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  1. /*
  2.   Stockfish, a UCI chess playing engine derived from Glaurung 2.1
  3.   Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
  4.   Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
  5.   Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
  6.  
  7.   Stockfish is free software: you can redistribute it and/or modify
  8.   it under the terms of the GNU General Public License as published by
  9.   the Free Software Foundation, either version 3 of the License, or
  10.   (at your option) any later version.
  11.  
  12.   Stockfish is distributed in the hope that it will be useful,
  13.   but WITHOUT ANY WARRANTY; without even the implied warranty of
  14.   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  15.   GNU General Public License for more details.
  16.  
  17.   You should have received a copy of the GNU General Public License
  18.   along with this program.  If not, see <http://www.gnu.org/licenses/>.
  19. */
  20.  
  21. #include <algorithm>
  22. #include <cassert>
  23. #include <cstring>   // For std::memset
  24. #include <iomanip>
  25. #include <sstream>
  26.  
  27. #include "bitboard.h"
  28. #include "evaluate.h"
  29. #include "material.h"
  30. #include "pawns.h"
  31.  
  32. namespace {
  33.  
  34.   const Bitboard Center      = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
  35.   const Bitboard QueenSide   = FileABB | FileBBB | FileCBB | FileDBB;
  36.   const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
  37.   const Bitboard KingSide    = FileEBB | FileFBB | FileGBB | FileHBB;
  38.  
  39.   const Bitboard KingFlank[FILE_NB] = {
  40.     QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide
  41.   };
  42.  
  43.   namespace Trace {
  44.  
  45.     enum Tracing {NO_TRACE, TRACE};
  46.  
  47.     enum Term { // The first 8 entries are for PieceType
  48.       MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
  49.     };
  50.  
  51.     double scores[TERM_NB][COLOR_NB][PHASE_NB];
  52.  
  53.     double to_cp(Value v) { return double(v) / PawnValueEg; }
  54.  
  55.     void add(int idx, Color c, Score s) {
  56.       scores[idx][c][MG] = to_cp(mg_value(s));
  57.       scores[idx][c][EG] = to_cp(eg_value(s));
  58.     }
  59.  
  60.     void add(int idx, Score w, Score b = SCORE_ZERO) {
  61.       add(idx, WHITE, w); add(idx, BLACK, b);
  62.     }
  63.  
  64.     std::ostream& operator<<(std::ostream& os, Term t) {
  65.  
  66.       if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == INITIATIVE || t == TOTAL)
  67.           os << "  ---   --- |   ---   --- | ";
  68.       else
  69.           os << std::setw(5) << scores[t][WHITE][MG] << " "
  70.              << std::setw(5) << scores[t][WHITE][EG] << " | "
  71.              << std::setw(5) << scores[t][BLACK][MG] << " "
  72.              << std::setw(5) << scores[t][BLACK][EG] << " | ";
  73.  
  74.       os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " "
  75.          << std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n";
  76.  
  77.       return os;
  78.     }
  79.   }
  80.  
  81.   using namespace Trace;
  82.  
  83.   // Evaluation class contains various information computed and collected
  84.   // by the evaluation functions.
  85.   template<Tracing T = NO_TRACE>
  86.   class Evaluation {
  87.  
  88.   public:
  89.     Evaluation() = delete;
  90.     Evaluation(const Position& p) : pos(p) {}
  91.     Evaluation& operator=(const Evaluation&) = delete;
  92.  
  93.     Value value();
  94.  
  95.   private:
  96.     // Evaluation helpers (used when calling value())
  97.     template<Color Us> void initialize();
  98.     template<Color Us> Score evaluate_king();
  99.     template<Color Us> Score evaluate_threats();
  100.     int king_distance(Color c, Square s);
  101.     template<Color Us> Score evaluate_passed_pawns();
  102.     template<Color Us> Score evaluate_space();
  103.     template<Color Us, PieceType Pt> Score evaluate_pieces();
  104.     ScaleFactor evaluate_scale_factor(Value eg);
  105.     Score evaluate_initiative(Value eg);
  106.  
  107.     // Data members
  108.     const Position& pos;
  109.     Material::Entry* me;
  110.     Pawns::Entry* pe;
  111.     Bitboard mobilityArea[COLOR_NB];
  112.     Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
  113.  
  114.     // attackedBy[color][piece type] is a bitboard representing all squares
  115.     // attacked by a given color and piece type. Special "piece types" which are
  116.     // also calculated are QUEEN_DIAGONAL and ALL_PIECES.
  117.     Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
  118.  
  119.     // attackedBy2[color] are the squares attacked by 2 pieces of a given color,
  120.     // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
  121.     // pawn or squares attacked by 2 pawns are not explicitly added.
  122.     Bitboard attackedBy2[COLOR_NB];
  123.  
  124.     // kingRing[color] is the zone around the king which is considered
  125.     // by the king safety evaluation. This consists of the squares directly
  126.     // adjacent to the king, and (only for a king on its first rank) the
  127.     // squares two ranks in front of the king. For instance, if black's king
  128.     // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
  129.     // f7, g7, h7, f6, g6 and h6.
