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22 | #include <cassert> |
22 | #include <cassert> |
23 | #include <cstring> // For std::memset |
23 | #include <cstring> // For std::memset |
24 | #include <iomanip> |
24 | #include <iomanip> |
25 | #include <sstream> |
25 | #include <sstream> |
26 | 26 | ||
27 | #include " |
27 | #include "bitboard.h" |
28 | #include "evaluate.h" |
28 | #include "evaluate.h" |
29 | #include "material.h" |
29 | #include "material.h" |
30 | #include "pawns.h" |
30 | #include "pawns.h" |
31 | 31 | ||
32 | namespace { |
32 | namespace { |
Line 74... | Line 74... | ||
74 | struct EvalInfo { |
74 | struct EvalInfo { |
75 | 75 | ||
76 | // attackedBy[color][piece type] is a bitboard representing all squares |
76 | // attackedBy[color][piece type] is a bitboard representing all squares |
77 | // attacked by a given color and piece type (can be also ALL_PIECES). |
77 | // attacked by a given color and piece type (can be also ALL_PIECES). |
78 | Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; |
78 | Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; |
- | 79 | ||
- | 80 | // attackedBy2[color] are the squares attacked by 2 pieces of a given color, |
|
- | 81 | // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through |
|
- | 82 | // pawn or squares attacked by 2 pawns are not explicitly added. |
|
- | 83 | Bitboard attackedBy2[COLOR_NB]; |
|
79 | 84 | ||
80 | // kingRing[color] is the zone around the king which is considered |
85 | // kingRing[color] is the zone around the king which is considered |
81 | // by the king safety evaluation. This consists of the squares directly |
86 | // by the king safety evaluation. This consists of the squares directly |
82 | // adjacent to the king, and the three (or two, for a king on an edge file) |
87 | // adjacent to the king, and the three (or two, for a king on an edge file) |
83 | // squares two ranks in front of the king. For instance, if black's king |
88 | // squares two ranks in front of the king. For instance, if black's king |
Line 112... | Line 117... | ||
112 | 117 | ||
113 | // MobilityBonus[PieceType][attacked] contains bonuses for middle and end |
118 | // MobilityBonus[PieceType][attacked] contains bonuses for middle and end |
114 | // game, indexed by piece type and number of attacked squares in the MobilityArea. |
119 | // game, indexed by piece type and number of attacked squares in the MobilityArea. |
115 | const Score MobilityBonus[][32] = { |
120 | const Score MobilityBonus[][32] = { |
116 | {}, {}, |
121 | {}, {}, |
117 | { S(-75,-76), S(-56,-54), S(- |
122 | { S(-75,-76), S(-56,-54), S( -9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights |
118 | S( 22, 26), S( 30, 28), S( 36, 29) }, |
123 | S( 22, 26), S( 30, 28), S( 36, 29) }, |
119 | { S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops |
124 | { S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops |
120 | S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86), |
125 | S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86), |
121 | S( 92, 90), S( 97, 94) }, |
126 | S( 92, 90), S( 97, 94) }, |
122 | { S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks |
127 | { S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks |
Line 130... | Line 135... | ||
130 | }; |
135 | }; |
131 | 136 | ||
132 | // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and |
137 | // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and |
133 | // bishops outposts, bigger if outpost piece is supported by a pawn. |
138 | // bishops outposts, bigger if outpost piece is supported by a pawn. |
134 | const Score Outpost[][2] = { |
139 | const Score Outpost[][2] = { |
135 | { S( |
140 | { S(43,11), S(65,20) }, // Knights |
136 | { S( |
141 | { S(20, 3), S(29, 8) } // Bishops |
137 | }; |
142 | }; |
138 | 143 | ||
139 | // ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for |
144 | // ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for |
140 | // knights and bishops which can reach an outpost square in one move, bigger |
145 | // knights and bishops which can reach an outpost square in one move, bigger |
141 | // if outpost square is supported by a pawn. |
146 | // if outpost square is supported by a pawn. |
142 | const Score ReachableOutpost[][2] = { |
147 | const Score ReachableOutpost[][2] = { |
143 | { S(21, 5), S( |
148 | { S(21, 5), S(35, 8) }, // Knights |
144 | { S( 8, |
149 | { S( 8, 0), S(14, 4) } // Bishops |
145 | }; |
150 | }; |
146 | 151 | ||
147 | // RookOnFile[semiopen/open] contains bonuses for each rook when there is no |
152 | // RookOnFile[semiopen/open] contains bonuses for each rook when there is no |
148 | // friendly pawn on the rook file. |
153 | // friendly pawn on the rook file. |
149 | const Score RookOnFile[2] = { S( |
154 | const Score RookOnFile[2] = { S(20, 7), S(45, 20) }; |
150 | 155 | ||
151 | // ThreatBySafePawn[PieceType] contains bonuses according to which piece |
156 | // ThreatBySafePawn[PieceType] contains bonuses according to which piece |
152 | // type is attacked by a pawn which is protected or is not attacked. |
157 | // type is attacked by a pawn which is protected or is not attacked. |
153 | const Score ThreatBySafePawn[PIECE_TYPE_NB] = { |
158 | const Score ThreatBySafePawn[PIECE_TYPE_NB] = { |
154 | S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) |
159 | S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) |
- | 160 | }; |
|
155 | 161 | ||
