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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) 2015-2019 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. #include "thread.h"
  32.  
  33. namespace Trace {
  34.  
  35.   enum Tracing { NO_TRACE, TRACE };
  36.  
  37.   enum Term { // The first 8 entries are reserved for PieceType
  38.     MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
  39.   };
  40.  
  41.   Score scores[TERM_NB][COLOR_NB];
  42.  
  43.   double to_cp(Value v) { return double(v) / PawnValueEg; }
  44.  
  45.   void add(int idx, Color c, Score s) {
  46.     scores[idx][c] = s;
  47.   }
  48.  
  49.   void add(int idx, Score w, Score b = SCORE_ZERO) {
  50.     scores[idx][WHITE] = w;
  51.     scores[idx][BLACK] = b;
  52.   }
  53.  
  54.   std::ostream& operator<<(std::ostream& os, Score s) {
  55.     os << std::setw(5) << to_cp(mg_value(s)) << " "
  56.        << std::setw(5) << to_cp(eg_value(s));
  57.     return os;
  58.   }
  59.  
  60.   std::ostream& operator<<(std::ostream& os, Term t) {
  61.  
  62.     if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
  63.         os << " ----  ----"    << " | " << " ----  ----";
  64.     else
  65.         os << scores[t][WHITE] << " | " << scores[t][BLACK];
  66.  
  67.     os << " | " << scores[t][WHITE] - scores[t][BLACK] << "\n";
  68.     return os;
  69.   }
  70. }
  71.  
  72. using namespace Trace;
  73.  
  74. namespace {
  75.  
  76.   constexpr Bitboard QueenSide   = FileABB | FileBBB | FileCBB | FileDBB;
  77.   constexpr Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
  78.   constexpr Bitboard KingSide    = FileEBB | FileFBB | FileGBB | FileHBB;
  79.   constexpr Bitboard Center      = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
  80.  
  81.   constexpr Bitboard KingFlank[FILE_NB] = {
  82.     QueenSide ^ FileDBB, QueenSide, QueenSide,
  83.     CenterFiles, CenterFiles,
  84.     KingSide, KingSide, KingSide ^ FileEBB
  85.   };
  86.  
  87.   // Threshold for lazy and space evaluation
  88.   constexpr Value LazyThreshold  = Value(1500);
  89.   constexpr Value SpaceThreshold = Value(12222);
  90.  
  91.   // KingAttackWeights[PieceType] contains king attack weights by piece type
  92.   constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 };
  93.  
  94.   // Penalties for enemy's safe checks
  95.   constexpr int QueenSafeCheck  = 780;
  96.   constexpr int RookSafeCheck   = 880;
  97.   constexpr int BishopSafeCheck = 435;
  98.   constexpr int KnightSafeCheck = 790;
  99.  
  100. #define S(mg, eg) make_score(mg, eg)
  101.  
  102.   // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
  103.   // indexed by piece type and number of attacked squares in the mobility area.
  104.   constexpr Score MobilityBonus[][32] = {
  105.     { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S(  3,  8), S( 13, 15), // Knights
  106.       S( 22, 23), S( 28, 27), S( 33, 33) },
  107.     { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
  108.       S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
  109.       S( 91, 88), S( 98, 97) },
  110.     { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
  111.       S(  9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
  112.       S( 46,166), S( 48,169), S( 58,171) },
  113.     { S(-39,-36), S(-21,-15), S(  3,  8), S(  3, 18), S( 14, 34), S( 22, 54), // Queens
  114.       S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
  115.       S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
  116.       S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
  117.       S(106,184), S(109,191), S(113,206), S(116,212) }
  118.   };
  119.  
  120.   // Outpost[knight/bishop][supported by pawn] contains bonuses for minor
  121.   // pieces if they occupy or can reach an outpost square, bigger if that
  122.   // square is supported by a pawn.
  123.   constexpr Score Outpost[][2] = {
  124.     { S(22, 6), S(36,12) }, // Knight
  125.     { S( 9, 2), S(15, 5) }  // Bishop
  126.   };
  127.  
  128.   // RookOnFile[semiopen/open] contains bonuses for each rook when there is
  129.   // no (friendly) pawn on the rook file.
  130.   constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) };
  131.  
  132.   // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
  133.   // which piece type attacks which one. Attacks on lesser pieces which are
  134.   // pawn-defended are not considered.
  135.   constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
  136.     S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120)
  137.   };
  138.  
  139.   constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
  140.     S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
  141.   };
  142.  