  130.     Bitboard kingRing[COLOR_NB];
  131.  
  132.     // kingAttackersCount[color] is the number of pieces of the given color
  133.     // which attack a square in the kingRing of the enemy king.
  134.     int kingAttackersCount[COLOR_NB];
  135.  
  136.     // kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
  137.     // given color which attack a square in the kingRing of the enemy king. The
  138.     // weights of the individual piece types are given by the elements in the
  139.     // KingAttackWeights array.
  140.     int kingAttackersWeight[COLOR_NB];
  141.  
  142.     // kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
  143.     // color to squares directly adjacent to the enemy king. Pieces which attack
  144.     // more than one square are counted multiple times. For instance, if there is
  145.     // a white knight on g5 and black's king is on g8, this white knight adds 2
  146.     // to kingAdjacentZoneAttacksCount[WHITE].
  147.     int kingAdjacentZoneAttacksCount[COLOR_NB];
  148.   };
  149.  
  150.   #define V(v) Value(v)
  151.   #define S(mg, eg) make_score(mg, eg)
  152.  
  153.   // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
  154.   // indexed by piece type and number of attacked squares in the mobility area.
  155.   const Score MobilityBonus[][32] = {
  156.     { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S(  6,  5), S( 14, 12), // Knights
  157.       S( 22, 26), S( 29, 29), S( 36, 29) },
  158.     { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
  159.       S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
  160.       S( 91, 88), S( 98, 97) },
  161.     { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
  162.       S(  9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
  163.       S( 46,166), S( 48,169), S( 58,171) },
  164.     { S(-39,-36), S(-21,-15), S(  3,  8), S(  3, 18), S( 14, 34), S( 22, 54), // Queens
  165.       S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
  166.       S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
  167.       S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
  168.       S(106,184), S(109,191), S(113,206), S(116,212) }
  169.   };
  170.  
  171.   // Outpost[knight/bishop][supported by pawn] contains bonuses for minor
  172.   // pieces if they can reach an outpost square, bigger if that square is
  173.   // supported by a pawn. If the minor piece occupies an outpost square
  174.   // then score is doubled.
  175.   const Score Outpost[][2] = {
  176.     { S(22, 6), S(36,12) }, // Knight
  177.     { S( 9, 2), S(15, 5) }  // Bishop
  178.   };
  179.  
  180.   // RookOnFile[semiopen/open] contains bonuses for each rook when there is no
  181.   // friendly pawn on the rook file.
  182.   const Score RookOnFile[] = { S(20, 7), S(45, 20) };
  183.  
  184.   // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
  185.   // which piece type attacks which one. Attacks on lesser pieces which are
  186.   // pawn-defended are not considered.
  187.   const Score ThreatByMinor[PIECE_TYPE_NB] = {
  188.     S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48, 118)
  189.   };
  190.  
  191.   const Score ThreatByRook[PIECE_TYPE_NB] = {
  192.     S(0, 0), S(0, 25), S(40, 62), S(40, 59), S(0, 34), S(35, 48)
  193.   };
  194.  
  195.   // ThreatByKing[on one/on many] contains bonuses for king attacks on
  196.   // pawns or pieces which are not pawn-defended.
  197.   const Score ThreatByKing[] = { S(3, 62), S(9, 138) };
  198.  
  199.   // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
  200.   // We don't use a Score because we process the two components independently.
  201.   const Value Passed[][RANK_NB] = {
  202.     { V(0), V(5), V( 5), V(31), V(73), V(166), V(252) },
  203.     { V(0), V(7), V(14), V(38), V(73), V(166), V(252) }
  204.   };
  205.  
  206.   // PassedFile[File] contains a bonus according to the file of a passed pawn
  207.   const Score PassedFile[FILE_NB] = {
  208.     S(  9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
  209.     S(-20,-12), S( 1, -8), S( 2, 10), S(  9, 10)
  210.   };
  211.  
  212.   // Rank factor applied on some bonus for passed pawn on rank 4 or beyond
  213.   const int RankFactor[RANK_NB] = {0, 0, 0, 2, 6, 11, 16};
  214.  
  215.   // KingProtector[PieceType-2] contains a bonus according to distance from king
  216.   const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
  217.  
  218.   // Assorted bonuses and penalties used by evaluation
  219.   const Score MinorBehindPawn       = S( 16,  0);
  220.   const Score BishopPawns           = S(  8, 12);
  221.   const Score LongRangedBishop      = S( 22,  0);
  222.   const Score RookOnPawn            = S(  8, 24);
  223.   const Score TrappedRook           = S( 92,  0);
  224.   const Score WeakQueen             = S( 50, 10);
  225.   const Score CloseEnemies          = S(  7,  0);
  226.   const Score PawnlessFlank         = S( 20, 80);
  227.   const Score ThreatBySafePawn      = S(192,175);
  228.   const Score ThreatByRank          = S( 16,  3);
  229.   const Score Hanging               = S( 48, 27);
  230.   const Score WeakUnopposedPawn     = S(  5, 25);
  231.   const Score ThreatByPawnPush      = S( 38, 22);
  232.   const Score ThreatByAttackOnQueen = S( 38, 22);
  233.   const Score HinderPassedPawn      = S(  7,  0);
  234.   const Score TrappedBishopA1H1     = S( 50, 50);
  235.  