156 | // Threat[by minor/by rook][attacked PieceType] contains |
162 | // Threat[by minor/by rook][attacked PieceType] contains |
157 | // bonuses according to which piece type attacks which one. |
163 | // bonuses according to which piece type attacks which one. |
158 | // Attacks on lesser pieces which are pawn-defended are not considered. |
164 | // Attacks on lesser pieces which are pawn-defended are not considered. |
159 | const Score Threat[][PIECE_TYPE_NB] = { |
165 | const Score Threat[][PIECE_TYPE_NB] = { |
Line 166... | Line 172... | ||
166 | const Score ThreatByKing[2] = { S(3, 62), S(9, 138) }; |
172 | const Score ThreatByKing[2] = { S(3, 62), S(9, 138) }; |
167 | 173 | ||
168 | // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns. |
174 | // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns. |
169 | // We don't use a Score because we process the two components independently. |
175 | // We don't use a Score because we process the two components independently. |
170 | const Value Passed[][RANK_NB] = { |
176 | const Value Passed[][RANK_NB] = { |
171 | { V( |
177 | { V(5), V( 5), V(31), V(73), V(166), V(252) }, |
172 | { V(7), V(14), V(38), V( |
178 | { V(7), V(14), V(38), V(73), V(166), V(252) } |
173 | }; |
179 | }; |
174 | 180 | ||
175 | // PassedFile[File] contains a bonus according to the file of a passed pawn |
181 | // PassedFile[File] contains a bonus according to the file of a passed pawn |
176 | const Score PassedFile[FILE_NB] = { |
182 | const Score PassedFile[FILE_NB] = { |
177 | S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12), |
183 | S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12), |
Line 179... | Line 185... | ||
179 | }; |
185 | }; |
180 | 186 | ||
181 | // Assorted bonuses and penalties used by evaluation |
187 | // Assorted bonuses and penalties used by evaluation |
182 | const Score MinorBehindPawn = S(16, 0); |
188 | const Score MinorBehindPawn = S(16, 0); |
183 | const Score BishopPawns = S( 8, 12); |
189 | const Score BishopPawns = S( 8, 12); |
184 | const Score RookOnPawn = S( |
190 | const Score RookOnPawn = S( 8, 24); |
185 | const Score TrappedRook = S(92, 0); |
191 | const Score TrappedRook = S(92, 0); |
- | 192 | const Score CloseEnemies = S( 7, 0); |
|
186 | const Score |
193 | const Score SafeCheck = S(20, 20); |
- | 194 | const Score OtherCheck = S(10, 10); |
|
187 | const Score ThreatByHangingPawn = S( |
195 | const Score ThreatByHangingPawn = S(71, 61); |
- | 196 | const Score LooseEnemies = S( 0, 25); |
|
- | 197 | const Score WeakQueen = S(35, 0); |
|
188 | const Score Hanging = S(48, |
198 | const Score Hanging = S(48, 27); |
189 | const Score ThreatByPawnPush = S( |
199 | const Score ThreatByPawnPush = S(38, 22); |
190 | const Score Unstoppable = S( 0, 20); |
200 | const Score Unstoppable = S( 0, 20); |
- | 201 | const Score PawnlessFlank = S(20, 80); |
|
- | 202 | const Score HinderPassedPawn = S( 7, 0); |
|
191 | 203 | ||
192 | // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by |
204 | // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by |
193 | // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only |
205 | // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only |
194 | // happen in Chess960 games. |
206 | // happen in Chess960 games. |
195 | const Score TrappedBishopA1H1 = S(50, 50); |
207 | const Score TrappedBishopA1H1 = S(50, 50); |
196 | 208 | ||
197 | #undef S |
209 | #undef S |
198 | #undef V |
210 | #undef V |
199 | - | ||
200 | // King danger constants and variables. The king danger scores are looked-up |
- | |
201 | // in KingDanger[]. Various little "meta-bonuses" measuring the strength |
- | |
202 | // of the enemy attack are added up into an integer, which is used as an |
- | |
203 | // index to KingDanger[]. |
- | |
204 | Score KingDanger[512]; |
- | |
205 | 211 | ||
206 | // KingAttackWeights[PieceType] contains king attack weights by piece type |
212 | // KingAttackWeights[PieceType] contains king attack weights by piece type |
207 | const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, |
213 | const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; |
208 | 214 | ||
209 | // Penalties for enemy's safe checks |
215 | // Penalties for enemy's safe checks |
210 | const int QueenContactCheck = |
216 | const int QueenContactCheck = 997; |
211 | const int QueenCheck = |
217 | const int QueenCheck = 695; |
212 | const int RookCheck = |
218 | const int RookCheck = 638; |
213 | const int BishopCheck = |
219 | const int BishopCheck = 538; |
214 | const int KnightCheck = |
220 | const int KnightCheck = 874; |
215 | 221 | ||
216 | 222 | ||
217 | // eval_init() initializes king and attack bitboards for a given color |
223 | // eval_init() initializes king and attack bitboards for a given color |
218 | // adding pawn attacks. To be done at the beginning of the evaluation. |
224 | // adding pawn attacks. To be done at the beginning of the evaluation. |
219 | 225 | ||
220 | template<Color Us> |
226 | template<Color Us> |
221 | void eval_init(const Position& pos, EvalInfo& ei) { |
227 | void eval_init(const Position& pos, EvalInfo& ei) { |
222 | 228 | ||
223 | const Color Them = (Us == WHITE ? BLACK |
229 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
224 | const Square Down = (Us == WHITE ? |
230 | const Square Down = (Us == WHITE ? SOUTH : NORTH); |
225 | 231 | ||
226 | ei.pinnedPieces[Us] = pos.pinned_pieces(Us); |
232 | ei.pinnedPieces[Us] = pos.pinned_pieces(Us); |
227 | Bitboard b = ei.attackedBy[Them][KING] |
