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Code style in evaluate.cpp

Passed STC
LLR: 2.95 (-2.94,2.94) [-4.00,0.00]
Total: 75666 W: 16482 L: 16616 D: 42568
http://tests.stockfishchess.org/tests/view/5a8953af0ebc590297cc83ab

No functional change.
pull/1418/head
Marco Costalba 2018-02-20 17:10:37 +01:00 committed by Stéphane Nicolet
parent b2b0013d11
commit 67f5f54a29
4 changed files with 306 additions and 325 deletions

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@ -56,7 +56,6 @@ Jan Ondruš (hxim)
Jarrod Torriero (DU-jdto)
Jean-Francois Romang
Jerry Donald Watson (jerrydonaldwatson)
Jonathan Calovski (jcalovski)
Jonathan Calovski (Mysseno)
Joost VandeVondele (vondele)
Jörg Oster (joergoster)
@ -76,8 +75,7 @@ loco-loco
Luca Brivio (lucabrivio)
Lucas Braesch (lucasart)
Lyudmil Antonov (lantonov)
Mathew Lai (matthewlai)
Matthew Lai
Matthew Lai (matthewlai)
Matthew Sullivan
mbootsector
Michael Byrne (MichaelB7)

View File

@ -29,126 +29,76 @@
#include "material.h"
#include "pawns.h"
std::atomic<Score> Eval::Contempt;
namespace Trace {
enum Tracing { NO_TRACE, TRACE };
enum Term { // The first 8 entries are reserved for PieceType
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
};
Score scores[TERM_NB][COLOR_NB];
double to_cp(Value v) { return double(v) / PawnValueEg; }
void add(int idx, Color c, Score s) {
scores[idx][c] = s;
}
void add(int idx, Score w, Score b = SCORE_ZERO) {
scores[idx][WHITE] = w;
scores[idx][BLACK] = b;
}
std::ostream& operator<<(std::ostream& os, Score s) {
os << std::setw(5) << to_cp(mg_value(s)) << " "
<< std::setw(5) << to_cp(eg_value(s));
return os;
}
std::ostream& operator<<(std::ostream& os, Term t) {
if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
os << " ---- ----" << " | " << " ---- ----";
else
os << scores[t][WHITE] << " | " << scores[t][BLACK];
os << " | " << scores[t][WHITE] - scores[t][BLACK] << "\n";
return os;
}
}
using namespace Trace;
namespace {
const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
const Bitboard KingFlank[FILE_NB] = {
QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide
QueenSide, QueenSide, QueenSide,
CenterFiles, CenterFiles,
KingSide, KingSide, KingSide
};
namespace Trace {
// Threshold for lazy and space evaluation
const Value LazyThreshold = Value(1500);
const Value SpaceThreshold = Value(12222);
enum Tracing {NO_TRACE, TRACE};
// KingAttackWeights[PieceType] contains king attack weights by piece type
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
enum Term { // The first 8 entries are for PieceType
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
};
// Penalties for enemy's safe checks
const int QueenSafeCheck = 780;
const int RookSafeCheck = 880;
const int BishopSafeCheck = 435;
const int KnightSafeCheck = 790;
double scores[TERM_NB][COLOR_NB][PHASE_NB];
double to_cp(Value v) { return double(v) / PawnValueEg; }
void add(int idx, Color c, Score s) {
scores[idx][c][MG] = to_cp(mg_value(s));
scores[idx][c][EG] = to_cp(eg_value(s));
}
void add(int idx, Score w, Score b = SCORE_ZERO) {
add(idx, WHITE, w); add(idx, BLACK, b);
}
std::ostream& operator<<(std::ostream& os, Term t) {
if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == INITIATIVE || t == TOTAL)
os << " --- --- | --- --- | ";
else
os << std::setw(5) << scores[t][WHITE][MG] << " "
<< std::setw(5) << scores[t][WHITE][EG] << " | "
<< std::setw(5) << scores[t][BLACK][MG] << " "
<< std::setw(5) << scores[t][BLACK][EG] << " | ";
os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " "
<< std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n";
return os;
}
}
using namespace Trace;
// Evaluation class contains various information computed and collected
// by the evaluation functions.