  236.   #undef S
  237.   #undef V
  238.  
  239.   // KingAttackWeights[PieceType] contains king attack weights by piece type
  240.   const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
  241.  
  242.   // Penalties for enemy's safe checks
  243.   const int QueenSafeCheck  = 780;
  244.   const int RookSafeCheck   = 880;
  245.   const int BishopSafeCheck = 435;
  246.   const int KnightSafeCheck = 790;
  247.  
  248.   // Threshold for lazy and space evaluation
  249.   const Value LazyThreshold  = Value(1500);
  250.   const Value SpaceThreshold = Value(12222);
  251.  
  252.  
  253.   // initialize() computes king and pawn attacks, and the king ring bitboard
  254.   // for a given color. This is done at the beginning of the evaluation.
  255.  
  256.   template<Tracing T> template<Color Us>
  257.   void Evaluation<T>::initialize() {
  258.  
  259.     const Color     Them = (Us == WHITE ? BLACK : WHITE);
  260.     const Direction Up   = (Us == WHITE ? NORTH : SOUTH);
  261.     const Direction Down = (Us == WHITE ? SOUTH : NORTH);
  262.     const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
  263.  
  264.     // Find our pawns on the first two ranks, and those which are blocked
  265.     Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
  266.  
  267.     // Squares occupied by those pawns, by our king, or controlled by enemy pawns
  268.     // are excluded from the mobility area.
  269.     mobilityArea[Us] = ~(b | pos.square<KING>(Us) | pe->pawn_attacks(Them));
  270.  
  271.     // Initialise the attack bitboards with the king and pawn information
  272.     b = attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
  273.     attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
  274.  
  275.     attackedBy2[Us]            = b & attackedBy[Us][PAWN];
  276.     attackedBy[Us][ALL_PIECES] = b | attackedBy[Us][PAWN];
  277.  
  278.     // Init our king safety tables only if we are going to use them
  279.     if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
  280.     {
  281.         kingRing[Us] = b;
  282.         if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
  283.             kingRing[Us] |= shift<Up>(b);
  284.  
  285.         kingAttackersCount[Them] = popcount(b & pe->pawn_attacks(Them));
  286.         kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0;
  287.     }
  288.     else
  289.         kingRing[Us] = kingAttackersCount[Them] = 0;
  290.   }
  291.  
  292.  
  293.   // evaluate_pieces() assigns bonuses and penalties to the pieces of a given
  294.   // color and type.
  295.  
  296.   template<Tracing T>  template<Color Us, PieceType Pt>
  297.   Score Evaluation<T>::evaluate_pieces() {
  298.  
  299.     const Color Them = (Us == WHITE ? BLACK : WHITE);
  300.     const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
  301.                                                : Rank5BB | Rank4BB | Rank3BB);
  302.     const Square* pl = pos.squares<Pt>(Us);
  303.  
  304.     Bitboard b, bb;
  305.     Square s;
  306.     Score score = SCORE_ZERO;
  307.  
  308.     attackedBy[Us][Pt] = 0;
  309.  
  310.     if (Pt == QUEEN)
  311.         attackedBy[Us][QUEEN_DIAGONAL] = 0;
  312.  
  313.     while ((s = *pl++) != SQ_NONE)
  314.     {
  315.         // Find attacked squares, including x-ray attacks for bishops and rooks
  316.         b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
  317.           : Pt ==   ROOK ? attacks_bb<  ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
  318.                          : pos.attacks_from<Pt>(s);
  319.  
  320.         if (pos.pinned_pieces(Us) & s)
  321.             b &= LineBB[pos.square<KING>(Us)][s];
  322.  
  323.         attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
  324.         attackedBy[Us][ALL_PIECES] |= attackedBy[Us][Pt] |= b;
  325.  
  326.         if (Pt == QUEEN)
  327.             attackedBy[Us][QUEEN_DIAGONAL] |= b & PseudoAttacks[BISHOP][s];
  328.  
  329.         if (b & kingRing[Them])
  330.         {
  331.             kingAttackersCount[Us]++;
  332.             kingAttackersWeight[Us] += KingAttackWeights[Pt];
  333.             kingAdjacentZoneAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
  334.         }
  335.  
  336.         int mob = popcount(b & mobilityArea[Us]);
  337.  
  338.         mobility[Us] += MobilityBonus[Pt - 2][mob];
  339.  
  340.         // Bonus for this piece as a king protector
  341.         score += KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
  342.  