233 | Bitboard b = ei.attackedBy[Them][KING]; |
228 | ei.attackedBy[Them][ALL_PIECES] |= b; |
234 | ei.attackedBy[Them][ALL_PIECES] |= b; |
229 | ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); |
235 | ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); |
- | 236 | ei.attackedBy2[Us] = ei.attackedBy[Us][PAWN] & ei.attackedBy[Us][KING]; |
|
230 | 237 | ||
231 | // Init king safety tables only if we are going to use them |
238 | // Init king safety tables only if we are going to use them |
232 | if (pos.non_pawn_material(Us) >= QueenValueMg) |
239 | if (pos.non_pawn_material(Us) >= QueenValueMg) |
233 | { |
240 | { |
234 | ei.kingRing[Them] = b | |
241 | ei.kingRing[Them] = b | shift<Down>(b); |
235 | b &= ei.attackedBy[Us][PAWN]; |
242 | b &= ei.attackedBy[Us][PAWN]; |
236 | ei.kingAttackersCount[Us] = |
243 | ei.kingAttackersCount[Us] = popcount(b); |
237 | ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; |
244 | ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; |
238 | } |
245 | } |
239 | else |
246 | else |
240 | ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0; |
247 | ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0; |
241 | } |
248 | } |
Line 267... | Line 274... | ||
267 | : pos.attacks_from<Pt>(s); |
274 | : pos.attacks_from<Pt>(s); |
268 | 275 | ||
269 | if (ei.pinnedPieces[Us] & s) |
276 | if (ei.pinnedPieces[Us] & s) |
270 | b &= LineBB[pos.square<KING>(Us)][s]; |
277 | b &= LineBB[pos.square<KING>(Us)][s]; |
271 | 278 | ||
- | 279 | ei.attackedBy2[Us] |= ei.attackedBy[Us][ALL_PIECES] & b; |
|
272 | ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b; |
280 | ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b; |
273 | 281 | ||
274 | if (b & ei.kingRing[Them]) |
282 | if (b & ei.kingRing[Them]) |
275 | { |
283 | { |
276 | ei.kingAttackersCount[Us]++; |
284 | ei.kingAttackersCount[Us]++; |
277 | ei.kingAttackersWeight[Us] += KingAttackWeights[Pt]; |
285 | ei.kingAttackersWeight[Us] += KingAttackWeights[Pt]; |
278 | bb = b & ei.attackedBy[Them][KING]; |
- | |
279 | if (bb) |
- | |
280 |
|
286 | ei.kingAdjacentZoneAttacksCount[Us] += popcount(b & ei.attackedBy[Them][KING]); |
281 | } |
287 | } |
282 | 288 | ||
283 | if (Pt == QUEEN) |
289 | if (Pt == QUEEN) |
284 | b &= ~( ei.attackedBy[Them][KNIGHT] |
290 | b &= ~( ei.attackedBy[Them][KNIGHT] |
285 | | ei.attackedBy[Them][BISHOP] |
291 | | ei.attackedBy[Them][BISHOP] |
286 | | ei.attackedBy[Them][ROOK]); |
292 | | ei.attackedBy[Them][ROOK]); |
287 | 293 | ||
288 | int mob = popcount |
294 | int mob = popcount(b & mobilityArea[Us]); |
289 | 295 | ||
290 | mobility[Us] += MobilityBonus[Pt][mob]; |
296 | mobility[Us] += MobilityBonus[Pt][mob]; |
291 | 297 | ||
292 | if (Pt == BISHOP || Pt == KNIGHT) |
298 | if (Pt == BISHOP || Pt == KNIGHT) |
293 | { |
299 | { |
Line 316... | Line 322... | ||
316 | // when that pawn is also blocked. |
322 | // when that pawn is also blocked. |
317 | if ( Pt == BISHOP |
323 | if ( Pt == BISHOP |
318 | && pos.is_chess960() |
324 | && pos.is_chess960() |
319 | && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) |
325 | && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) |
320 | { |
326 | { |
321 | Square d = pawn_push(Us) + (file_of(s) == FILE_A ? |
327 | Square d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); |
322 | if (pos.piece_on(s + d) == make_piece(Us, PAWN)) |
328 | if (pos.piece_on(s + d) == make_piece(Us, PAWN)) |
323 | score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 |
329 | score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 |
324 | : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2 |
330 | : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2 |
325 | : TrappedBishopA1H1; |
331 | : TrappedBishopA1H1; |
326 | } |
332 | } |
Line 328... | Line 334... | ||
328 | 334 | ||
329 | if (Pt == ROOK) |
335 | if (Pt == ROOK) |
330 | { |
336 | { |
331 | // Bonus for aligning with enemy pawns on the same rank/file |
337 | // Bonus for aligning with enemy pawns on the same rank/file |
332 | if (relative_rank(Us, s) >= RANK_5) |
338 | if (relative_rank(Us, s) >= RANK_5) |
333 | { |
- | |
334 |
|
339 | score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]); |
335 | if (alignedPawns) |
- | |
336 | score += RookOnPawn * popcount<Max15>(alignedPawns); |
- | |
337 | } |
- | |
338 | 340 | ||
339 | // Bonus when on an open or semi-open file |
341 | // Bonus when on an open or semi-open file |
340 | if (ei.pi->semiopen_file(Us, file_of(s))) |
342 | if (ei.pi->semiopen_file(Us, file_of(s))) |
341 | score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))]; |
343 | score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))]; |
342 | 344 | ||
Line 348... | Line 350... | ||
348 | if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) |
350 | if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) |
349 | && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1) |
351 | && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1) |
350 | && !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq))) |
352 | && !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq))) |
351 | score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us)); |
353 | score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us)); |
352 | } |
354 | } |
- | 355 | } |
|
- | 356 | ||
- | 357 | if (Pt == QUEEN) |
|
- | 358 | { |
|
- | 359 | // Penalty if any relative pin or discovered attack against the queen |
|
- | 360 | Bitboard pinners; |
|
