parent
25cb851f8a
commit
f5e872a0e3
150
src/evaluate.cpp
150
src/evaluate.cpp
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@ -232,7 +232,7 @@ namespace {
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void init_eval_info(const Position& pos, EvalInfo& ei);
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template<Color Us, bool Trace>
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score* mobility);
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template<Color Us, bool Trace>
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Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]);
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@ -310,7 +310,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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EvalInfo ei;
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Value margins[COLOR_NB];
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Score score, mobilityWhite, mobilityBlack;
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Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
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Thread* th = pos.this_thread();
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// margins[] store the uncertainty estimation of position's evaluation
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@ -343,10 +343,10 @@ Value do_evaluate(const Position& pos, Value& margin) {
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init_eval_info<BLACK>(pos, ei);
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// Evaluate pieces and mobility
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score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
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- evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
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score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobility)
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- evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobility);
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score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
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score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
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// Evaluate kings after all other pieces because we need complete attack
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// information when computing the king safety evaluation.
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@ -443,7 +443,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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b &= ei.attackedBy[Us][PAWN];
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ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
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ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
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} else
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}
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else
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ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
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}
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@ -470,14 +471,15 @@ Value do_evaluate(const Position& pos, Value& margin) {
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else
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bonus += bonus / 2;
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}
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return make_score(bonus, bonus);
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}
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// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
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// evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
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template<PieceType Piece, Color Us, bool Trace>
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard mobilityArea) {
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Bitboard b;
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Square s;
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@ -499,17 +501,15 @@ Value do_evaluate(const Position& pos, Value& margin) {
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if (b & ei.kingRing[Them])
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{
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++ei.kingAttackersCount[Us];
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ei.kingAttackersCount[Us]++;
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ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
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Bitboard bb = (b & ei.attackedBy[Them][KING]);
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Bitboard bb = b & ei.attackedBy[Them][KING];
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if (bb)
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ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
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}
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int mob = Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
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: popcount<Full >(b & mobilityArea);
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mobility += MobilityBonus[Piece][mob];
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int mob = popcount<Piece == QUEEN ? Full : Max15>(b & mobilityArea);
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mobility[Us] += MobilityBonus[Piece][mob];
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// Decrease score if we are attacked by an enemy pawn. Remaining part
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// of threat evaluation must be done later when we have full attack info.
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@ -596,79 +596,34 @@ Value do_evaluate(const Position& pos, Value& margin) {
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}
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// evaluate_threats<>() assigns bonuses according to the type of attacking piece
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// and the type of attacked one.
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template<Color Us, bool Trace>
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Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard b, undefendedMinors, weakEnemies;
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Score score = SCORE_ZERO;
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// Undefended minors get penalized even if not under attack
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undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
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& ~ei.attackedBy[Them][ALL_PIECES];
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if (undefendedMinors)
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score += UndefendedMinor;
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// Enemy pieces not defended by a pawn and under our attack
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weakEnemies = pos.pieces(Them)
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& ~ei.attackedBy[Them][PAWN]
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& ei.attackedBy[Us][ALL_PIECES];
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// Add bonus according to type of attacked enemy piece and to the
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// type of attacking piece, from knights to queens. Kings are not
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// considered because are already handled in king evaluation.
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if (weakEnemies)
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for (PieceType pt1 = KNIGHT; pt1 < KING; ++pt1)
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{
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b = ei.attackedBy[Us][pt1] & weakEnemies;
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if (b)
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for (PieceType pt2 = PAWN; pt2 < KING; ++pt2)
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if (b & pos.pieces(pt2))
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score += Threat[pt1][pt2];
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}
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if (Trace)
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Tracing::scores[Us][THREAT] = score;
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return score;
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}
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// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
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// evaluate_pieces_of_color() assigns bonuses and penalties to all the
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// pieces of a given color.
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template<Color Us, bool Trace>
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score* mobility) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Score score = mobility = SCORE_ZERO;
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// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
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const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING));
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score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
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score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
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score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
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score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
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Score score = evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea)
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+ evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea)
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+ evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea)
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+ evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
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// Sum up all attacked squares
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ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
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| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
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| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
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// Sum up all attacked squares (updated in evaluate_pieces)
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ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
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| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
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| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
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if (Trace)
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Tracing::scores[Us][MOBILITY] = apply_weight(mobility, Weights[Mobility]);
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Tracing::scores[Us][MOBILITY] = apply_weight(mobility[Us], Weights[Mobility]);
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return score;
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}
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// evaluate_king<>() assigns bonuses and penalties to a king of a given color
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// evaluate_king() assigns bonuses and penalties to a king of a given color
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template<Color Us, bool Trace>
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Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]) {
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@ -682,15 +637,15 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// King shelter and enemy pawns storm
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Score score = ei.pi->king_safety<Us>(pos, ksq);
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// King safety. This is quite complicated, and is almost certainly far
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// from optimally tuned.
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// Main king safety evaluation
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if ( ei.kingAttackersCount[Them] >= 2
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&& ei.kingAdjacentZoneAttacksCount[Them])
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{
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// Find the attacked squares around the king which has no defenders
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// apart from the king itself
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undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING];
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undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
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undefended = ei.attackedBy[Them][ALL_PIECES]
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& ei.attackedBy[Us][KING]
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& ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
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| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
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| ei.attackedBy[Us][QUEEN]);
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@ -781,7 +736,50 @@ Value do_evaluate(const Position& pos, Value& margin) {
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}
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// evaluate_passed_pawns<>() evaluates the passed pawns of the given color
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// evaluate_threats() assigns bonuses according to the type of attacking piece
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// and the type of attacked one.
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template<Color Us, bool Trace>
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Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard b, undefendedMinors, weakEnemies;
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Score score = SCORE_ZERO;
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// Undefended minors get penalized even if not under attack
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undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
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& ~ei.attackedBy[Them][ALL_PIECES];
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if (undefendedMinors)
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score += UndefendedMinor;
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// Enemy pieces not defended by a pawn and under our attack
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weakEnemies = pos.pieces(Them)
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& ~ei.attackedBy[Them][PAWN]
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& ei.attackedBy[Us][ALL_PIECES];
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// Add bonus according to type of attacked enemy piece and to the
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// type of attacking piece, from knights to queens. Kings are not
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// considered because are already handled in king evaluation.
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if (weakEnemies)
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for (PieceType pt1 = KNIGHT; pt1 < KING; ++pt1)
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{
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b = ei.attackedBy[Us][pt1] & weakEnemies;
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if (b)
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for (PieceType pt2 = PAWN; pt2 < KING; ++pt2)
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if (b & pos.pieces(pt2))
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score += Threat[pt1][pt2];
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}
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if (Trace)
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Tracing::scores[Us][THREAT] = score;
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return score;
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}
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// evaluate_passed_pawns() evaluates the passed pawns of the given color
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template<Color Us, bool Trace>
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Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) {
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