  343.         if (Pt == BISHOP || Pt == KNIGHT)
  344.         {
  345.             // Bonus for outpost squares
  346.             bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
  347.             if (bb & s)
  348.                 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
  349.             else
  350.             {
  351.                 bb &= b & ~pos.pieces(Us);
  352.                 if (bb)
  353.                    score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
  354.             }
  355.  
  356.             // Bonus when behind a pawn
  357.             if (    relative_rank(Us, s) < RANK_5
  358.                 && (pos.pieces(PAWN) & (s + pawn_push(Us))))
  359.                 score += MinorBehindPawn;
  360.  
  361.             if (Pt == BISHOP)
  362.             {
  363.                 // Penalty for pawns on the same color square as the bishop
  364.                 score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s);
  365.  
  366.                 // Bonus for bishop on a long diagonal which can "see" both center squares
  367.                 if (more_than_one(Center & (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) | s)))
  368.                     score += LongRangedBishop;
  369.             }
  370.  
  371.             // An important Chess960 pattern: A cornered bishop blocked by a friendly
  372.             // pawn diagonally in front of it is a very serious problem, especially
  373.             // when that pawn is also blocked.
  374.             if (   Pt == BISHOP
  375.                 && pos.is_chess960()
  376.                 && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
  377.             {
  378.                 Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
  379.                 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
  380.                     score -= !pos.empty(s + d + pawn_push(Us))                ? TrappedBishopA1H1 * 4
  381.                             : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
  382.                                                                               : TrappedBishopA1H1;
  383.             }
  384.         }
  385.  
  386.         if (Pt == ROOK)
  387.         {
  388.             // Bonus for aligning with enemy pawns on the same rank/file
  389.             if (relative_rank(Us, s) >= RANK_5)
  390.                 score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
  391.  
  392.             // Bonus when on an open or semi-open file
  393.             if (pe->semiopen_file(Us, file_of(s)))
  394.                 score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
  395.  
  396.             // Penalty when trapped by the king, even more if the king cannot castle
  397.             else if (mob <= 3)
  398.             {
  399.                 Square ksq = pos.square<KING>(Us);
  400.  
  401.                 if (   ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
  402.                     && !pe->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
  403.                     score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
  404.             }
  405.         }
  406.  
  407.         if (Pt == QUEEN)
  408.         {
  409.             // Penalty if any relative pin or discovered attack against the queen
  410.             Bitboard pinners;
  411.             if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, pinners))
  412.                 score -= WeakQueen;
  413.         }
  414.     }
  415.  
  416.     if (T)
  417.         Trace::add(Pt, Us, score);
  418.  
  419.     return score;
  420.   }
  421.  
  422.  
  423.   // evaluate_king() assigns bonuses and penalties to a king of a given color
  424.  
  425.   template<Tracing T>  template<Color Us>
  426.   Score Evaluation<T>::evaluate_king() {
  427.  
  428.     const Color     Them = (Us == WHITE ? BLACK : WHITE);
  429.     const Bitboard  Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
  430.                                         : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
  431.  
  432.     const Square ksq = pos.square<KING>(Us);
  433.     Bitboard weak, b, b1, b2, safe, unsafeChecks;
  434.  
  435.     // King shelter and enemy pawns storm
  436.     Score score = pe->king_safety<Us>(pos, ksq);
  437.  
  438.     // Main king safety evaluation
  439.     if (kingAttackersCount[Them] > (1 - pos.count<QUEEN>(Them)))
  440.     {
  441.         // Attacked squares defended at most once by our queen or king
  442.         weak =  attackedBy[Them][ALL_PIECES]
  443.               & ~attackedBy2[Us]
  444.               & (attackedBy[Us][KING] | attackedBy[Us][QUEEN] | ~attackedBy[Us][ALL_PIECES]);
  445.  
  446.         unsafeChecks = 0; // Pierre-Marie Baty -- fixed variable initialization
  447.         int kingDanger = 0;
  448.  
  449.         // Analyse the safe enemy's checks which are possible on next move
  450.         safe  = ~pos.pieces(Them);
  451.         safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]);
  452.  
  453.         b1 = attacks_bb<ROOK  >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
  454.         b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
  455.  
  456.         // Enemy queen safe checks
  457.         if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
  458.             kingDanger += QueenSafeCheck;
  459.  
  460.         b1 &= attackedBy[Them][ROOK];
  461.         b2 &= attackedBy[Them][BISHOP];
  462.  
  463.         // Enemy rooks checks
  464.         if (b1 & safe)
  465.             kingDanger += RookSafeCheck;
  466.         else
  467.             unsafeChecks |= b1;
  468.  
  469.         // Enemy bishops checks
  470.         if (b2 & safe)
  471.             kingDanger += BishopSafeCheck;
  472.         else
  473.             unsafeChecks |= b2;
  474.  
  475.         // Enemy knights checks
  476.         b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
  477.         if (b & safe)
  478.             kingDanger += KnightSafeCheck;
  479.         else
  480.             unsafeChecks |= b;
  481.  
  482.         // Unsafe or occupied checking squares will also be considered, as long as
  483.         // the square is in the attacker's mobility area.
