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Use arrays

for safe checks, outposts and king protectors in evaluate.cpp

Tested for non regression on the safe checks
https://tests.stockfishchess.org/tests/view/5ef8b75c020eec13834a9596
LLR: 2.95 (-2.94,2.94) {-1.50,0.50}
Total: 22256 W: 4283 L: 4143 D: 13830
Ptnml(0-2): 291, 2439, 5588, 2459, 351

Tested for non regression on the safe checks, outposts and king protectors
https://tests.stockfishchess.org/tests/view/5ef8e543020eec13834a95e7
LLR: 2.95 (-2.94,2.94) {-1.50,0.50}
Total: 28400 W: 5382 L: 5253 D: 17765
Ptnml(0-2): 394, 3078, 7119, 3223, 386

closes https://github.com/official-stockfish/Stockfish/pull/2785

No functional change
pull/2794/head
Alain SAVARD 2020-07-01 02:12:59 -04:00 committed by Joost VandeVondele
parent 110068808b
commit 268c00b648
2 changed files with 38 additions and 42 deletions

View File

@ -80,11 +80,11 @@ namespace {
// KingAttackWeights[PieceType] contains king attack weights by piece type
constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
// Penalties for enemy's safe checks
constexpr int QueenSafeCheck = 772;
constexpr int RookSafeCheck = 1084;
constexpr int BishopSafeCheck = 645;
constexpr int KnightSafeCheck = 792;
// SafeCheck[PieceType][single/multiple] contains safe check bonus by piece type,
// higher if multiple safe checks are possible for that piece type.
constexpr int SafeCheck[][2] = {
{}, {}, {792, 1283}, {645, 967}, {1084, 1897}, {772, 1119}
};
#define S(mg, eg) make_score(mg, eg)
@ -106,6 +106,18 @@ namespace {
S(110,182), S(114,182), S(114,192), S(116,219) }
};
// KingProtector[knight/bishop] contains penalty for each distance unit to own king
constexpr Score KingProtector[] = { S(8, 9), S(6, 9) };
// Outpost[knight/bishop] contains bonuses for each knight or bishop occupying a
// pawn protected square on rank 4 to 6 which is also safe from a pawn attack.
constexpr Score Outpost[] = { S(56, 36), S(30, 23) };
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
};
// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
constexpr Score RookOnFile[] = { S(19, 7), S(48, 29) };
@ -121,23 +133,14 @@ namespace {
S(0, 0), S(3, 46), S(37, 68), S(42, 60), S(0, 38), S(58, 41)
};
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
};
// Assorted bonuses and penalties
constexpr Score BishopKingProtector = S( 6, 9);
constexpr Score BishopOnKingRing = S( 24, 0);
constexpr Score BishopOutpost = S( 30, 23);
constexpr Score BishopPawns = S( 3, 7);
constexpr Score BishopXRayPawns = S( 4, 5);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
constexpr Score Hanging = S( 69, 36);
constexpr Score KnightKingProtector = S( 8, 9);
constexpr Score KnightOnQueen = S( 16, 11);
constexpr Score KnightOutpost = S( 56, 36);
constexpr Score LongDiagonalBishop = S( 45, 0);
constexpr Score MinorBehindPawn = S( 18, 3);
constexpr Score PassedFile = S( 11, 8);
@ -308,7 +311,7 @@ namespace {
// Bonus if piece is on an outpost square or can reach one
bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
if (bb & s)
score += (Pt == KNIGHT) ? KnightOutpost : BishopOutpost;
score += Outpost[Pt == BISHOP];
else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
score += ReachableOutpost;
@ -317,8 +320,7 @@ namespace {
score += MinorBehindPawn;
// Penalty if the piece is far from the king
score -= (Pt == KNIGHT ? KnightKingProtector
: BishopKingProtector) * distance(pos.square<KING>(Us), s);
score -= KingProtector[Pt == BISHOP] * distance(pos.square<KING>(Us), s);
if (Pt == BISHOP)
{
@ -420,41 +422,33 @@ namespace {
b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
// Enemy rooks checks
rookChecks = b1 & safe & attackedBy[Them][ROOK];
rookChecks = b1 & attackedBy[Them][ROOK] & safe;
if (rookChecks)
kingDanger += more_than_one(rookChecks) ? RookSafeCheck * 175/100
: RookSafeCheck;
kingDanger += SafeCheck[ROOK][more_than_one(rookChecks)];
else
unsafeChecks |= b1 & attackedBy[Them][ROOK];
// Enemy queen safe checks: we count them only if they are from squares from
// which we can't give a rook check, because rook checks are more valuable.
queenChecks = (b1 | b2)
& attackedBy[Them][QUEEN]
& safe
& ~attackedBy[Us][QUEEN]
& ~rookChecks;
// Enemy queen safe checks: count them only if the checks are from squares from
// which opponent cannot give a rook check, because rook checks are more valuable.
queenChecks = (b1 | b2) & attackedBy[Them][QUEEN] & safe
& ~(attackedBy[Us][QUEEN] | rookChecks);
if (queenChecks)
kingDanger += more_than_one(queenChecks) ? QueenSafeCheck * 145/100
: QueenSafeCheck;
kingDanger += SafeCheck[QUEEN][more_than_one(queenChecks)];
// Enemy bishops checks: we count them only if they are from squares from
// which we can't give a queen check, because queen checks are more valuable.
bishopChecks = b2
& attackedBy[Them][BISHOP]
& safe
// Enemy bishops checks: count them only if they are from squares from which
// opponent cannot give a queen check, because queen checks are more valuable.
bishopChecks = b2 & attackedBy[Them][BISHOP] & safe
& ~queenChecks;
if (bishopChecks)
kingDanger += more_than_one(bishopChecks) ? BishopSafeCheck * 3/2
: BishopSafeCheck;
kingDanger += SafeCheck[BISHOP][more_than_one(bishopChecks)];
else
unsafeChecks |= b2 & attackedBy[Them][BISHOP];
// Enemy knights checks
knightChecks = attacks_bb<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
if (knightChecks & safe)
kingDanger += more_than_one(knightChecks & safe) ? KnightSafeCheck * 162/100
: KnightSafeCheck;
kingDanger += SafeCheck[KNIGHT][more_than_one(knightChecks & safe)];
else
unsafeChecks |= knightChecks;
@ -464,7 +458,7 @@ namespace {
b2 = b1 & attackedBy2[Them];
b3 = attackedBy[Us][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
int kingFlankAttack = popcount(b1) + popcount(b2);
int kingFlankAttack = popcount(b1) + popcount(b2);
int kingFlankDefense = popcount(b3);
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
@ -741,8 +735,8 @@ namespace {
bool almostUnwinnable = outflanking < 0
&& !pawnsOnBothFlanks;
bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
|| rank_of(pos.square<KING>(BLACK)) < RANK_5;
bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
|| rank_of(pos.square<KING>(BLACK)) < RANK_5;
// Compute the initiative bonus for the attacking side
int complexity = 9 * pe->passed_count()

View File

@ -38,7 +38,9 @@ namespace {
constexpr Score WeakLever = S( 0, 56);
constexpr Score WeakUnopposed = S(13, 27);
constexpr Score BlockedStorm[RANK_NB] = {S( 0, 0), S( 0, 0), S( 76, 78), S(-10, 15), S(-7, 10), S(-4, 6), S(-1, 2)};
constexpr Score BlockedStorm[RANK_NB] = {
S(0, 0), S(0, 0), S(76, 78), S(-10, 15), S(-7, 10), S(-4, 6), S(-1, 2)
};
// Connected pawn bonus
constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 };