- | 361 | if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, pinners)) |
|
- | 362 | score -= WeakQueen; |
|
353 | } |
363 | } |
354 | } |
364 | } |
355 | 365 | ||
356 | if (DoTrace) |
366 | if (DoTrace) |
357 | Trace::add(Pt, Us, score); |
367 | Trace::add(Pt, Us, score); |
Line 365... | Line 375... | ||
365 | template<> |
375 | template<> |
366 | Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; } |
376 | Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; } |
367 | 377 | ||
368 | 378 | ||
369 | // evaluate_king() assigns bonuses and penalties to a king of a given color |
379 | // evaluate_king() assigns bonuses and penalties to a king of a given color |
- | 380 | ||
- | 381 | const Bitboard WhiteCamp = Rank1BB | Rank2BB | Rank3BB | Rank4BB | Rank5BB; |
|
- | 382 | const Bitboard BlackCamp = Rank8BB | Rank7BB | Rank6BB | Rank5BB | Rank4BB; |
|
- | 383 | const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB; |
|
- | 384 | const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB; |
|
- | 385 | const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB; |
|
- | 386 | ||
- | 387 | const Bitboard KingFlank[COLOR_NB][FILE_NB] = { |
|
- | 388 | { QueenSide & WhiteCamp, QueenSide & WhiteCamp, QueenSide & WhiteCamp, CenterFiles & WhiteCamp, |
|
- | 389 | CenterFiles & WhiteCamp, KingSide & WhiteCamp, KingSide & WhiteCamp, KingSide & WhiteCamp }, |
|
- | 390 | { QueenSide & BlackCamp, QueenSide & BlackCamp, QueenSide & BlackCamp, CenterFiles & BlackCamp, |
|
- | 391 | CenterFiles & BlackCamp, KingSide & BlackCamp, KingSide & BlackCamp, KingSide & BlackCamp }, |
|
- | 392 | }; |
|
370 | 393 | ||
371 | template<Color Us, bool DoTrace> |
394 | template<Color Us, bool DoTrace> |
372 | Score evaluate_king(const Position& pos, const EvalInfo& ei) { |
395 | Score evaluate_king(const Position& pos, const EvalInfo& ei) { |
373 | 396 | ||
374 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
397 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
- | 398 | const Square Up = (Us == WHITE ? NORTH : SOUTH); |
|
375 | 399 | ||
376 | Bitboard undefended, b, b1, b2, |
400 | Bitboard undefended, b, b1, b2, safe, other; |
377 | int |
401 | int kingDanger; |
378 | const Square ksq = pos.square<KING>(Us); |
402 | const Square ksq = pos.square<KING>(Us); |
379 | 403 | ||
380 | // King shelter and enemy pawns storm |
404 | // King shelter and enemy pawns storm |
381 | Score score = ei.pi->king_safety<Us>(pos, ksq); |
405 | Score score = ei.pi->king_safety<Us>(pos, ksq); |
382 | 406 | ||
383 | // Main king safety evaluation |
407 | // Main king safety evaluation |
384 | if (ei.kingAttackersCount[Them]) |
408 | if (ei.kingAttackersCount[Them]) |
385 | { |
409 | { |
386 | // Find the attacked squares |
410 | // Find the attacked squares which are defended only by the king... |
387 | // apart from the king itself. |
- | |
388 | undefended = ei.attackedBy[Them][ALL_PIECES] |
411 | undefended = ei.attackedBy[Them][ALL_PIECES] |
389 | & ei.attackedBy[Us][KING] |
412 | & ei.attackedBy[Us][KING] |
390 | & ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] |
- | |
391 | | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] |
- | |
392 |
|
413 | & ~ei.attackedBy2[Us]; |
393 | 414 | ||
- | 415 | // ... and those which are not defended at all in the larger king ring |
|
- | 416 | b = ei.attackedBy[Them][ALL_PIECES] & ~ei.attackedBy[Us][ALL_PIECES] |
|
- | 417 | & ei.kingRing[Us] & ~pos.pieces(Them); |
|
- | 418 | ||
394 | // Initialize the |
419 | // Initialize the 'kingDanger' variable, which will be transformed |
395 | // |
420 | // later into a king danger score. The initial value is based on the |
396 | // number and types of the enemy's attacking pieces, the number of |
421 | // number and types of the enemy's attacking pieces, the number of |
397 | // attacked and undefended squares around our king and the quality of |
422 | // attacked and undefended squares around our king and the quality of |
398 | // the pawn shelter (current 'score' value). |
423 | // the pawn shelter (current 'score' value). |
399 |
|
424 | kingDanger = std::min(807, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) |
400 |
|
425 | + 101 * ei.kingAdjacentZoneAttacksCount[Them] |
401 |
|
426 | + 235 * popcount(undefended) |
402 |
|
427 | + 134 * (popcount(b) + !!ei.pinnedPieces[Us]) |
403 |
|
428 | - 717 * !pos.count<QUEEN>(Them) |
404 |
|
429 | - 7 * mg_value(score) / 5 - 5; |
405 | 430 | ||
406 | // Analyse the enemy's safe queen contact checks. Firstly, find the |
431 | // Analyse the enemy's safe queen contact checks. Firstly, find the |
407 | // undefended squares around the king reachable by the enemy queen... |
432 | // undefended squares around the king reachable by the enemy queen... |
408 | b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them); |
433 | b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them); |
409 | if (b) |
- | |
410 | { |
- | |
411 | // ...and then remove squares not supported by another enemy piece |
- | |
412 | b &= ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] |
- | |
413 | | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK] |
- | |
414 | | ei.attackedBy[Them][KING]; |
- | |
415 | 434 | ||
416 |
|
435 | // ...and keep squares supported by another enemy piece |
417 |
|
436 | kingDanger += QueenContactCheck * popcount(b & ei.attackedBy2[Them]); |
418 | } |
- | |
419 | 437 | ||
420 | // Analyse the enemy's |
438 | // Analyse the safe enemy's checks which are possible on next move... |