  484.         unsafeChecks &= mobilityArea[Them];
  485.  
  486.         kingDanger +=        kingAttackersCount[Them] * kingAttackersWeight[Them]
  487.                      + 102 * kingAdjacentZoneAttacksCount[Them]
  488.                      + 191 * popcount(kingRing[Us] & weak)
  489.                      + 143 * popcount(pos.pinned_pieces(Us) | unsafeChecks)
  490.                      - 848 * !pos.count<QUEEN>(Them)
  491.                      -   9 * mg_value(score) / 8
  492.                      +  40;
  493.  
  494.         // Transform the kingDanger units into a Score, and subtract it from the evaluation
  495.         if (kingDanger > 0)
  496.         {
  497.             int mobilityDanger = mg_value(mobility[Them] - mobility[Us]);
  498.             kingDanger = std::max(0, kingDanger + mobilityDanger);
  499.             score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
  500.         }
  501.     }
  502.  
  503.     // King tropism: firstly, find squares that opponent attacks in our king flank
  504.     File kf = file_of(ksq);
  505.     b = attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
  506.  
  507.     assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
  508.     assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
  509.  
  510.     // Secondly, add the squares which are attacked twice in that flank and
  511.     // which are not defended by our pawns.
  512.     b =  (Us == WHITE ? b << 4 : b >> 4)
  513.        | (b & attackedBy2[Them] & ~attackedBy[Us][PAWN]);
  514.  
  515.     score -= CloseEnemies * popcount(b);
  516.  
  517.     // Penalty when our king is on a pawnless flank
  518.     if (!(pos.pieces(PAWN) & KingFlank[kf]))
  519.         score -= PawnlessFlank;
  520.  
  521.     if (T)
  522.         Trace::add(KING, Us, score);
  523.  
  524.     return score;
  525.   }
  526.  
  527.  
  528.   // evaluate_threats() assigns bonuses according to the types of the attacking
  529.   // and the attacked pieces.
  530.  
  531.   template<Tracing T>  template<Color Us>
  532.   Score Evaluation<T>::evaluate_threats() {
  533.  
  534.     const Color     Them     = (Us == WHITE ? BLACK      : WHITE);
  535.     const Direction Up       = (Us == WHITE ? NORTH      : SOUTH);
  536.     const Direction Left     = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
  537.     const Direction Right    = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
  538.     const Bitboard  TRank3BB = (Us == WHITE ? Rank3BB    : Rank6BB);
  539.  
  540.     Bitboard b, weak, defended, stronglyProtected, safeThreats;
  541.     Score score = SCORE_ZERO;
  542.  
  543.     // Non-pawn enemies attacked by a pawn
  544.     weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & attackedBy[Us][PAWN];
  545.  
  546.     if (weak)
  547.     {
  548.         b = pos.pieces(Us, PAWN) & ( ~attackedBy[Them][ALL_PIECES]
  549.                                     | attackedBy[Us][ALL_PIECES]);
  550.  
  551.         safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
  552.  
  553.         score += ThreatBySafePawn * popcount(safeThreats);
  554.     }
  555.  
  556.     // Squares strongly protected by the opponent, either because they attack the
  557.     // square with a pawn, or because they attack the square twice and we don't.
  558.     stronglyProtected =  attackedBy[Them][PAWN]
  559.                        | (attackedBy2[Them] & ~attackedBy2[Us]);
  560.  
  561.     // Non-pawn enemies, strongly protected
  562.     defended =  (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
  563.               & stronglyProtected;
  564.  
  565.     // Enemies not strongly protected and under our attack
  566.     weak =   pos.pieces(Them)
  567.           & ~stronglyProtected
  568.           &  attackedBy[Us][ALL_PIECES];
  569.  
  570.     // Add a bonus according to the kind of attacking pieces
  571.     if (defended | weak)
  572.     {
  573.         b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
  574.         while (b)
  575.         {
  576.             Square s = pop_lsb(&b);
  577.             score += ThreatByMinor[type_of(pos.piece_on(s))];
  578.             if (type_of(pos.piece_on(s)) != PAWN)
  579.                 score += ThreatByRank * (int)relative_rank(Them, s);
  580.         }
  581.  
  582.         b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK];
  583.         while (b)
  584.         {
  585.             Square s = pop_lsb(&b);
  586.             score += ThreatByRook[type_of(pos.piece_on(s))];
  587.             if (type_of(pos.piece_on(s)) != PAWN)
  588.                 score += ThreatByRank * (int)relative_rank(Them, s);
  589.         }
  590.  
  591.         score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
  592.  
  593.         b = weak & attackedBy[Us][KING];
  594.         if (b)
  595.             score += ThreatByKing[more_than_one(b)];
  596.     }
  597.  
  598.     // Bonus for opponent unopposed weak pawns
  599.     if (pos.pieces(Us, ROOK, QUEEN))
  600.         score += WeakUnopposedPawn * pe->weak_unopposed(Them);
  601.  
  602.     // Find squares where our pawns can push on the next move
  603.     b  = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
  604.     b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
  605.  