  143.   // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
  144.   constexpr Score PassedRank[RANK_NB] = {
  145.     S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250)
  146.   };
  147.  
  148.   // PassedFile[File] contains a bonus according to the file of a passed pawn
  149.   constexpr Score PassedFile[FILE_NB] = {
  150.     S( -1,  7), S( 0,  9), S(-9, -8), S(-30,-14),
  151.     S(-30,-14), S(-9, -8), S( 0,  9), S( -1,  7)
  152.   };
  153.  
  154.   // Assorted bonuses and penalties
  155.   constexpr Score BishopPawns        = S(  3,  8);
  156.   constexpr Score CloseEnemies       = S(  7,  0);
  157.   constexpr Score CorneredBishop     = S( 50, 50);
  158.   constexpr Score Hanging            = S( 62, 34);
  159.   constexpr Score KingProtector      = S(  6,  7);
  160.   constexpr Score KnightOnQueen      = S( 20, 12);
  161.   constexpr Score LongDiagonalBishop = S( 44,  0);
  162.   constexpr Score MinorBehindPawn    = S( 16,  0);
  163.   constexpr Score Overload           = S( 12,  6);
  164.   constexpr Score PawnlessFlank      = S( 18, 94);
  165.   constexpr Score RestrictedPiece    = S(  7,  6);
  166.   constexpr Score RookOnPawn         = S( 10, 28);
  167.   constexpr Score SliderOnQueen      = S( 49, 21);
  168.   constexpr Score ThreatByKing       = S( 21, 84);
  169.   constexpr Score ThreatByPawnPush   = S( 48, 42);
  170.   constexpr Score ThreatByRank       = S( 14,  3);
  171.   constexpr Score ThreatBySafePawn   = S(169, 99);
  172.   constexpr Score TrappedRook        = S( 98,  5);
  173.   constexpr Score WeakQueen          = S( 51, 10);
  174.   constexpr Score WeakUnopposedPawn  = S( 14, 20);
  175.  
  176. #undef S
  177.  
  178.   // Evaluation class computes and stores attacks tables and other working data
  179.   template<Tracing T>
  180.   class Evaluation {
  181.  
  182.   public:
  183.     Evaluation() = delete;
  184.     explicit Evaluation(const Position& p) : pos(p) {}
  185.     Evaluation& operator=(const Evaluation&) = delete;
  186.     Value value();
  187.  
  188.   private:
  189.     template<Color Us> void initialize();
  190.     template<Color Us, PieceType Pt> Score pieces();
  191.     template<Color Us> Score king() const;
  192.     template<Color Us> Score threats() const;
  193.     template<Color Us> Score passed() const;
  194.     template<Color Us> Score space() const;
  195.     ScaleFactor scale_factor(Value eg) const;
  196.     Score initiative(Value eg) const;
  197.  
  198.     const Position& pos;
  199.     Material::Entry* me;
  200.     Pawns::Entry* pe;
  201.     Bitboard mobilityArea[COLOR_NB];
  202.     Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
  203.  
  204.     // attackedBy[color][piece type] is a bitboard representing all squares
  205.     // attacked by a given color and piece type. Special "piece types" which
  206.     // is also calculated is ALL_PIECES.
  207.     Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
  208.  
  209.     // attackedBy2[color] are the squares attacked by 2 pieces of a given color,
  210.     // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
  211.     // pawn or squares attacked by 2 pawns are not explicitly added.
  212.     Bitboard attackedBy2[COLOR_NB];
  213.  
  214.     // kingRing[color] are the squares adjacent to the king, plus (only for a
  215.     // king on its first rank) the squares two ranks in front. For instance,
  216.     // if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
  217.     // and h6. It is set to 0 when king safety evaluation is skipped.
  218.     Bitboard kingRing[COLOR_NB];
  219.  
  220.     // kingAttackersCount[color] is the number of pieces of the given color
  221.     // which attack a square in the kingRing of the enemy king.
  222.     int kingAttackersCount[COLOR_NB];
  223.  
  224.     // kingAttackersWeight[color] is the sum of the "weights" of the pieces of
  225.     // the given color which attack a square in the kingRing of the enemy king.
  226.     // The weights of the individual piece types are given by the elements in
  227.     // the KingAttackWeights array.
  228.     int kingAttackersWeight[COLOR_NB];
  229.  