template<Tracing T = NO_TRACE>
class Evaluation {
public:
Evaluation() = delete;
Evaluation(const Position& p) : pos(p) {}
Evaluation& operator=(const Evaluation&) = delete;
Value value();
private:
// Evaluation helpers (used when calling value())
template<Color Us> void initialize();
template<Color Us> Score evaluate_king();
template<Color Us> Score evaluate_threats();
int king_distance(Color c, Square s);
template<Color Us> Score evaluate_passed_pawns();
template<Color Us> Score evaluate_space();
template<Color Us, PieceType Pt> Score evaluate_pieces();
ScaleFactor evaluate_scale_factor(Value eg);
Score evaluate_initiative(Value eg);
// Data members
const Position& pos;
Material::Entry* me;
Pawns::Entry* pe;
Bitboard mobilityArea[COLOR_NB];
Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type. Special "piece types" which are
// also calculated are QUEEN_DIAGONAL and ALL_PIECES.
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
// possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
// pawn or squares attacked by 2 pawns are not explicitly added.
Bitboard attackedBy2[COLOR_NB];
// kingRing[color] is the zone around the king which is considered
// by the king safety evaluation. This consists of the squares directly
// adjacent to the king, and (only for a king on its first rank) the
// squares two ranks in front of the king. For instance, if black's king
// is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
// which attack a square in the kingRing of the enemy king.
int kingAttackersCount[COLOR_NB];
// kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the elements in the
// KingAttackWeights array.
int kingAttackersWeight[COLOR_NB];
// kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
// color to squares directly adjacent to the enemy king. Pieces which attack
// more than one square are counted multiple times. For instance, if there is
// a white knight on g5 and black's king is on g8, this white knight adds 2
// to kingAdjacentZoneAttacksCount[WHITE].
int kingAdjacentZoneAttacksCount[COLOR_NB];
};
#define V(v) Value(v)
#define S(mg, eg) make_score(mg, eg)
#define S(mg, eg) make_score(mg, eg)
// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
@ -169,16 +119,15 @@ namespace {
};
// Outpost[knight/bishop][supported by pawn] contains bonuses for minor
// pieces if they can reach an outpost square, bigger if that square is
// supported by a pawn. If the minor piece occupies an outpost square
// then score is doubled.
// pieces if they occupy or can reach an outpost square, bigger if that
// square is supported by a pawn.
const Score Outpost[][2] = {
{ S(22, 6), S(36,12) }, // Knight
{ S( 9, 2), S(15, 5) } // Bishop
};
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
// friendly pawn on the rook file.
// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
const Score RookOnFile[] = { S(20, 7), S(45, 20) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
@ -196,63 +145,106 @@ namespace {
// pawns or pieces which are not pawn-defended.
const Score ThreatByKing[] = { S(3, 65), S(9, 145) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
const Value Passed[][RANK_NB] = {
{ V(0), V(5), V( 5), V(32), V(70), V(172), V(217) },
{ V(0), V(7), V(13), V(42), V(70), V(170), V(269) }
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
const Score PassedRank[RANK_NB] = {
S(0, 0), S(5, 7), S(5, 13), S(32, 42), S(70, 70), S(172, 170), S(217, 269)
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
const Score PassedFile[FILE_NB] = {
S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
S( 9, 10), S(2, 10), S(1, -8), S(-20,-12),
S(-20,-12), S(1, -8), S(2, 10), S( 9, 10)
};
// Rank factor applied on some bonus for passed pawn on rank 4 or beyond
const int RankFactor[RANK_NB] = {0, 0, 0, 2, 7, 12, 19};
// PassedDanger[Rank] contains a term to weight the passed score
const int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
// KingProtector[PieceType-2] contains a bonus according to distance from king
const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