  606.     // Keep only the squares which are not completely unsafe
  607.     b &= ~attackedBy[Them][PAWN]
  608.         & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
  609.  
  610.     // Add a bonus for each new pawn threats from those squares
  611.     b =  (shift<Left>(b) | shift<Right>(b))
  612.        &  pos.pieces(Them)
  613.        & ~attackedBy[Us][PAWN];
  614.  
  615.     score += ThreatByPawnPush * popcount(b);
  616.  
  617.     // Add a bonus for safe slider attack threats on opponent queen
  618.     safeThreats = ~pos.pieces(Us) & ~attackedBy2[Them] & attackedBy2[Us];
  619.     b =  (attackedBy[Us][BISHOP] & attackedBy[Them][QUEEN_DIAGONAL])
  620.        | (attackedBy[Us][ROOK  ] & attackedBy[Them][QUEEN] & ~attackedBy[Them][QUEEN_DIAGONAL]);
  621.  
  622.     score += ThreatByAttackOnQueen * popcount(b & safeThreats);
  623.  
  624.     if (T)
  625.         Trace::add(THREAT, Us, score);
  626.  
  627.     return score;
  628.   }
  629.  
  630.   // helper used by evaluate_passed_pawns to cap the distance
  631.   template<Tracing T>
  632.   int Evaluation<T>::king_distance(Color c, Square s) {
  633.     return std::min(distance(pos.square<KING>(c), s), 5);
  634.   }
  635.  
  636.   // evaluate_passed_pawns() evaluates the passed pawns and candidate passed
  637.   // pawns of the given color.
  638.  
  639.   template<Tracing T>  template<Color Us>
  640.   Score Evaluation<T>::evaluate_passed_pawns() {
  641.  
  642.     const Color     Them = (Us == WHITE ? BLACK : WHITE);
  643.     const Direction Up   = (Us == WHITE ? NORTH : SOUTH);
  644.  
  645.     Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
  646.     Score score = SCORE_ZERO;
  647.  
  648.     b = pe->passed_pawns(Us);
  649.  
  650.     while (b)
  651.     {
  652.         Square s = pop_lsb(&b);
  653.  
  654.         assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
  655.  
  656.         bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
  657.         score -= HinderPassedPawn * popcount(bb);
  658.  
  659.         int r = relative_rank(Us, s);
  660.         int rr = RankFactor[r];
  661.  
  662.         Value mbonus = Passed[MG][r], ebonus = Passed[EG][r];
  663.  
  664.         if (rr)
  665.         {
  666.             Square blockSq = s + Up;
  667.  
  668.             // Adjust bonus based on the king's proximity
  669.             ebonus += (king_distance(Them, blockSq) * 5 - king_distance(Us, blockSq) * 2) * rr;
  670.  
  671.             // If blockSq is not the queening square then consider also a second push
  672.             if (r != RANK_7)
  673.                 ebonus -= king_distance(Us, blockSq + Up) * rr;
  674.  
  675.             // If the pawn is free to advance, then increase the bonus
  676.             if (pos.empty(blockSq))
  677.             {
  678.                 // If there is a rook or queen attacking/defending the pawn from behind,
  679.                 // consider all the squaresToQueen. Otherwise consider only the squares
  680.                 // in the pawn's path attacked or occupied by the enemy.
  681.                 defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
  682.  
  683.                 bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
  684.  
  685.                 if (!(pos.pieces(Us) & bb))
  686.                     defendedSquares &= attackedBy[Us][ALL_PIECES];
  687.  
  688.                 if (!(pos.pieces(Them) & bb))
  689.                     unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
  690.  
  691.                 // If there aren't any enemy attacks, assign a big bonus. Otherwise
  692.                 // assign a smaller bonus if the block square isn't attacked.
  693.                 int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0;
  694.  
  695.                 // If the path to the queen is fully defended, assign a big bonus.
  696.                 // Otherwise assign a smaller bonus if the block square is defended.
  697.                 if (defendedSquares == squaresToQueen)
  698.                     k += 6;
  699.  
  700.                 else if (defendedSquares & blockSq)
  701.                     k += 4;
  702.  
  703.                 mbonus += k * rr, ebonus += k * rr;
  704.             }
  705.             else if (pos.pieces(Us) & blockSq)
  706.                 mbonus += rr + r * 2, ebonus += rr + r * 2;
  707.         } // rr != 0
  708.  
  709.         // Scale down bonus for candidate passers which need more than one
  710.         // pawn push to become passed or have a pawn in front of them.
  711.         if (!pos.pawn_passed(Us, s + Up) || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
  712.             mbonus /= 2, ebonus /= 2;
  713.  
  714.         score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
  715.     }
  716.  
  717.     if (T)
  718.         Trace::add(PASSED, Us, score);
  719.  
  720.     return score;
  721.   }
  722.  
  723.  