  230.     // kingAttacksCount[color] is the number of attacks by the given color to
  231.     // squares directly adjacent to the enemy king. Pieces which attack more
  232.     // than one square are counted multiple times. For instance, if there is
  233.     // a white knight on g5 and black's king is on g8, this white knight adds 2
  234.     // to kingAttacksCount[WHITE].
  235.     int kingAttacksCount[COLOR_NB];
  236.   };
  237.  
  238.  
  239.   // Evaluation::initialize() computes king and pawn attacks, and the king ring
  240.   // bitboard for a given color. This is done at the beginning of the evaluation.
  241.   template<Tracing T> template<Color Us>
  242.   void Evaluation<T>::initialize() {
  243.  
  244.     constexpr Color     Them = (Us == WHITE ? BLACK : WHITE);
  245.     constexpr Direction Up   = (Us == WHITE ? NORTH : SOUTH);
  246.     constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
  247.     constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
  248.  
  249.     // Find our pawns that are blocked or on the first two ranks
  250.     Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
  251.  
  252.     // Squares occupied by those pawns, by our king or queen, or controlled by enemy pawns
  253.     // are excluded from the mobility area.
  254.     mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them));
  255.  
  256.     // Initialise attackedBy bitboards for kings and pawns
  257.     attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
  258.     attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
  259.     attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
  260.     attackedBy2[Us]            = attackedBy[Us][KING] & attackedBy[Us][PAWN];
  261.  
  262.     kingRing[Us] = kingAttackersCount[Them] = 0;
  263.  
  264.     // Init our king safety tables only if we are going to use them
  265.     if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
  266.     {
  267.         kingRing[Us] = attackedBy[Us][KING];
  268.         if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
  269.             kingRing[Us] |= shift<Up>(kingRing[Us]);
  270.  
  271.         if (file_of(pos.square<KING>(Us)) == FILE_H)
  272.             kingRing[Us] |= shift<WEST>(kingRing[Us]);
  273.  
  274.         else if (file_of(pos.square<KING>(Us)) == FILE_A)
  275.             kingRing[Us] |= shift<EAST>(kingRing[Us]);
  276.  
  277.         kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
  278.         kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
  279.     }
  280.   }
  281.  
  282.  
  283.   // Evaluation::pieces() scores pieces of a given color and type
  284.   template<Tracing T> template<Color Us, PieceType Pt>
  285.   Score Evaluation<T>::pieces() {
  286.  
  287.     constexpr Color     Them = (Us == WHITE ? BLACK : WHITE);
  288.     constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
  289.     constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
  290.                                                    : Rank5BB | Rank4BB | Rank3BB);
  291.     const Square* pl = pos.squares<Pt>(Us);
  292.  
  293.     Bitboard b, bb;
  294.     Square s;
  295.     Score score = SCORE_ZERO;
  296.  
  297.     attackedBy[Us][Pt] = 0;
  298.  
  299.     while ((s = *pl++) != SQ_NONE)
  300.     {
  301.         // Find attacked squares, including x-ray attacks for bishops and rooks
  302.         b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
  303.           : Pt ==   ROOK ? attacks_bb<  ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
  304.                          : pos.attacks_from<Pt>(s);
  305.  
  306.         if (pos.blockers_for_king(Us) & s)
  307.             b &= LineBB[pos.square<KING>(Us)][s];
  308.  
  309.         attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
  310.         attackedBy[Us][Pt] |= b;
  311.         attackedBy[Us][ALL_PIECES] |= b;
  312.  
  313.         if (b & kingRing[Them])
  314.         {
  315.             kingAttackersCount[Us]++;
  316.             kingAttackersWeight[Us] += KingAttackWeights[Pt];
  317.             kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
  318.         }
  319.  
  320.         int mob = popcount(b & mobilityArea[Us]);
  321.  
  322.         mobility[Us] += MobilityBonus[Pt - 2][mob];
  323.  
  324.         if (Pt == BISHOP || Pt == KNIGHT)
  325.         {
  326.             // Bonus if piece is on an outpost square or can reach one
  327.             bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
  328.             if (bb & s)
  329.                 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
  330.  
  331.             else if (bb &= b & ~pos.pieces(Us))
  332.                 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
  333.  
  334.             // Knight and Bishop bonus for being right behind a pawn
  335.             if (shift<Down>(pos.pieces(PAWN)) & s)
  336.                 score += MinorBehindPawn;
  337.  
  338.             // Penalty if the piece is far from the king
  339.             score -= KingProtector * distance(s, pos.square<KING>(Us));
  340.  