// KingProtector[PieceType-2] contains a penalty according to distance from king
const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };
// Assorted bonuses and penalties used by evaluation
const Score MinorBehindPawn = S( 16, 0);
const Score BishopPawns = S( 8, 12);
const Score LongRangedBishop = S( 22, 0);
const Score RookOnPawn = S( 8, 24);
const Score TrappedRook = S( 92, 0);
const Score WeakQueen = S( 50, 10);
const Score CloseEnemies = S( 7, 0);
const Score PawnlessFlank = S( 20, 80);
const Score ThreatBySafePawn = S(175,168);
const Score ThreatByRank = S( 16, 3);
const Score Hanging = S( 52, 30);
const Score WeakUnopposedPawn = S( 5, 25);
const Score ThreatByPawnPush = S( 47, 26);
const Score ThreatByAttackOnQueen = S( 42, 21);
const Score HinderPassedPawn = S( 8, 1);
const Score TrappedBishopA1H1 = S( 50, 50);
// Assorted bonuses and penalties
const Score BishopPawns = S( 8, 12);
const Score CloseEnemies = S( 7, 0);
const Score Hanging = S( 52, 30);
const Score HinderPassedPawn = S( 8, 1);
const Score LongRangedBishop = S( 22, 0);
const Score MinorBehindPawn = S( 16, 0);
const Score PawnlessFlank = S( 20, 80);
const Score RookOnPawn = S( 8, 24);
const Score ThreatByPawnPush = S( 47, 26);
const Score ThreatByRank = S( 16, 3);
const Score ThreatBySafePawn = S(175,168);
const Score ThreatOnQueen = S( 42, 21);
const Score TrappedBishopA1H1 = S( 50, 50);
const Score TrappedRook = S( 92, 0);
const Score WeakQueen = S( 50, 10);
const Score WeakUnopposedPawn = S( 5, 25);
#undef S
#undef V
#undef S
// KingAttackWeights[PieceType] contains king attack weights by piece type
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
// Evaluation class computes and stores attacks tables and other working data
template<Tracing T>
class Evaluation {
// Penalties for enemy's safe checks
const int QueenSafeCheck = 780;
const int RookSafeCheck = 880;
const int BishopSafeCheck = 435;
const int KnightSafeCheck = 790;
public:
Evaluation() = delete;
explicit Evaluation(const Position& p) : pos(p) {}
Evaluation& operator=(const Evaluation&) = delete;
Value value();
// Threshold for lazy and space evaluation
const Value LazyThreshold = Value(1500);
const Value SpaceThreshold = Value(12222);
private:
template<Color Us> void initialize();
template<Color Us, PieceType Pt> Score pieces();
template<Color Us> Score king() const;
template<Color Us> Score threats() const;
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
ScaleFactor scale_factor(Value eg) const;
Score initiative(Value eg) const;
const Position& pos;
Material::Entry* me;
Pawns::Entry* pe;
Bitboard mobilityArea[COLOR_NB];
Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type. Special "piece types" which
// are also calculated are QUEEN_DIAGONAL and ALL_PIECES.
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
// possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
// pawn or squares attacked by 2 pawns are not explicitly added.
Bitboard attackedBy2[COLOR_NB];
// kingRing[color] are the squares adjacent to the king, plus (only for a
// king on its first rank) the squares two ranks in front. For instance,
// if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
// and h6. It is set to 0 when king safety evaluation is skipped.
Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
// which attack a square in the kingRing of the enemy king.
int kingAttackersCount[COLOR_NB];
// kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the elements in the
// KingAttackWeights array.
int kingAttackersWeight[COLOR_NB];
// kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
// color to squares directly adjacent to the enemy king. Pieces which attack
// more than one square are counted multiple times. For instance, if there is
// a white knight on g5 and black's king is on g8, this white knight adds 2
// to kingAdjacentZoneAttacksCount[WHITE].
int kingAdjacentZoneAttacksCount[COLOR_NB];
};
// initialize() computes king and pawn attacks, and the king ring bitboard
// for a given color. This is done at the beginning of the evaluation.