  724.   // evaluate_space() computes the space evaluation for a given side. The
  725.   // space evaluation is a simple bonus based on the number of safe squares
  726.   // available for minor pieces on the central four files on ranks 2--4. Safe
  727.   // squares one, two or three squares behind a friendly pawn are counted
  728.   // twice. Finally, the space bonus is multiplied by a weight. The aim is to
  729.   // improve play on game opening.
  730.  
  731.   template<Tracing T>  template<Color Us>
  732.   Score Evaluation<T>::evaluate_space() {
  733.  
  734.     const Color Them = (Us == WHITE ? BLACK : WHITE);
  735.     const Bitboard SpaceMask =
  736.       Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
  737.                   : CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
  738.  
  739.     // Find the safe squares for our pieces inside the area defined by
  740.     // SpaceMask. A square is unsafe if it is attacked by an enemy
  741.     // pawn, or if it is undefended and attacked by an enemy piece.
  742.     Bitboard safe =   SpaceMask
  743.                    & ~pos.pieces(Us, PAWN)
  744.                    & ~attackedBy[Them][PAWN]
  745.                    & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
  746.  
  747.     // Find all squares which are at most three squares behind some friendly pawn
  748.     Bitboard behind = pos.pieces(Us, PAWN);
  749.     behind |= (Us == WHITE ? behind >>  8 : behind <<  8);
  750.     behind |= (Us == WHITE ? behind >> 16 : behind << 16);
  751.  
  752.     // Since SpaceMask[Us] is fully on our half of the board...
  753.     assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
  754.  
  755.     // ...count safe + (behind & safe) with a single popcount.
  756.     int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
  757.     int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files();
  758.  
  759.     return make_score(bonus * weight * weight / 16, 0);
  760.   }
  761.  
  762.  
  763.   // evaluate_initiative() computes the initiative correction value for the
  764.   // position, i.e., second order bonus/malus based on the known attacking/defending
  765.   // status of the players.
  766.  
  767.   template<Tracing T>
  768.   Score Evaluation<T>::evaluate_initiative(Value eg) {
  769.  
  770.     int kingDistance =  distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
  771.                       - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
  772.     bool bothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide);
  773.  
  774.     // Compute the initiative bonus for the attacking side
  775.     int initiative = 8 * (pe->pawn_asymmetry() + kingDistance - 17) + 12 * pos.count<PAWN>() + 16 * bothFlanks;
  776.  
  777.     // Now apply the bonus: note that we find the attacking side by extracting
  778.     // the sign of the endgame value, and that we carefully cap the bonus so
  779.     // that the endgame score will never change sign after the bonus.
  780.     int v = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg));
  781.  
  782.     if (T)
  783.         Trace::add(INITIATIVE, make_score(0, v));
  784.  
  785.     return make_score(0, v);
  786.   }
  787.  
  788.  
  789.   // evaluate_scale_factor() computes the scale factor for the winning side
  790.  
  791.   template<Tracing T>
  792.   ScaleFactor Evaluation<T>::evaluate_scale_factor(Value eg) {
  793.  
  794.     Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
  795.     ScaleFactor sf = me->scale_factor(pos, strongSide);
  796.  
  797.     // If we don't already have an unusual scale factor, check for certain
  798.     // types of endgames, and use a lower scale for those.
  799.     if (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN)
  800.     {
  801.         if (pos.opposite_bishops())
  802.         {
  803.             // Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
  804.             // is almost a draw, in case of KBP vs KB, it is even more a draw.
  805.             if (   pos.non_pawn_material(WHITE) == BishopValueMg
  806.                 && pos.non_pawn_material(BLACK) == BishopValueMg)
  807.                 return more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
  808.  
  809.             // Endgame with opposite-colored bishops, but also other pieces. Still
  810.             // a bit drawish, but not as drawish as with only the two bishops.
  811.             return ScaleFactor(46);
  812.         }
  813.         // Endings where weaker side can place his king in front of the opponent's
  814.         // pawns are drawish.
  815.         else if (    abs(eg) <= BishopValueEg
  816.                  &&  pos.count<PAWN>(strongSide) <= 2
  817.                  && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
  818.             return ScaleFactor(37 + 7 * pos.count<PAWN>(strongSide));
  819.     }
  820.  
  821.     return sf;
  822.   }
  823.  
  824.  
  825.   // value() is the main function of the class. It computes the various parts of
  826.   // the evaluation and returns the value of the position from the point of view
  827.   // of the side to move.
  828.  
  829.   template<Tracing T>
  830.   Value Evaluation<T>::value() {
  831.  
  832.     assert(!pos.checkers());
  833.  
  834.     // Probe the material hash table
  835.     me = Material::probe(pos);
  836.  
  837.     // If we have a specialized evaluation function for the current material
  838.     // configuration, call it and return.
  839.     if (me->specialized_eval_exists())
  840.         return me->evaluate(pos);
  841.  
  842.     // Initialize score by reading the incrementally updated scores included in
  843.     // the position object (material + piece square tables) and the material
  844.     // imbalance. Score is computed internally from the white point of view.