  341.             if (Pt == BISHOP)
  342.             {
  343.                 // Penalty according to number of pawns on the same color square as the
  344.                 // bishop, bigger when the center files are blocked with pawns.
  345.                 Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
  346.  
  347.                 score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s)
  348.                                      * (1 + popcount(blocked & CenterFiles));
  349.  
  350.                 // Bonus for bishop on a long diagonal which can "see" both center squares
  351.                 if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
  352.                     score += LongDiagonalBishop;
  353.             }
  354.  
  355.             // An important Chess960 pattern: A cornered bishop blocked by a friendly
  356.             // pawn diagonally in front of it is a very serious problem, especially
  357.             // when that pawn is also blocked.
  358.             if (   Pt == BISHOP
  359.                 && pos.is_chess960()
  360.                 && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
  361.             {
  362.                 Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
  363.                 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
  364.                     score -= !pos.empty(s + d + pawn_push(Us))                ? CorneredBishop * 4
  365.                             : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
  366.                                                                               : CorneredBishop;
  367.             }
  368.         }
  369.  
  370.         if (Pt == ROOK)
  371.         {
  372.             // Bonus for aligning rook with enemy pawns on the same rank/file
  373.             if (relative_rank(Us, s) >= RANK_5)
  374.                 score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
  375.  
  376.             // Bonus for rook on an open or semi-open file
  377.             if (pe->semiopen_file(Us, file_of(s)))
  378.                 score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
  379.  
  380.             // Penalty when trapped by the king, even more if the king cannot castle
  381.             else if (mob <= 3)
  382.             {
  383.                 File kf = file_of(pos.square<KING>(Us));
  384.                 if ((kf < FILE_E) == (file_of(s) < kf))
  385.                     score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
  386.             }
  387.         }
  388.  
  389.         if (Pt == QUEEN)
  390.         {
  391.             // Penalty if any relative pin or discovered attack against the queen
  392.             Bitboard queenPinners;
  393.             if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
  394.                 score -= WeakQueen;
  395.         }
  396.     }
  397.     if (T)
  398.         Trace::add(Pt, Us, score);
  399.  
  400.     return score;
  401.   }
  402.  
  403.  
  404.   // Evaluation::king() assigns bonuses and penalties to a king of a given color
  405.   template<Tracing T> template<Color Us>
  406.   Score Evaluation<T>::king() const {
  407.  
  408.     constexpr Color    Them = (Us == WHITE ? BLACK : WHITE);
  409.     constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
  410.                                            : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
  411.  
  412.     const Square ksq = pos.square<KING>(Us);
  413.     Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks;
  414.  
  415.     // King shelter and enemy pawns storm
  416.     Score score = pe->king_safety<Us>(pos);
  417.  
  418.     // Find the squares that opponent attacks in our king flank, and the squares
  419.     // which are attacked twice in that flank.
  420.     kingFlank = KingFlank[file_of(ksq)];
  421.     b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp;
  422.     b2 = b1 & attackedBy2[Them];
  423.  
  424.     int tropism = popcount(b1) + popcount(b2);
  425.  
  426.     // Main king safety evaluation
  427.     if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
  428.     {
  429.         int kingDanger = 0;
  430.         unsafeChecks = 0;
  431.  
  432.         // Attacked squares defended at most once by our queen or king
  433.         weak =  attackedBy[Them][ALL_PIECES]
  434.               & ~attackedBy2[Us]
  435.               & (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]);
  436.  
  437.         // Analyse the safe enemy's checks which are possible on next move
  438.         safe  = ~pos.pieces(Them);
  439.         safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]);
  440.  
  441.         b1 = attacks_bb<ROOK  >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
  442.         b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
  443.  
  444.         // Enemy queen safe checks
  445.         if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
  446.             kingDanger += QueenSafeCheck;
  447.  
  448.         b1 &= attackedBy[Them][ROOK];
  449.         b2 &= attackedBy[Them][BISHOP];
  450.  
  451.         // Enemy rooks checks
  452.         if (b1 & safe)
  453.             kingDanger += RookSafeCheck;
  454.         else
  455.             unsafeChecks |= b1;
  456.  
  457.         // Enemy bishops checks
  458.         if (b2 & safe)
  459.             kingDanger += BishopSafeCheck;
  460.         else
  461.             unsafeChecks |= b2;
  462.  
  463.         // Enemy knights checks
  464.         b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
  465.         if (b & safe)
  466.             kingDanger += KnightSafeCheck;
  467.         else
  468.             unsafeChecks |= b;
  469.  
