemy)), Rank(square))) |
1735 | InFront(side, Rank(KingSQ(enemy)), Rank(square))) |
| 1748 | return 0; |
1736 | return 0; |
| 1749 | } |
1737 | } |
| Line 1778... | Line 1766... | ||
| 1778 | ************************************************************ |
1766 | ************************************************************ |
| 1779 | */ |
1767 | */ |
| 1780 | if (TotalPieces(side, occupied) == 6 && !Bishops(side) |
1768 | if (TotalPieces(side, occupied) == 6 && !Bishops(side) |
| 1781 | && TotalPieces(enemy, occupied) + TotalPieces(enemy, pawn) == 0) |
1769 | && TotalPieces(enemy, occupied) + TotalPieces(enemy, pawn) == 0) |
| 1782 | return 0; |
1770 | return 0; |
| - | 1771 | /* |
|
| - | 1772 | ************************************************************ |
|
| - | 1773 | * * |
|
| - | 1774 | * If we make it through all the above tests, then "side" * |
|
| - | 1775 | * can win so we return 1. * |
|
| - | 1776 | * * |
|
| - | 1777 | ************************************************************ |
|
| - | 1778 | */ |
|
| 1783 | return 1; |
1779 | return 1; |
| - | 1780 | } |
|
| - | 1781 | ||
| - | 1782 | /* |
|
| - | 1783 | ******************************************************************************* |
|
| - | 1784 | * * |
|
| - | 1785 | * InitializeKingSafety() is used to initialize the king safety matrix. * |
|
| - | 1786 | * This is set so that the matrix, indexed by king safety pawn structure * |
|
| - | 1787 | * index and by king safety piece tropism, combines the two indices to * |
|
| - | 1788 | * produce a single score. As either index rises, the king safety score * |
|
| - | 1789 | * tracks along, but as both rise, the king safety score rises much more * |
|
| - | 1790 | * quickly. * |
|
| - | 1791 | * * |
|
| - | 1792 | ******************************************************************************* |
|
| - | 1793 | */ |
|
| - | 1794 | void InitializeKingSafety() { |
|
| - | 1795 | int safety, tropism; |
|
| - | 1796 | ||
| - | 1797 | for (safety = 0; safety < 16; safety++) { |
|
| - | 1798 | for (tropism = 0; tropism < 16; tropism++) { |
|
| - | 1799 | king_safety[safety][tropism] = |
|
| - | 1800 | 180 * ((safety_vector[safety] + 100) * (tropism_vector[tropism] + |
|
| - | 1801 | 100) / 100 - 100) / 100; |
|
| - | 1802 | } |
|
| - | 1803 | } |
|
| 1784 | } |
1804 | } |