// Evaluation::initialize() computes king and pawn attacks, and the king ring
// bitboard for a given color. This is done at the beginning of the evaluation.
template<Tracing T> template<Color Us>
void Evaluation<T>::initialize() {
@ -261,28 +253,27 @@ namespace {
const Direction Down = (Us == WHITE ? SOUTH : NORTH);
const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
// Find our pawns on the first two ranks, and those which are blocked
// Find our pawns that are blocked or on the first two ranks
Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
// Squares occupied by those pawns, by our king, or controlled by enemy pawns
// are excluded from the mobility area.
mobilityArea[Us] = ~(b | pos.square<KING>(Us) | pe->pawn_attacks(Them));
// Initialise the attack bitboards with the king and pawn information
b = attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
// Initialise attackedBy bitboards for kings and pawns
attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
attackedBy2[Us] = b & attackedBy[Us][PAWN];
attackedBy[Us][ALL_PIECES] = b | attackedBy[Us][PAWN];
attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
// Init our king safety tables only if we are going to use them
if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
{
kingRing[Us] = b;
kingRing[Us] = attackedBy[Us][KING];
if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
kingRing[Us] |= shift<Up>(b);
kingRing[Us] |= shift<Up>(kingRing[Us]);
kingAttackersCount[Them] = popcount(b & pe->pawn_attacks(Them));
kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them));
kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0;
}
else
@ -290,11 +281,9 @@ namespace {
}
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given
// color and type.
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::evaluate_pieces() {
// Evaluation::pieces() scores pieces of a given color and type
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::pieces() {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
@ -321,7 +310,8 @@ namespace {
b &= LineBB[pos.square<KING>(Us)][s];
attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
attackedBy[Us][ALL_PIECES] |= attackedBy[Us][Pt] |= b;
attackedBy[Us][Pt] |= b;
attackedBy[Us][ALL_PIECES] |= b;
if (Pt == QUEEN)
attackedBy[Us][QUEEN_DIAGONAL] |= b & PseudoAttacks[BISHOP][s];
@ -337,21 +327,18 @@ namespace {
mobility[Us] += MobilityBonus[Pt - 2][mob];
// Bonus for this piece as a king protector
score += KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
// Penalty if the piece is far from the king
score -= KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
if (Pt == BISHOP || Pt == KNIGHT)
{
// Bonus for outpost squares
// Bonus if piece is on an outpost square or can reach one
bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
if (bb & s)
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
else
{
bb &= b & ~pos.pieces(Us);
if (bb)
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
}
else if (bb &= b & ~pos.pieces(Us))
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
// Bonus when behind a pawn
if ( relative_rank(Us, s) < RANK_5
@ -360,7 +347,7 @@ namespace {
if (Pt == BISHOP)
{
// Penalty for pawns on the same color square as the bishop
// Penalty according to number of pawns on the same color square as the bishop
score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s);
// Bonus for bishop on a long diagonal which can "see" both center squares
@ -385,11 +372,11 @@ namespace {
if (Pt == ROOK)
{
// Bonus for aligning with enemy pawns on the same rank/file
// Bonus for aligning rook with with enemy pawns on the same rank/file
if (relative_rank(Us, s) >= RANK_5)
score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
// Bonus when on an open or semi-open file
// Bonus for rook on an open or semi-open file
if (pe->semiopen_file(Us, file_of(s)))
score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
@ -397,7 +384,6 @@ namespace {
else if (mob <= 3)
{
File kf = file_of(pos.square<KING>(Us));
if ((kf < FILE_E) == (file_of(s) < kf))
score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
}
@ -411,7 +397,6 @@ namespace {
score -= WeakQueen;
}
}
if (T)
Trace::add(Pt, Us, score);
@ -419,14 +404,13 @@ namespace {
}
// evaluate_king() assigns bonuses and penalties to a king of a given color
// Evaluation::king() assigns bonuses and penalties to a king of a given color
template<Tracing T> template<Color Us>
Score Evaluation<T>::king() const {
template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_king() {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
Bitboard weak, b, b1, b2, safe, unsafeChecks;
@ -435,14 +419,14 @@ namespace {
Score score = pe->king_safety<Us>(pos, ksq);
// Main king safety evaluation
if (kingAttackersCount[Them] > (1 - pos.count<QUEEN>(Them)))
if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
{
int kingDanger = unsafeChecks = 0;
// Attacked squares defended at most once by our queen or king
weak = attackedBy[Them][ALL_PIECES]
& ~attackedBy2[Us]
& (attackedBy[Us][KING] | attackedBy[Us][QUEEN] | ~attackedBy[Us][ALL_PIECES]);
int kingDanger = unsafeChecks = 0;
& (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]);
// Analyse the safe enemy's checks which are possible on next move
safe = ~pos.pieces(Them);
@ -497,10 +481,12 @@ namespace {
score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
}
}
// Penalty when our king is on a pawnless flank
if (!(pos.pieces(PAWN) & KingFlank[file_of(ksq)]))
score -= PawnlessFlank;
// King tropism: firstly, find squares that opponent attacks in our king flank
File kf = file_of(ksq);
b = attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
// King tropism: firstly, find attacked squares in our king flank
b = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
@ -512,10 +498,6 @@ namespace {
score -= CloseEnemies * popcount(b);
// Penalty when our king is on a pawnless flank
if (!(pos.pieces(PAWN) & KingFlank[kf]))
score -= PawnlessFlank;
if (T)
Trace::add(KING, Us, score);
@ -523,11 +505,10 @@ namespace {
}
// evaluate_threats() assigns bonuses according to the types of the attacking
// and the attacked pieces.