  470.         // Unsafe or occupied checking squares will also be considered, as long as
  471.         // the square is in the attacker's mobility area.
  472.         unsafeChecks &= mobilityArea[Them];
  473.  
  474.         kingDanger +=        kingAttackersCount[Them] * kingAttackersWeight[Them]
  475.                      +  69 * kingAttacksCount[Them]
  476.                      + 185 * popcount(kingRing[Us] & weak)
  477.                      + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
  478.                      +       tropism * tropism / 4
  479.                      - 873 * !pos.count<QUEEN>(Them)
  480.                      -   6 * mg_value(score) / 8
  481.                      +       mg_value(mobility[Them] - mobility[Us])
  482.                      -   30;
  483.  
  484.         // Transform the kingDanger units into a Score, and subtract it from the evaluation
  485.         if (kingDanger > 0)
  486.             score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
  487.     }
  488.  
  489.     // Penalty when our king is on a pawnless flank
  490.     if (!(pos.pieces(PAWN) & kingFlank))
  491.         score -= PawnlessFlank;
  492.  
  493.     // King tropism bonus, to anticipate slow motion attacks on our king
  494.     score -= CloseEnemies * tropism;
  495.  
  496.     if (T)
  497.         Trace::add(KING, Us, score);
  498.  
  499.     return score;
  500.   }
  501.  
  502.  
  503.   // Evaluation::threats() assigns bonuses according to the types of the
  504.   // attacking and the attacked pieces.
  505.   template<Tracing T> template<Color Us>
  506.   Score Evaluation<T>::threats() const {
  507.  
  508.     constexpr Color     Them     = (Us == WHITE ? BLACK   : WHITE);
  509.     constexpr Direction Up       = (Us == WHITE ? NORTH   : SOUTH);
  510.     constexpr Bitboard  TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
  511.  
  512.     Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe, restricted;
  513.     Score score = SCORE_ZERO;
  514.  
  515.     // Non-pawn enemies
  516.     nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN);
  517.  
  518.     // Squares strongly protected by the enemy, either because they defend the
  519.     // square with a pawn, or because they defend the square twice and we don't.
  520.     stronglyProtected =  attackedBy[Them][PAWN]
  521.                        | (attackedBy2[Them] & ~attackedBy2[Us]);
  522.  
  523.     // Non-pawn enemies, strongly protected
  524.     defended = nonPawnEnemies & stronglyProtected;
  525.  
  526.     // Enemies not strongly protected and under our attack
  527.     weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
  528.  
  529.     // Safe or protected squares
  530.     safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
  531.  
  532.     // Bonus according to the kind of attacking pieces
  533.     if (defended | weak)
  534.     {
  535.         b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
  536.         while (b)
  537.         {
  538.             Square s = pop_lsb(&b);
  539.             score += ThreatByMinor[type_of(pos.piece_on(s))];
  540.             if (type_of(pos.piece_on(s)) != PAWN)
  541.                 score += ThreatByRank * (int)relative_rank(Them, s);
  542.         }
  543.  
  544.         b = weak & attackedBy[Us][ROOK];
  545.         while (b)
  546.         {
  547.             Square s = pop_lsb(&b);
  548.             score += ThreatByRook[type_of(pos.piece_on(s))];
  549.             if (type_of(pos.piece_on(s)) != PAWN)
  550.                 score += ThreatByRank * (int)relative_rank(Them, s);
  551.         }
  552.  
  553.         if (weak & attackedBy[Us][KING])
  554.             score += ThreatByKing;
  555.  
  556.         score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
  557.  
  558.         b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES];
  559.         score += Overload * popcount(b);
  560.     }
  561.  
  562.     // Bonus for restricting their piece moves
  563.     restricted =   attackedBy[Them][ALL_PIECES]
  564.                 & ~attackedBy[Them][PAWN]
  565.                 & ~attackedBy2[Them]
  566.                 &  attackedBy[Us][ALL_PIECES];
  567.     score += RestrictedPiece * popcount(restricted);
  568.  
  569.     // Bonus for enemy unopposed weak pawns
  570.     if (pos.pieces(Us, ROOK, QUEEN))
  571.         score += WeakUnopposedPawn * pe->weak_unopposed(Them);
  572.  
  573.     // Find squares where our pawns can push on the next move
  574.     b  = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
  575.     b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
  576.  
