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stockfish/src/evaluate.cpp

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/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Glaurung is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////
//// Includes
////
#include <cassert>
#include <cstring>
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
#include "scale.h"
#include "thread.h"
#include "ucioption.h"
////
//// Local definitions
////
namespace {
const int Sign[2] = {1, -1};
// Evaluation grain size, must be a power of 2.
const int GrainSize = 4;
// Evaluation weights
int WeightMobilityMidgame = 0x100;
int WeightMobilityEndgame = 0x100;
int WeightPawnStructureMidgame = 0x100;
int WeightPawnStructureEndgame = 0x100;
int WeightPassedPawnsMidgame = 0x100;
int WeightPassedPawnsEndgame = 0x100;
int WeightKingSafety[2] = { 0x100, 0x100 };
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
// the evaluation weights while keeping the default values of the UCI
// parameters at 100, which looks prettier.
const int WeightMobilityMidgameInternal = 0x100;
const int WeightMobilityEndgameInternal = 0x100;
const int WeightPawnStructureMidgameInternal = 0x100;
const int WeightPawnStructureEndgameInternal = 0x100;
const int WeightPassedPawnsMidgameInternal = 0x100;
const int WeightPassedPawnsEndgameInternal = 0x100;
const int WeightKingSafetyInternal = 0x100;
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
const Value MidgameKnightMobilityBonus[] = {
Value(-30), Value(-20), Value(-10), Value(0), Value(10),
Value(20), Value(25), Value(30), Value(30)
};
const Value EndgameKnightMobilityBonus[] = {
Value(-30), Value(-20), Value(-10), Value(0), Value(10),
Value(20), Value(25), Value(30), Value(30)
};
// Bishop mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens are also included.
const Value MidgameBishopMobilityBonus[] = {
Value(-30), Value(-15), Value(0), Value(15), Value(30), Value(45),
Value(58), Value(66), Value(72), Value(76), Value(78), Value(80),
Value(81), Value(82), Value(83), Value(83)
};
const Value EndgameBishopMobilityBonus[] = {
Value(-30), Value(-15), Value(0), Value(15), Value(30), Value(45),
Value(58), Value(66), Value(72), Value(76), Value(78), Value(80),
Value(81), Value(82), Value(83), Value(83)
};
// Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included.
const Value MidgameRookMobilityBonus[] = {
Value(-18), Value(-12), Value(-6), Value(0), Value(6), Value(12),
Value(16), Value(21), Value(24), Value(27), Value(28), Value(29),
Value(30), Value(31), Value(32), Value(33)
};
const Value EndgameRookMobilityBonus[] = {
Value(-30), Value(-18), Value(-6), Value(6), Value(18), Value(30),
Value(42), Value(54), Value(66), Value(74), Value(78), Value(80),
Value(81), Value(82), Value(83), Value(83)
};
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
const Value MidgameQueenMobilityBonus[] = {
Value(-10), Value(-8), Value(-6), Value(-4), Value(-2), Value(0), Value(2),
Value(4), Value(6), Value(8), Value(10), Value(12), Value(13), Value(14),
Value(15), Value(16), Value(16), Value(16), Value(16), Value(16),
Value(16), Value(16), Value(16), Value(16), Value(16), Value(16),
Value(16), Value(16), Value(16), Value(16), Value(16), Value(16)
};
const Value EndgameQueenMobilityBonus[] = {
Value(-20), Value(-15), Value(-10), Value(-5), Value(0), Value(5),
Value(10), Value(15), Value(19), Value(23), Value(27), Value(29),
Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
Value(30), Value(30)
};
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
const Value KnightOutpostBonus[64] = {
Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
Value(0),Value(0),Value(5),Value(10),Value(10),Value(5),Value(0),Value(0),
Value(0),Value(5),Value(20),Value(30),Value(30),Value(20),Value(5),Value(0),
Value(0),Value(10),Value(30),Value(40),Value(40),Value(30),Value(10),Value(0),
Value(0),Value(5),Value(20),Value(20),Value(20),Value(20),Value(5),Value(0),
Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0)
};
const Value BishopOutpostBonus[64] = {
Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
Value(0),Value(0),Value(5),Value(5),Value(5),Value(5),Value(0),Value(0),
Value(0),Value(5),Value(10),Value(10),Value(10),Value(10),Value(5),Value(0),
Value(0),Value(10),Value(20),Value(20),Value(20),Value(20),Value(10),Value(0),
Value(0),Value(5),Value(8),Value(8),Value(8),Value(8),Value(5),Value(0),
Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0)
};
// Bonus for unstoppable passed pawns:
const Value UnstoppablePawnValue = Value(0x500);
// Rooks and queens on the 7th rank:
const Value MidgameRookOn7thBonus = Value(50);
const Value EndgameRookOn7thBonus = Value(100);
const Value MidgameQueenOn7thBonus = Value(25);
const Value EndgameQueenOn7thBonus = Value(50);
// Rooks on open files:
const Value RookOpenFileBonus = Value(40);
const Value RookHalfOpenFileBonus = Value(20);
// Penalty for rooks trapped inside a friendly king which has lost the
// right to castle:
const Value TrappedRookPenalty = Value(180);
// Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
// enemy pawns:
const Value TrappedBishopA7H7Penalty = Value(300);
// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black):
const Bitboard MaskA7H7[2] = {
((1ULL << SQ_A7) | (1ULL << SQ_H7)),
((1ULL << SQ_A2) | (1ULL << SQ_H2))
};
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
// happen in Chess960 games.
const Value TrappedBishopA1H1Penalty = Value(100);
// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black):
const Bitboard MaskA1H1[2] = {
((1ULL << SQ_A1) | (1ULL << SQ_H1)),
((1ULL << SQ_A8) | (1ULL << SQ_H8))
};
/// King safety constants and variables. The king safety scores are taken
/// from the array SafetyTable[]. Various little "meta-bonuses" measuring
/// the strength of the attack are added up into an integer, which is used
/// as an index to SafetyTable[].