template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_threats() {
// Evaluation::threats() assigns bonuses according to the types of the
// attacking and the attacked pieces.
template<Tracing T> template<Color Us>
Score Evaluation<T>::threats() const {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Direction Up = (Us == WHITE ? NORTH : SOUTH);
@ -535,37 +516,35 @@ namespace {
const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
Bitboard b, weak, defended, stronglyProtected, safeThreats;
Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats;
Score score = SCORE_ZERO;
// Non-pawn enemies attacked by a pawn
weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & attackedBy[Us][PAWN];
nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN);
weak = nonPawnEnemies & attackedBy[Us][PAWN];
if (weak)
{
b = pos.pieces(Us, PAWN) & ( ~attackedBy[Them][ALL_PIECES]
| attackedBy[Us][ALL_PIECES]);
// Our safe or protected pawns
b = pos.pieces(Us, PAWN)
& (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]);
safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
score += ThreatBySafePawn * popcount(safeThreats);
}
// Squares strongly protected by the opponent, either because they attack the
// square with a pawn, or because they attack the square twice and we don't.
// Squares strongly protected by the enemy, either because they defend the
// square with a pawn, or because they defend the square twice and we don't.
stronglyProtected = attackedBy[Them][PAWN]
| (attackedBy2[Them] & ~attackedBy2[Us]);
// Non-pawn enemies, strongly protected
defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
& stronglyProtected;
defended = nonPawnEnemies & stronglyProtected;
// Enemies not strongly protected and under our attack
weak = pos.pieces(Them)
& ~stronglyProtected
& attackedBy[Us][ALL_PIECES];
weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
// Add a bonus according to the kind of attacking pieces
// Bonus according to the kind of attacking pieces
if (defended | weak)
{
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
@ -593,7 +572,7 @@ namespace {
score += ThreatByKing[more_than_one(b)];
}
// Bonus for opponent unopposed weak pawns
// Bonus for enemy unopposed weak pawns
if (pos.pieces(Us, ROOK, QUEEN))
score += WeakUnopposedPawn * pe->weak_unopposed(Them);
@ -605,19 +584,19 @@ namespace {
b &= ~attackedBy[Them][PAWN]
& (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
// Add a bonus for each new pawn threats from those squares
// Bonus for safe pawn threats on the next move
b = (shift<Left>(b) | shift<Right>(b))
& pos.pieces(Them)
& ~attackedBy[Us][PAWN];
score += ThreatByPawnPush * popcount(b);
// Add a bonus for safe slider attack threats on opponent queen
// Bonus for safe slider threats on the next move toward enemy queen
safeThreats = ~pos.pieces(Us) & ~attackedBy2[Them] & attackedBy2[Us];
b = (attackedBy[Us][BISHOP] & attackedBy[Them][QUEEN_DIAGONAL])
| (attackedBy[Us][ROOK ] & attackedBy[Them][QUEEN] & ~attackedBy[Them][QUEEN_DIAGONAL]);
score += ThreatByAttackOnQueen * popcount(b & safeThreats);
score += ThreatOnQueen * popcount(b & safeThreats);
if (T)
Trace::add(THREAT, Us, score);
@ -625,22 +604,19 @@ namespace {
return score;
}
// king_distance() returns an estimate of the distance that the king
// of the given color has to run to reach square s.