  577.     // Keep only the squares which are relatively safe
  578.     b &= ~attackedBy[Them][PAWN] & safe;
  579.  
  580.     // Bonus for safe pawn threats on the next move
  581.     b = pawn_attacks_bb<Us>(b) & pos.pieces(Them);
  582.     score += ThreatByPawnPush * popcount(b);
  583.  
  584.     // Our safe or protected pawns
  585.     b = pos.pieces(Us, PAWN) & safe;
  586.  
  587.     b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
  588.     score += ThreatBySafePawn * popcount(b);
  589.  
  590.     // Bonus for threats on the next moves against enemy queen
  591.     if (pos.count<QUEEN>(Them) == 1)
  592.     {
  593.         Square s = pos.square<QUEEN>(Them);
  594.         safe = mobilityArea[Us] & ~stronglyProtected;
  595.  
  596.         b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
  597.  
  598.         score += KnightOnQueen * popcount(b & safe);
  599.  
  600.         b =  (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
  601.            | (attackedBy[Us][ROOK  ] & pos.attacks_from<ROOK  >(s));
  602.  
  603.         score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]);
  604.     }
  605.  
  606.     if (T)
  607.         Trace::add(THREAT, Us, score);
  608.  
  609.     return score;
  610.   }
  611.  
  612.   // Evaluation::passed() evaluates the passed pawns and candidate passed
  613.   // pawns of the given color.
  614.  
  615.   template<Tracing T> template<Color Us>
  616.   Score Evaluation<T>::passed() const {
  617.  
  618.     constexpr Color     Them = (Us == WHITE ? BLACK : WHITE);
  619.     constexpr Direction Up   = (Us == WHITE ? NORTH : SOUTH);
  620.  
  621.     auto king_proximity = [&](Color c, Square s) {
  622.       return std::min(distance(pos.square<KING>(c), s), 5);
  623.     };
  624.  
  625.     Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
  626.     Score score = SCORE_ZERO;
  627.  
  628.     b = pe->passed_pawns(Us);
  629.  
  630.     while (b)
  631.     {
  632.         Square s = pop_lsb(&b);
  633.  
  634.         assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
  635.  
  636.         int r = relative_rank(Us, s);
  637.  
  638.         Score bonus = PassedRank[r];
  639.  
  640.         if (r > RANK_3)
  641.         {
  642.             int w = (r-2) * (r-2) + 2;
  643.             Square blockSq = s + Up;
  644.  
  645.             // Adjust bonus based on the king's proximity
  646.             bonus += make_score(0, (  king_proximity(Them, blockSq) * 5
  647.                                     - king_proximity(Us,   blockSq) * 2) * w);
  648.  
  649.             // If blockSq is not the queening square then consider also a second push
  650.             if (r != RANK_7)
  651.                 bonus -= make_score(0, king_proximity(Us, blockSq + Up) * w);
  652.  
  653.             // If the pawn is free to advance, then increase the bonus
  654.             if (pos.empty(blockSq))
  655.             {
  656.                 // If there is a rook or queen attacking/defending the pawn from behind,
  657.                 // consider all the squaresToQueen. Otherwise consider only the squares
  658.                 // in the pawn's path attacked or occupied by the enemy.
  659.                 defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
  660.  
  661.                 bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
  662.  
  663.                 if (!(pos.pieces(Us) & bb))
  664.                     defendedSquares &= attackedBy[Us][ALL_PIECES];
  665.  
  666.                 if (!(pos.pieces(Them) & bb))
  667.                     unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
  668.  
  669.                 // If there aren't any enemy attacks, assign a big bonus. Otherwise
  670.                 // assign a smaller bonus if the block square isn't attacked.
  671.                 int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0;
  672.  
  673.                 // If the path to the queen is fully defended, assign a big bonus.
  674.                 // Otherwise assign a smaller bonus if the block square is defended.
  675.                 if (defendedSquares == squaresToQueen)
  676.                     k += 6;
  677.  
  678.                 else if (defendedSquares & blockSq)
  679.                     k += 4;
  680.  
  681.                 bonus += make_score(k * w, k * w);
  682.             }
  683.         } // rank > RANK_3
  684.  
  685.         // Scale down bonus for candidate passers which need more than one
  686.         // pawn push to become passed, or have a pawn in front of them.
  687.         if (   !pos.pawn_passed(Us, s + Up)
  688.             || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
  689.             bonus = bonus / 2;
  690.  
  691.         score += bonus + PassedFile[file_of(s)];
  692.     }
  693.  