421 | safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them)); |
439 | safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them)); |
422 | 440 | ||
- | 441 | // ... and some other potential checks, only requiring the square to be |
|
- | 442 | // safe from pawn-attacks, and not being occupied by a blocked pawn. |
|
- | 443 | other = ~( ei.attackedBy[Us][PAWN] |
|
- | 444 | | (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN)))); |
|
- | 445 | ||
423 | b1 = pos.attacks_from<ROOK >(ksq) |
446 | b1 = pos.attacks_from<ROOK >(ksq); |
424 | b2 = pos.attacks_from<BISHOP>(ksq) |
447 | b2 = pos.attacks_from<BISHOP>(ksq); |
425 | 448 | ||
426 | // Enemy queen safe checks |
449 | // Enemy queen safe checks |
427 |
|
450 | if ((b1 | b2) & ei.attackedBy[Them][QUEEN] & safe) |
428 | if (b) |
- | |
429 | { |
- | |
430 |
|
451 | kingDanger += QueenCheck, score -= SafeCheck; |
431 | score -= Checked; |
- | |
432 | } |
- | |
433 | 452 | ||
- | 453 | // For other pieces, also consider the square safe if attacked twice, |
|
434 | // |
454 | // and only defended by a queen. |
435 |
|
455 | safe |= ei.attackedBy2[Them] |
436 | if (b) |
- | |
437 | { |
- | |
438 |
|
456 | & ~(ei.attackedBy2[Us] | pos.pieces(Them)) |
439 |
|
457 | & ei.attackedBy[Us][QUEEN]; |
440 | } |
- | |
441 | 458 | ||
442 | // Enemy |
459 | // Enemy rooks safe and other checks |
443 |
|
460 | if (b1 & ei.attackedBy[Them][ROOK] & safe) |
444 | if (b) |
- | |
445 | { |
- | |
446 |
|
461 | kingDanger += RookCheck, score -= SafeCheck; |
447 | score -= Checked; |
- | |
448 | } |
- | |
449 | 462 | ||
450 | // Enemy knights safe checks |
- | |
451 |
|
463 | else if (b1 & ei.attackedBy[Them][ROOK] & other) |
452 | if (b) |
- | |
453 | { |
- | |
454 | attackUnits += KnightCheck * popcount<Max15>(b); |
- | |
455 | score -= |
464 | score -= OtherCheck; |
456 | } |
- | |
457 | 465 | ||
- | 466 | // Enemy bishops safe and other checks |
|
- | 467 | if (b2 & ei.attackedBy[Them][BISHOP] & safe) |
|
458 |
|
468 | kingDanger += BishopCheck, score -= SafeCheck; |
- | 469 | ||
- | 470 | else if (b2 & ei.attackedBy[Them][BISHOP] & other) |
|
- | 471 | score -= OtherCheck; |
|
- | 472 | ||
- | 473 | // Enemy knights safe and other checks |
|
- | 474 | b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT]; |
|
- | 475 | if (b & safe) |
|
- | 476 | kingDanger += KnightCheck, score -= SafeCheck; |
|
- | 477 | ||
- | 478 | else if (b & other) |
|
- | 479 | score -= OtherCheck; |
|
- | 480 | ||
459 | // |
481 | // Compute the king danger score and subtract it from the evaluation |
- | 482 | if (kingDanger > 0) |
|
460 | score -= |
483 | score -= make_score(std::min(kingDanger * kingDanger / 4096, 2 * int(BishopValueMg)), 0); |
461 | } |
484 | } |
- | 485 | ||
- | 486 | // King tropism: firstly, find squares that opponent attacks in our king flank |
|
- | 487 | File kf = file_of(ksq); |
|
- | 488 | b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[Us][kf]; |
|
- | 489 | ||
- | 490 | assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0); |
|
- | 491 | assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b)); |
|
- | 492 | ||
- | 493 | // Secondly, add the squares which are attacked twice in that flank and |
|
- | 494 | // which are not defended by our pawns. |
|
- | 495 | b = (Us == WHITE ? b << 4 : b >> 4) |
|
- | 496 | | (b & ei.attackedBy2[Them] & ~ei.attackedBy[Us][PAWN]); |
|
- | 497 | ||
- | 498 | score -= CloseEnemies * popcount(b); |
|
- | 499 | ||
- | 500 | // Penalty when our king is on a pawnless flank |
|
- | 501 | if (!(pos.pieces(PAWN) & (KingFlank[WHITE][kf] | KingFlank[BLACK][kf]))) |
|
- | 502 | score -= PawnlessFlank; |
|
462 | 503 | ||
463 | if (DoTrace) |
504 | if (DoTrace) |
464 | Trace::add(KING, Us, score); |
505 | Trace::add(KING, Us, score); |
465 | 506 | ||
466 | return score; |
507 | return score; |
467 | } |
508 | } |
468 | 509 | ||
469 | 510 | ||
470 | // evaluate_threats() assigns bonuses according to the types of the attacking |
511 | // evaluate_threats() assigns bonuses according to the types of the attacking |
471 | // and the attacked pieces. |
512 | // and the attacked pieces. |
472 | 513 | ||
473 | template<Color Us, bool DoTrace> |
514 | template<Color Us, bool DoTrace> |
474 | Score evaluate_threats(const Position& pos, const EvalInfo& ei) { |
515 | Score evaluate_threats(const Position& pos, const EvalInfo& ei) { |
475 | 516 | ||
476 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
517 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
477 | const Square Up = (Us == WHITE ? |
518 | const Square Up = (Us == WHITE ? NORTH : SOUTH); |
478 | const Square Left = (Us == WHITE ? |
519 | const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); |
479 | const Square Right = (Us == WHITE ? |
520 | const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); |
480 | const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); |
521 | const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); |
481 | const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); |
522 | const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); |
482 | 523 | ||
483 | enum { Minor, Rook }; |
524 | enum { Minor, Rook }; |
484 | 525 | ||
485 | Bitboard b, weak, defended, safeThreats; |
526 | Bitboard b, weak, defended, safeThreats; |
486 | Score score = SCORE_ZERO; |
527 | Score score = SCORE_ZERO; |
- | 528 | ||
- | 529 | // Small bonus if the opponent has loose pawns or pieces |
|
- | 530 | if ( (pos.pieces(Them) ^ pos.pieces(Them, QUEEN, KING)) |