template<Tracing T>
int Evaluation<T>::king_distance(Color c, Square s) {
return std::min(distance(pos.square<KING>(c), s), 5);
}
// evaluate_passed_pawns() evaluates the passed pawns and candidate passed
// Evaluation::passed() evaluates the passed pawns and candidate passed
// pawns of the given color.
template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_passed_pawns() {
template<Tracing T> template<Color Us>
Score Evaluation<T>::passed() const {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Direction Up = (Us == WHITE ? NORTH : SOUTH);
auto king_proximity = [&](Color c, Square s) {
return std::min(distance(pos.square<KING>(c), s), 5);
};
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Score score = SCORE_ZERO;
@ -656,20 +632,21 @@ namespace {
score -= HinderPassedPawn * popcount(bb);
int r = relative_rank(Us, s);
int rr = RankFactor[r];
int w = PassedDanger[r];
Value mbonus = Passed[MG][r], ebonus = Passed[EG][r];
Score bonus = PassedRank[r];
if (rr)
if (w)
{
Square blockSq = s + Up;
// Adjust bonus based on the king's proximity
ebonus += (king_distance(Them, blockSq) * 5 - king_distance(Us, blockSq) * 2) * rr;
bonus += make_score(0, ( king_proximity(Them, blockSq) * 5
- king_proximity(Us, blockSq) * 2) * w);
// If blockSq is not the queening square then consider also a second push
if (r != RANK_7)
ebonus -= king_distance(Us, blockSq + Up) * rr;
bonus -= make_score(0, king_proximity(Us, blockSq + Up) * w);
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
@ -699,18 +676,19 @@ namespace {
else if (defendedSquares & blockSq)
k += 4;
mbonus += k * rr, ebonus += k * rr;
bonus += make_score(k * w, k * w);
}
else if (pos.pieces(Us) & blockSq)
mbonus += rr + r * 2, ebonus += rr + r * 2;
bonus += make_score(w + r * 2, w + r * 2);
} // rr != 0
// Scale down bonus for candidate passers which need more than one
// pawn push to become passed or have a pawn in front of them.
if (!pos.pawn_passed(Us, s + Up) || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
mbonus /= 2, ebonus /= 2;
if ( !pos.pawn_passed(Us, s + Up)
|| (pos.pieces(PAWN) & forward_file_bb(Us, s)))
bonus = bonus / 2;
score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
score += bonus + PassedFile[file_of(s)];
}
if (T)
@ -720,21 +698,24 @@ namespace {
}
// evaluate_space() computes the space evaluation for a given side. The
// Evaluation::space() computes the space evaluation for a given side. The
// space evaluation is a simple bonus based on the number of safe squares
// available for minor pieces on the central four files on ranks 2--4. Safe
// squares one, two or three squares behind a friendly pawn are counted
// twice. Finally, the space bonus is multiplied by a weight. The aim is to
// improve play on game opening.
template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_space() {
template<Tracing T> template<Color Us>
Score Evaluation<T>::space() const {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
: CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
if (pos.non_pawn_material() < SpaceThreshold)
return SCORE_ZERO;
// Find the safe squares for our pieces inside the area defined by
// SpaceMask. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
@ -754,24 +735,34 @@ namespace {
// ...count safe + (behind & safe) with a single popcount.
int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files();
Score score = make_score(bonus * weight * weight / 16, 0);
return make_score(bonus * weight * weight / 16, 0);
if (T)
Trace::add(SPACE, Us, score);
return score;
}
// evaluate_initiative() computes the initiative correction value for the
// position, i.e., second order bonus/malus based on the known attacking/defending
// status of the players.