  694.     if (T)
  695.         Trace::add(PASSED, Us, score);
  696.  
  697.     return score;
  698.   }
  699.  
  700.  
  701.   // Evaluation::space() computes the space evaluation for a given side. The
  702.   // space evaluation is a simple bonus based on the number of safe squares
  703.   // available for minor pieces on the central four files on ranks 2--4. Safe
  704.   // squares one, two or three squares behind a friendly pawn are counted
  705.   // twice. Finally, the space bonus is multiplied by a weight. The aim is to
  706.   // improve play on game opening.
  707.  
  708.   template<Tracing T> template<Color Us>
  709.   Score Evaluation<T>::space() const {
  710.  
  711.     if (pos.non_pawn_material() < SpaceThreshold)
  712.         return SCORE_ZERO;
  713.  
  714.     constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
  715.     constexpr Bitboard SpaceMask =
  716.       Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
  717.                   : CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
  718.  
  719.     // Find the available squares for our pieces inside the area defined by SpaceMask
  720.     Bitboard safe =   SpaceMask
  721.                    & ~pos.pieces(Us, PAWN)
  722.                    & ~attackedBy[Them][PAWN];
  723.  
  724.     // Find all squares which are at most three squares behind some friendly pawn
  725.     Bitboard behind = pos.pieces(Us, PAWN);
  726.     behind |= (Us == WHITE ? behind >>  8 : behind <<  8);
  727.     behind |= (Us == WHITE ? behind >> 16 : behind << 16);
  728.  
  729.     int bonus = popcount(safe) + popcount(behind & safe);
  730.     int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files();
  731.  
  732.     Score score = make_score(bonus * weight * weight / 16, 0);
  733.  
  734.     if (T)
  735.         Trace::add(SPACE, Us, score);
  736.  
  737.     return score;
  738.   }
  739.  
  740.  
  741.   // Evaluation::initiative() computes the initiative correction value
  742.   // for the position. It is a second order bonus/malus based on the
  743.   // known attacking/defending status of the players.
  744.  
  745.   template<Tracing T>
  746.   Score Evaluation<T>::initiative(Value eg) const {
  747.  
  748.     int outflanking =  distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
  749.                      - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
  750.  
  751.     bool pawnsOnBothFlanks =   (pos.pieces(PAWN) & QueenSide)
  752.                             && (pos.pieces(PAWN) & KingSide);
  753.  
  754.     // Compute the initiative bonus for the attacking side
  755.     int complexity =   8 * pe->pawn_asymmetry()
  756.                     + 12 * pos.count<PAWN>()
  757.                     + 12 * outflanking
  758.                     + 16 * pawnsOnBothFlanks
  759.                     + 48 * !pos.non_pawn_material()
  760.                     -118 ;
  761.  
  762.     // Now apply the bonus: note that we find the attacking side by extracting
  763.     // the sign of the endgame value, and that we carefully cap the bonus so
  764.     // that the endgame score will never change sign after the bonus.
  765.     int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
  766.  
  767.     if (T)
  768.         Trace::add(INITIATIVE, make_score(0, v));
  769.  
  770.     return make_score(0, v);
  771.   }
  772.  
  773.  
  774.   // Evaluation::scale_factor() computes the scale factor for the winning side
  775.  
  776.   template<Tracing T>
  777.   ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
  778.  
  779.     Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
  780.     int sf = me->scale_factor(pos, strongSide);
  781.  
  782.     // If scale is not already specific, scale down the endgame via general heuristics
  783.     if (sf == SCALE_FACTOR_NORMAL)
  784.     {
  785.         if (   pos.opposite_bishops()
  786.             && pos.non_pawn_material(WHITE) == BishopValueMg
  787.             && pos.non_pawn_material(BLACK) == BishopValueMg)
  788.             sf = 8 + 4 * pe->pawn_asymmetry();
  789.         else
  790.             sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);
  791.  
  792.     }
  793.  
  794.     return ScaleFactor(sf);
  795.   }
  796.  
  797.  
  798.   // Evaluation::value() is the main function of the class. It computes the various
  799.   // parts of the evaluation and returns the value of the position from the point
  800.   // of view of the side to move.
  801.  
  802.   template<Tracing T>
  803.   Value Evaluation<T>::value() {
  804.  
  805.     assert(!pos.checkers());
  806.  
  807.     // Probe the material hash table
  808.     me = Material::probe(pos);
  809.  