|
- | 531 | & ~(ei.attackedBy[Us][ALL_PIECES] | ei.attackedBy[Them][ALL_PIECES])) |
|
- | 532 | score += LooseEnemies; |
|
487 | 533 | ||
488 | // Non-pawn enemies attacked by a pawn |
534 | // Non-pawn enemies attacked by a pawn |
489 | weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN]; |
535 | weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN]; |
490 | 536 | ||
491 | if (weak) |
537 | if (weak) |
492 | { |
538 | { |
493 | b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES] |
539 | b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES] |
494 | | ei.attackedBy[Us][ALL_PIECES]); |
540 | | ei.attackedBy[Us][ALL_PIECES]); |
495 | 541 | ||
496 | safeThreats = ( |
542 | safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak; |
497 | 543 | ||
498 | if (weak ^ safeThreats) |
544 | if (weak ^ safeThreats) |
499 | score += ThreatByHangingPawn; |
545 | score += ThreatByHangingPawn; |
500 | 546 | ||
501 | while (safeThreats) |
547 | while (safeThreats) |
Line 519... | Line 565... | ||
519 | 565 | ||
520 | b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK]; |
566 | b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK]; |
521 | while (b) |
567 | while (b) |
522 | score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))]; |
568 | score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))]; |
523 | 569 | ||
524 |
|
570 | score += Hanging * popcount(weak & ~ei.attackedBy[Them][ALL_PIECES]); |
525 | if (b) |
- | |
526 | score += Hanging * popcount<Max15>(b); |
- | |
527 | 571 | ||
528 | b = weak & ei.attackedBy[Us][KING]; |
572 | b = weak & ei.attackedBy[Us][KING]; |
529 | if (b) |
573 | if (b) |
530 | score += ThreatByKing[more_than_one(b)]; |
574 | score += ThreatByKing[more_than_one(b)]; |
531 | } |
575 | } |
532 | 576 | ||
533 | // Bonus if some pawns can safely push and attack an enemy piece |
577 | // Bonus if some pawns can safely push and attack an enemy piece |
534 | b = pos.pieces(Us, PAWN) & ~TRank7BB; |
578 | b = pos.pieces(Us, PAWN) & ~TRank7BB; |
535 | b = |
579 | b = shift<Up>(b | (shift<Up>(b & TRank2BB) & ~pos.pieces())); |
536 | 580 | ||
537 | b &= ~pos.pieces() |
581 | b &= ~pos.pieces() |
538 | & ~ei.attackedBy[Them][PAWN] |
582 | & ~ei.attackedBy[Them][PAWN] |
539 | & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); |
583 | & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); |
540 | 584 | ||
541 | b = ( |
585 | b = (shift<Left>(b) | shift<Right>(b)) |
542 | & pos.pieces(Them) |
586 | & pos.pieces(Them) |
543 | & ~ei.attackedBy[Us][PAWN]; |
587 | & ~ei.attackedBy[Us][PAWN]; |
544 | 588 | ||
545 | if (b) |
- | |
546 |
|
589 | score += ThreatByPawnPush * popcount(b); |
547 | 590 | ||
548 | if (DoTrace) |
591 | if (DoTrace) |
549 | Trace::add(THREAT, Us, score); |
592 | Trace::add(THREAT, Us, score); |
550 | 593 | ||
551 | return score; |
594 | return score; |
Line 557... | Line 600... | ||
557 | template<Color Us, bool DoTrace> |
600 | template<Color Us, bool DoTrace> |
558 | Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) { |
601 | Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) { |
559 | 602 | ||
560 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
603 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
561 | 604 | ||
562 | Bitboard b, squaresToQueen, defendedSquares, unsafeSquares; |
605 | Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares; |
563 | Score score = SCORE_ZERO; |
606 | Score score = SCORE_ZERO; |
564 | 607 | ||
565 | b = ei.pi->passed_pawns(Us); |
608 | b = ei.pi->passed_pawns(Us); |
566 | 609 | ||
567 | while (b) |
610 | while (b) |
568 | { |
611 | { |
569 | Square s = pop_lsb(&b); |
612 | Square s = pop_lsb(&b); |
570 | 613 | ||
571 | assert(pos.pawn_passed(Us, s)); |
614 | assert(pos.pawn_passed(Us, s)); |
- | 615 | assert(!(pos.pieces(PAWN) & forward_bb(Us, s))); |
|
- | 616 | ||
- | 617 | bb = forward_bb(Us, s) & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); |
|
- | 618 | score -= HinderPassedPawn * popcount(bb); |
|
572 | 619 | ||
573 | int r = relative_rank(Us, s) - RANK_2; |
620 | int r = relative_rank(Us, s) - RANK_2; |
574 | int rr = r * (r - 1); |
621 | int rr = r * (r - 1); |
575 | 622 | ||
576 | Value mbonus = Passed[MG][r], ebonus = Passed[EG][r]; |
623 | Value mbonus = Passed[MG][r], ebonus = Passed[EG][r]; |
Line 593... | Line 640... | ||
593 | // If there is a rook or queen attacking/defending the pawn from behind, |
640 | // If there is a rook or queen attacking/defending the pawn from behind, |
594 | // consider all the squaresToQueen. Otherwise consider only the squares |
641 | // consider all the squaresToQueen. Otherwise consider only the squares |
595 | // in the pawn's path attacked or occupied by the enemy. |
642 | // in the pawn's path attacked or occupied by the enemy. |
596 | defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s); |
643 | defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s); |
597 | 644 | ||
598 |
|
645 | bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s); |
599 | 646 | ||
600 | if (!(pos.pieces(Us) & bb)) |
647 | if (!(pos.pieces(Us) & bb)) |
601 | defendedSquares &= ei.attackedBy[Us][ALL_PIECES]; |
648 | defendedSquares &= ei.attackedBy[Us][ALL_PIECES]; |
602 | 649 | ||
603 | if (!(pos.pieces(Them) & bb)) |
650 | if (!(pos.pieces(Them) & bb)) |
Line 613... | Line 660... | ||
613 | k += 6; |
660 | k += 6; |
614 | 661 | ||
615 | else if (defendedSquares & blockSq) |
662 | else if (defendedSquares & blockSq) |