// Evaluation::initiative() computes the initiative correction value
// for the position. It is a second order bonus/malus based on the
// known attacking/defending status of the players.
template<Tracing T>
Score Evaluation<T>::evaluate_initiative(Value eg) {
Score Evaluation<T>::initiative(Value eg) const {
int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
bool bothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide);
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
// Compute the initiative bonus for the attacking side
int initiative = 8 * (pe->pawn_asymmetry() + kingDistance - 17) + 12 * pos.count<PAWN>() + 16 * bothFlanks;
int initiative = 8 * outflanking
+ 8 * pe->pawn_asymmetry()
+ 12 * pos.count<PAWN>()
+ 16 * pawnsOnBothFlanks
-136 ;
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so
@ -785,13 +776,13 @@ namespace {
}
// evaluate_scale_factor() computes the scale factor for the winning side
// Evaluation::scale_factor() computes the scale factor for the winning side
template<Tracing T>
ScaleFactor Evaluation<T>::evaluate_scale_factor(Value eg) {
ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
ScaleFactor sf = me->scale_factor(pos, strongSide);
int sf = me->scale_factor(pos, strongSide);
// If we don't already have an unusual scale factor, check for certain
// types of endgames, and use a lower scale for those.
@ -803,27 +794,28 @@ namespace {
// is almost a draw, in case of KBP vs KB, it is even more a draw.
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
return more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
sf = more_than_one(pos.pieces(PAWN)) ? 31 : 9;
// Endgame with opposite-colored bishops, but also other pieces. Still
// a bit drawish, but not as drawish as with only the two bishops.
return ScaleFactor(46);
else
sf = 46;
}
// Endings where weaker side can place his king in front of the opponent's
// Endings where weaker side can place his king in front of the enemy's
// pawns are drawish.
else if ( abs(eg) <= BishopValueEg
&& pos.count<PAWN>(strongSide) <= 2
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
return ScaleFactor(37 + 7 * pos.count<PAWN>(strongSide));
sf = 37 + 7 * pos.count<PAWN>(strongSide);
}
return sf;
return ScaleFactor(sf);
}
// value() is the main function of the class. It computes the various parts of
// the evaluation and returns the value of the position from the point of view
// of the side to move.
// Evaluation::value() is the main function of the class. It computes the various
// parts of the evaluation and returns the value of the position from the point
// of view of the side to move.
template<Tracing T>
Value Evaluation<T>::value() {
@ -845,7 +837,7 @@ namespace {
// Probe the pawn hash table
pe = Pawns::probe(pos);
score += pe->pawns_score();
score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
// Early exit if score is high
Value v = (mg_value(score) + eg_value(score)) / 2;
@ -857,30 +849,23 @@ namespace {
initialize<WHITE>();
initialize<BLACK>();
score += evaluate_pieces<WHITE, KNIGHT>() - evaluate_pieces<BLACK, KNIGHT>();
score += evaluate_pieces<WHITE, BISHOP>() - evaluate_pieces<BLACK, BISHOP>();
score += evaluate_pieces<WHITE, ROOK >() - evaluate_pieces<BLACK, ROOK >();
score += evaluate_pieces<WHITE, QUEEN >() - evaluate_pieces<BLACK, QUEEN >();
// Pieces should be evaluated first (populate attack tables)
score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
+ pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
+ pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
+ pieces<WHITE, QUEEN >() - pieces<BLACK, QUEEN >();
score += mobility[WHITE] - mobility[BLACK];
score += evaluate_king<WHITE>()
- evaluate_king<BLACK>();
score += king< WHITE>() - king< BLACK>()
+ threats<WHITE>() - threats<BLACK>()
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
score += evaluate_threats<WHITE>()
- evaluate_threats<BLACK>();
score += evaluate_passed_pawns<WHITE>()
- evaluate_passed_pawns<BLACK>();
if (pos.non_pawn_material() >= SpaceThreshold)
score += evaluate_space<WHITE>()
- evaluate_space<BLACK>();
score += evaluate_initiative(eg_value(score));
score += initiative(eg_value(score));
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
ScaleFactor sf = evaluate_scale_factor(eg_value(score));
ScaleFactor sf = scale_factor(eg_value(score));
v = mg_value(score) * int(me->game_phase())
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
@ -891,11 +876,8 @@ namespace {
{
Trace::add(MATERIAL, pos.psq_score());
Trace::add(IMBALANCE, me->imbalance());
Trace::add(PAWN, pe->pawns_score());
Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
if (pos.non_pawn_material() >= SpaceThreshold)
Trace::add(SPACE, evaluate_space<WHITE>()
, evaluate_space<BLACK>());
Trace::add(TOTAL, score);
}
@ -904,16 +886,15 @@ namespace {
} // namespace
std::atomic<Score> Eval::Contempt;
/// evaluate() is the evaluator for the outer world. It returns a static evaluation
/// of the position from the point of view of the side to move.