  810.     // If we have a specialized evaluation function for the current material
  811.     // configuration, call it and return.
  812.     if (me->specialized_eval_exists())
  813.         return me->evaluate(pos);
  814.  
  815.     // Initialize score by reading the incrementally updated scores included in
  816.     // the position object (material + piece square tables) and the material
  817.     // imbalance. Score is computed internally from the white point of view.
  818.     Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt;
  819.  
  820.     // Probe the pawn hash table
  821.     pe = Pawns::probe(pos);
  822.     score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
  823.  
  824.     // Early exit if score is high
  825.     Value v = (mg_value(score) + eg_value(score)) / 2;
  826.     if (abs(v) > LazyThreshold)
  827.        return pos.side_to_move() == WHITE ? v : -v;
  828.  
  829.     // Main evaluation begins here
  830.  
  831.     initialize<WHITE>();
  832.     initialize<BLACK>();
  833.  
  834.     // Pieces should be evaluated first (populate attack tables)
  835.     score +=  pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
  836.             + pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
  837.             + pieces<WHITE, ROOK  >() - pieces<BLACK, ROOK  >()
  838.             + pieces<WHITE, QUEEN >() - pieces<BLACK, QUEEN >();
  839.  
  840.     score += mobility[WHITE] - mobility[BLACK];
  841.  
  842.     score +=  king<   WHITE>() - king<   BLACK>()
  843.             + threats<WHITE>() - threats<BLACK>()
  844.             + passed< WHITE>() - passed< BLACK>()
  845.             + space<  WHITE>() - space<  BLACK>();
  846.  
  847.     score += initiative(eg_value(score));
  848.  
  849.     // Interpolate between a middlegame and a (scaled by 'sf') endgame score
  850.     ScaleFactor sf = scale_factor(eg_value(score));
  851.     v =  mg_value(score) * int(me->game_phase())
  852.        + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
  853.  
  854.     v /= int(PHASE_MIDGAME);
  855.  
  856.     // In case of tracing add all remaining individual evaluation terms
  857.     if (T)
  858.     {
  859.         Trace::add(MATERIAL, pos.psq_score());
  860.         Trace::add(IMBALANCE, me->imbalance());
  861.         Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
  862.         Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
  863.         Trace::add(TOTAL, score);
  864.     }
  865.  
  866.     return  (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view
  867.            + Eval::Tempo;
  868.   }
  869.  
  870. } // namespace
  871.  
  872.  
  873. /// evaluate() is the evaluator for the outer world. It returns a static
  874. /// evaluation of the position from the point of view of the side to move.
  875.  
  876. Value Eval::evaluate(const Position& pos) {
  877.   return Evaluation<NO_TRACE>(pos).value();
  878. }
  879.  
  880.  
  881. /// trace() is like evaluate(), but instead of returning a value, it returns
  882. /// a string (suitable for outputting to stdout) that contains the detailed
  883. /// descriptions and values of each evaluation term. Useful for debugging.
  884.  
  885. std::string Eval::trace(const Position& pos) {
  886.  
  887.   std::memset(scores, 0, sizeof(scores));
  888.  
  889.   pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
  890.  
  891.   Value v = Evaluation<TRACE>(pos).value();
  892.  
  893.   v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view
  894.  
  895.   std::stringstream ss;
  896.   ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
  897.      << "     Term    |    White    |    Black    |    Total   \n"
  898.      << "             |   MG    EG  |   MG    EG  |   MG    EG \n"
  899.      << " ------------+-------------+-------------+------------\n"
  900.      << "    Material | " << Term(MATERIAL)
  901.      << "   Imbalance | " << Term(IMBALANCE)
  902.      << "  Initiative | " << Term(INITIATIVE)
  903.      << "       Pawns | " << Term(PAWN)
  904.      << "     Knights | " << Term(KNIGHT)
  905.      << "     Bishops | " << Term(BISHOP)
  906.      << "       Rooks | " << Term(ROOK)
  907.      << "      Queens | " << Term(QUEEN)
  908.      << "    Mobility | " << Term(MOBILITY)
  909.      << " King safety | " << Term(KING)
  910.      << "     Threats | " << Term(THREAT)
  911.      << "      Passed | " << Term(PASSED)
  912.      << "       Space | " << Term(SPACE)
  913.      << " ------------+-------------+-------------+------------\n"
  914.      << "       Total | " << Term(TOTAL);
  915.  
  916.   ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";
  917.  
  918.   return ss.str();
  919. }
  920.