  845.     Score score = pos.psq_score() + me->imbalance() + Eval::Contempt;
  846.  
  847.     // Probe the pawn hash table
  848.     pe = Pawns::probe(pos);
  849.     score += pe->pawns_score();
  850.  
  851.     // Early exit if score is high
  852.     Value v = (mg_value(score) + eg_value(score)) / 2;
  853.     if (abs(v) > LazyThreshold)
  854.        return pos.side_to_move() == WHITE ? v : -v;
  855.  
  856.     // Main evaluation begins here
  857.  
  858.     initialize<WHITE>();
  859.     initialize<BLACK>();
  860.  
  861.     score += evaluate_pieces<WHITE, KNIGHT>() - evaluate_pieces<BLACK, KNIGHT>();
  862.     score += evaluate_pieces<WHITE, BISHOP>() - evaluate_pieces<BLACK, BISHOP>();
  863.     score += evaluate_pieces<WHITE, ROOK  >() - evaluate_pieces<BLACK, ROOK  >();
  864.     score += evaluate_pieces<WHITE, QUEEN >() - evaluate_pieces<BLACK, QUEEN >();
  865.  
  866.     score += mobility[WHITE] - mobility[BLACK];
  867.  
  868.     score +=  evaluate_king<WHITE>()
  869.             - evaluate_king<BLACK>();
  870.  
  871.     score +=  evaluate_threats<WHITE>()
  872.             - evaluate_threats<BLACK>();
  873.  
  874.     score +=  evaluate_passed_pawns<WHITE>()
  875.             - evaluate_passed_pawns<BLACK>();
  876.  
  877.     if (pos.non_pawn_material() >= SpaceThreshold)
  878.         score +=  evaluate_space<WHITE>()
  879.                 - evaluate_space<BLACK>();
  880.  
  881.     score += evaluate_initiative(eg_value(score));
  882.  
  883.     // Interpolate between a middlegame and a (scaled by 'sf') endgame score
  884.     ScaleFactor sf = evaluate_scale_factor(eg_value(score));
  885.     v =  mg_value(score) * int(me->game_phase())
  886.        + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
  887.  
  888.     v /= int(PHASE_MIDGAME);
  889.  
  890.     // In case of tracing add all remaining individual evaluation terms
  891.     if (T)
  892.     {
  893.         Trace::add(MATERIAL, pos.psq_score());
  894.         Trace::add(IMBALANCE, me->imbalance());
  895.         Trace::add(PAWN, pe->pawns_score());
  896.         Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
  897.         if (pos.non_pawn_material() >= SpaceThreshold)
  898.             Trace::add(SPACE, evaluate_space<WHITE>()
  899.                             , evaluate_space<BLACK>());
  900.         Trace::add(TOTAL, score);
  901.     }
  902.  
  903.     return pos.side_to_move() == WHITE ? v : -v; // Side to move point of view
  904.   }
  905.  
  906. } // namespace
  907.  
  908. Score Eval::Contempt = SCORE_ZERO;
  909.  
  910. /// evaluate() is the evaluator for the outer world. It returns a static evaluation
  911. /// of the position from the point of view of the side to move.
  912.  
  913. Value Eval::evaluate(const Position& pos)
  914. {
  915.    return Evaluation<>(pos).value() + Eval::Tempo;
  916. }
  917.  
  918. /// trace() is like evaluate(), but instead of returning a value, it returns
  919. /// a string (suitable for outputting to stdout) that contains the detailed
  920. /// descriptions and values of each evaluation term. Useful for debugging.
  921.  
  922. std::string Eval::trace(const Position& pos) {
  923.  
  924.   std::memset(scores, 0, sizeof(scores));
  925.  
  926.   Value v = Evaluation<TRACE>(pos).value() + Eval::Tempo;
  927.   v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
  928.  
  929.   std::stringstream ss;
  930.   ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
  931.      << "      Eval term |    White    |    Black    |    Total    \n"
  932.      << "                |   MG    EG  |   MG    EG  |   MG    EG  \n"
  933.      << "----------------+-------------+-------------+-------------\n"
  934.      << "       Material | " << Term(MATERIAL)
  935.      << "      Imbalance | " << Term(IMBALANCE)
  936.      << "          Pawns | " << Term(PAWN)
  937.      << "        Knights | " << Term(KNIGHT)
  938.      << "        Bishops | " << Term(BISHOP)
  939.      << "          Rooks | " << Term(ROOK)
  940.      << "         Queens | " << Term(QUEEN)
  941.      << "       Mobility | " << Term(MOBILITY)
  942.      << "    King safety | " << Term(KING)
  943.      << "        Threats | " << Term(THREAT)
  944.      << "   Passed pawns | " << Term(PASSED)
  945.      << "          Space | " << Term(SPACE)
  946.      << "     Initiative | " << Term(INITIATIVE)
  947.      << "----------------+-------------+-------------+-------------\n"
  948.      << "          Total | " << Term(TOTAL);
  949.  
  950.   ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
  951.  
  952.   return ss.str();
  953. }
  954.