/// evaluate() is the evaluator for the outer world. It returns a static
/// evaluation of the position from the point of view of the side to move.
Value Eval::evaluate(const Position& pos)
{
return Evaluation<>(pos).value() + Eval::Tempo;
Value Eval::evaluate(const Position& pos) {
return Evaluation<NO_TRACE>(pos).value() + Eval::Tempo;
}
/// trace() is like evaluate(), but instead of returning a value, it returns
/// a string (suitable for outputting to stdout) that contains the detailed
/// descriptions and values of each evaluation term. Useful for debugging.
@ -922,34 +903,34 @@ std::string Eval::trace(const Position& pos) {
std::memset(scores, 0, sizeof(scores));
Eval::Contempt = SCORE_ZERO;
Eval::Contempt = SCORE_ZERO; // Reset any dynamic contempt
Value v = Eval::Tempo + Evaluation<TRACE>(pos).value();
Value v = Evaluation<TRACE>(pos).value() + Eval::Tempo;
v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view
std::stringstream ss;
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
<< " Eval term | White | Black | Total \n"
<< " | MG EG | MG EG | MG EG \n"
<< "----------------+-------------+-------------+-------------\n"
<< " Material | " << Term(MATERIAL)
<< " Imbalance | " << Term(IMBALANCE)
<< " Pawns | " << Term(PAWN)
<< " Knights | " << Term(KNIGHT)
<< " Bishops | " << Term(BISHOP)
<< " Rooks | " << Term(ROOK)
<< " Queens | " << Term(QUEEN)
<< " Mobility | " << Term(MOBILITY)
<< " King safety | " << Term(KING)
<< " Threats | " << Term(THREAT)
<< " Passed pawns | " << Term(PASSED)
<< " Space | " << Term(SPACE)
<< " Initiative | " << Term(INITIATIVE)
<< "----------------+-------------+-------------+-------------\n"
<< " Total | " << Term(TOTAL);
<< " Term | White | Black | Total \n"
<< " | MG EG | MG EG | MG EG \n"
<< " ------------+-------------+-------------+------------\n"
<< " Material | " << Term(MATERIAL)
<< " Imbalance | " << Term(IMBALANCE)
<< " Initiative | " << Term(INITIATIVE)
<< " Pawns | " << Term(PAWN)
<< " Knights | " << Term(KNIGHT)
<< " Bishops | " << Term(BISHOP)
<< " Rooks | " << Term(ROOK)
<< " Queens | " << Term(QUEEN)
<< " Mobility | " << Term(MOBILITY)
<< " King safety | " << Term(KING)
<< " Threats | " << Term(THREAT)
<< " Passed | " << Term(PASSED)
<< " Space | " << Term(SPACE)
<< " ------------+-------------+-------------+------------\n"
<< " Total | " << Term(TOTAL);
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";
return ss.str();
}

View File

@ -222,9 +222,11 @@ Entry* probe(const Position& pos) {
return e;
e->key = key;
e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
e->scores[WHITE] = evaluate<WHITE>(pos, e);
e->scores[BLACK] = evaluate<BLACK>(pos, e);
e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
return e;
}

View File

@ -33,7 +33,7 @@ namespace Pawns {
struct Entry {
Score pawns_score() const { return score; }
Score pawn_score(Color c) const { return scores[c]; }
Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
Bitboard pawn_attacks_span(Color c) const { return pawnAttacksSpan[c]; }
@ -62,7 +62,7 @@ struct Entry {
Value shelter_storm(const Position& pos, Square ksq);
Key key;
Score score;
Score scores[COLOR_NB];
Bitboard passedPawns[COLOR_NB];
Bitboard pawnAttacks[COLOR_NB];
Bitboard pawnAttacksSpan[COLOR_NB];