616 | k += 4; |
663 | k += 4; |
617 | 664 | ||
618 | mbonus += k * |
665 | mbonus += k * rr, ebonus += k * rr; |
619 | } |
666 | } |
620 | else if (pos.pieces(Us) & blockSq) |
667 | else if (pos.pieces(Us) & blockSq) |
621 | mbonus += |
668 | mbonus += rr + r * 2, ebonus += rr + r * 2; |
622 | } // rr != 0 |
669 | } // rr != 0 |
623 | - | ||
624 | if (pos.count<PAWN>(Us) < pos.count<PAWN>(Them)) |
- | |
625 | ebonus += ebonus / 4; |
- | |
626 | 670 | ||
627 | score += make_score(mbonus, ebonus) + PassedFile[file_of(s)]; |
671 | score += make_score(mbonus, ebonus) + PassedFile[file_of(s)]; |
628 | } |
672 | } |
629 | 673 | ||
630 | if (DoTrace) |
674 | if (DoTrace) |
Line 664... | Line 708... | ||
664 | 708 | ||
665 | // Since SpaceMask[Us] is fully on our half of the board... |
709 | // Since SpaceMask[Us] is fully on our half of the board... |
666 | assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); |
710 | assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); |
667 | 711 | ||
668 | // ...count safe + (behind & safe) with a single popcount |
712 | // ...count safe + (behind & safe) with a single popcount |
669 | int bonus = popcount |
713 | int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); |
670 |
|
714 | bonus = std::min(16, bonus); |
671 |
|
715 | int weight = pos.count<ALL_PIECES>(Us) - 2 * ei.pi->open_files(); |
672 | 716 | ||
673 | return make_score(bonus * weight * weight |
717 | return make_score(bonus * weight * weight / 18, 0); |
674 | } |
718 | } |
675 | 719 | ||
676 | 720 | ||
677 | // evaluate_initiative() computes the initiative correction value for the |
721 | // evaluate_initiative() computes the initiative correction value for the |
678 | // position, i.e., second order bonus/malus based on the known attacking/defending |
722 | // position, i.e., second order bonus/malus based on the known attacking/defending |
679 | // status of the players. |
723 | // status of the players. |
680 | Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) { |
724 | Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) { |
681 | 725 | ||
682 | int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK)) |
726 | int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK)) |
- | 727 | - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK)); |
|
683 | int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK); |
728 | int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK); |
684 | 729 | ||
685 | // Compute the initiative bonus for the attacking side |
730 | // Compute the initiative bonus for the attacking side |
686 | int initiative = 8 * ( |
731 | int initiative = 8 * (asymmetry + kingDistance - 15) + 12 * pawns; |
687 | 732 | ||
688 | // Now apply the bonus: note that we find the attacking side by extracting |
733 | // Now apply the bonus: note that we find the attacking side by extracting |
689 | // the sign of the endgame value, and that we carefully cap the bonus so |
734 | // the sign of the endgame value, and that we carefully cap the bonus so |
690 | // that the endgame score will never be divided by more than two. |
735 | // that the endgame score will never be divided by more than two. |
691 | int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg / 2)); |
736 | int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg / 2)); |
Line 693... | Line 738... | ||
693 | return make_score(0, value); |
738 | return make_score(0, value); |
694 | } |
739 | } |
695 | 740 | ||
696 | 741 | ||
697 | // evaluate_scale_factor() computes the scale factor for the winning side |
742 | // evaluate_scale_factor() computes the scale factor for the winning side |
698 | ScaleFactor evaluate_scale_factor(const Position& pos, const EvalInfo& ei, |
743 | ScaleFactor evaluate_scale_factor(const Position& pos, const EvalInfo& ei, Value eg) { |
699 | 744 | ||
700 | Color strongSide = |
745 | Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK; |
701 | ScaleFactor sf = ei.me->scale_factor(pos, strongSide); |
746 | ScaleFactor sf = ei.me->scale_factor(pos, strongSide); |
702 | 747 | ||
703 | // If we don't already have an unusual scale factor, check for certain |
748 | // If we don't already have an unusual scale factor, check for certain |
704 | // types of endgames, and use a lower scale for those. |
749 | // types of endgames, and use a lower scale for those. |
705 | if ( ei.me->game_phase() < PHASE_MIDGAME |
750 | if ( ei.me->game_phase() < PHASE_MIDGAME |
Line 714... | Line 759... | ||
714 | sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9); |
759 | sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9); |
715 | 760 | ||
716 | // Endgame with opposite-colored bishops, but also other pieces. Still |
761 | // Endgame with opposite-colored bishops, but also other pieces. Still |
717 | // a bit drawish, but not as drawish as with only the two bishops. |
762 | // a bit drawish, but not as drawish as with only the two bishops. |
718 | else |
763 | else |
719 | sf = ScaleFactor(46 |
764 | sf = ScaleFactor(46); |
720 | } |
765 | } |
721 | // Endings where weaker side can place his king in front of the opponent's |
766 | // Endings where weaker side can place his king in front of the opponent's |
722 | // pawns are drawish. |
767 | // pawns are drawish. |
723 | else if ( abs( |
768 | else if ( abs(eg) <= BishopValueEg |
724 | && |
769 | && pos.count<PAWN>(strongSide) <= 2 |
725 | && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide))) |
770 | && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide))) |
726 | sf = |
771 | sf = ScaleFactor(37 + 7 * pos.count<PAWN>(strongSide)); |
727 | } |
772 | } |
728 | 773 | ||
729 | return sf; |
774 | return sf; |
730 | } |
775 | } |
731 | 776 | ||
Line 738... | Line 783... | ||
738 | template<bool DoTrace> |
783 | template<bool DoTrace> |
739 | Value Eval::evaluate(const Position& pos) { |
784 | Value Eval::evaluate(const Position& pos) { |
740 | 785 | ||
741 | assert(!pos.checkers()); |
786 | assert(!pos.checkers()); |
742 | 787 | ||
- | 788 | Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO }; |
|
743 | EvalInfo ei; |
789 | EvalInfo ei; |
744 | Score score, mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO }; |
- | |
745 | - | ||
746 | // Initialize score by reading the incrementally updated scores included in |
- | |
747 | // the position object (material + piece square tables). Score is computed |
- | |
748 | // internally from the white point of view. |
- | |
749 | score = pos.psq_score(); |
- | |
750 | 790 | ||
751 | // Probe the material hash table |
791 | // Probe the material hash table |
752 | ei.me = Material::probe(pos); |
792 | ei.me = Material::probe(pos); |
753 | score += ei.me->imbalance(); |
- | |
754 | 793 | ||
755 | // If we have a specialized evaluation function for the current material |
794 | // If we have a specialized evaluation function for the current material |
756 | // configuration, call it and return. |
795 | // configuration, call it and return. |
757 | if (ei.me->specialized_eval_exists()) |
796 | if (ei.me->specialized_eval_exists()) |
758 | return ei.me->evaluate(pos); |
797 | return ei.me->evaluate(pos); |
- | 798 | ||
- | 799 | // Initialize score by reading the incrementally updated scores included in |
|
- | 800 | // the position object (material + piece square tables) and the material |
|
- | 801 | // imbalance. Score is computed internally from the white point of view. |
|
- | 802 | Score score = pos.psq_score() + ei.me->imbalance(); |
|
759 | 803 | ||
760 | // Probe the pawn hash table |
804 | // Probe the pawn hash table |
761 | ei.pi = Pawns::probe(pos); |
805 | ei.pi = Pawns::probe(pos); |
762 | score += ei.pi->pawns_score(); |
806 | score += ei.pi->pawns_score(); |
763 | 807 | ||
764 | // Initialize attack and king safety bitboards |
808 | // Initialize attack and king safety bitboards |
765 | ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0; |
809 | ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0; |
- | 810 | ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.square<KING>(WHITE)); |
|
- | 811 | ei.attackedBy[BLACK][KING] = pos.attacks_from<KING>(pos.square<KING>(BLACK)); |
|
766 | eval_init<WHITE>(pos, ei); |
812 | eval_init<WHITE>(pos, ei); |
767 | eval_init<BLACK>(pos, ei); |
813 | eval_init<BLACK>(pos, ei); |
768 | 814 | ||
769 | // Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area |
815 | // Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area |
770 | Bitboard blockedPawns[] = { |
816 | Bitboard blockedPawns[] = { |
771 | pos.pieces(WHITE, PAWN) & ( |
817 | pos.pieces(WHITE, PAWN) & (shift<SOUTH>(pos.pieces()) | Rank2BB | Rank3BB), |
772 | pos.pieces(BLACK, PAWN) & ( |
818 | pos.pieces(BLACK, PAWN) & (shift<NORTH>(pos.pieces()) | Rank7BB | Rank6BB) |
773 | }; |
819 | }; |
774 | 820 | ||
775 | // Do not include in mobility area squares protected by enemy pawns, or occupied |
821 | // Do not include in mobility area squares protected by enemy pawns, or occupied |
776 | // by our blocked pawns or king. |
822 | // by our blocked pawns or king. |
777 | Bitboard mobilityArea[] = { |
823 | Bitboard mobilityArea[] = { |
Line 814... | Line 860... | ||
814 | 860 | ||
815 | // Evaluate position potential for the winning side |
861 | // Evaluate position potential for the winning side |
816 | score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score)); |
862 | score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score)); |
817 | 863 | ||
818 | // Evaluate scale factor for the winning side |
864 | // Evaluate scale factor for the winning side |
819 | ScaleFactor sf = evaluate_scale_factor(pos, ei, score); |
865 | ScaleFactor sf = evaluate_scale_factor(pos, ei, eg_value(score)); |
820 | 866 | ||
821 | // Interpolate between a middlegame and a (scaled by 'sf') endgame score |
867 | // Interpolate between a middlegame and a (scaled by 'sf') endgame score |
822 | Value v = mg_value(score) * int(ei.me->game_phase()) |
868 | Value v = mg_value(score) * int(ei.me->game_phase()) |
823 | + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL; |
869 | + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL; |
824 | 870 | ||
Line 876... | Line 922... | ||
876 | << " Total | " << Term(TOTAL); |
922 | << " Total | " << Term(TOTAL); |
877 | 923 | ||
878 | ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n"; |
924 | ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n"; |
879 | 925 | ||
880 | return ss.str(); |
926 | return ss.str(); |
881 | } |
- | |
882 | - | ||
883 | - | ||
884 | /// init() computes evaluation weights, usually at startup |
- | |
885 | - | ||
886 | void Eval::init() { |
- | |
887 | - | ||
888 | const int MaxSlope = 322; |
- | |
889 | const int Peak = 47410; |
- | |
890 | int t = 0; |
- | |
891 | - | ||
892 | for (int i = 0; i < 400; ++i) |
- | |
893 | { |
- | |
894 | t = std::min(Peak, std::min(i * i - 16, t + MaxSlope)); |
- | |
895 | KingDanger[i] = make_score(t * 268 / 7700, 0); |
- | |
896 | } |
- | |
897 | } |
927 | } |