// Attack weights for each piece type.
const int QueenAttackWeight = 5;
const int RookAttackWeight = 3;
const int BishopAttackWeight = 2;
const int KnightAttackWeight = 2;
// Bonuses for safe checks for each piece type.
int QueenContactCheckBonus = 4;
int RookContactCheckBonus = 2;
int QueenCheckBonus = 2;
int RookCheckBonus = 1;
int BishopCheckBonus = 1;
int KnightCheckBonus = 1;
int DiscoveredCheckBonus = 3;
// Scan for queen contact mates?
const bool QueenContactMates = true;
// Bonus for having a mate threat.
int MateThreatBonus = 3;
// InitKingDanger[] contains bonuses based on the position of the defending
// king.
const int InitKingDanger[64] = {
2, 0, 2, 5, 5, 2, 0, 2,
2, 2, 4, 8, 8, 4, 2, 2,
7, 10, 12, 12, 12, 12, 10, 7,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
};
// SafetyTable[] contains the actual king safety scores. It is initialized
// in init_safety().
Value SafetyTable[100];
// Pawn and material hash tables, indexed by the current thread id:
PawnInfoTable *PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
MaterialInfoTable *MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
// Sizes of pawn and material hash tables:
const int PawnTableSize = 16384;
const int MaterialTableSize = 1024;
// Array which gives the number of nonzero bits in an 8-bit integer:
uint8_t BitCount8Bit[256];
// Function prototypes:
void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
EvalInfo &ei);
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei);
Value apply_weight(Value v, int w);
Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]);
int count_1s_8bit(int b);
int compute_weight(int uciWeight, int internalWeight);
void init_safety();
}
////
//// Functions
////
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
Color stm;
Square s;
ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
Phase phase;
memset(&ei, 0, sizeof(EvalInfo));
assert(pos.is_ok());
assert(threadID >= 0 && threadID < THREAD_MAX);
stm = pos.side_to_move();
// Initialize by reading the incrementally updated scores included in the
// position object (material + piece square tables):
ei.mgValue = pos.mg_value();
ei.egValue = pos.eg_value();
// Probe the material hash table:
ei.mi = MaterialTable[threadID]->get_material_info(pos);
ei.mgValue += ei.mi->mg_value();
ei.egValue += ei.mi->eg_value();
factor[WHITE] = ei.mi->scale_factor(pos, WHITE);
factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
// If we have a specialized evaluation function for the current material
// configuration, call it and return:
if(ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos);
phase = pos.game_phase();
// Probe the pawn hash table:
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame);
ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
// Initialize king attack bitboards and king attack zones for both sides:
ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
ei.attackZone[WHITE] =
ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.attackZone[BLACK] =
ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides:
ei.attackedBy[WHITE][PAWN] =
((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
ei.attackCount[WHITE] +=
count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
ei.attackedBy[BLACK][PAWN] =
((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
ei.attackCount[BLACK] +=
count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
// Evaluate pieces:
for(Color c = WHITE; c <= BLACK; c++) {
Bitboard b;
// Knights
for(int i = 0; i < pos.knight_count(c); i++) {
s = pos.knight_list(c, i);
evaluate_knight(pos, s, c, ei);
}
// Bishops
for(int i = 0; i < pos.bishop_count(c); i++) {
s = pos.bishop_list(c, i);
evaluate_bishop(pos, s, c, ei);
}
// Rooks
for(int i = 0; i < pos.rook_count(c); i++) {
s = pos.rook_list(c, i);
evaluate_rook(pos, s, c, ei);
}
// Queens
for(int i = 0; i < pos.queen_count(c); i++) {
s = pos.queen_list(c, i);
evaluate_queen(pos, s, c, ei);
}
// Some special patterns:
// Trapped bishops on a7/h7/a2/h2
b = pos.bishops(c) & MaskA7H7[c];
while(b) {
s = pop_1st_bit(&b);
evaluate_trapped_bishop_a7h7(pos, s, c, ei);
}
// Trapped bishops on a1/h1/a8/h8 in Chess960:
if(Chess960) {
b = pos.bishops(c) & MaskA1H1[c];
while(b) {
s = pop_1st_bit(&b);
evaluate_trapped_bishop_a1h1(pos, s, c, ei);
}
}
ei.attackedBy[c][0] =
ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
}
// Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing
// the king safety evaluation.
for(Color c = WHITE; c <= BLACK; c++) {
s = pos.king_square(c);
evaluate_king(pos, s, c, ei);
}
// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
// because we need to know which side promotes first in positions where
// both sides have an unstoppable passed pawn.
if(ei.pi->passed_pawns())
evaluate_passed_pawns(pos, ei);
// Middle-game specific evaluation terms
if(phase > PHASE_ENDGAME) {
// Pawn storms in positions with opposite castling.
if(square_file(pos.king_square(WHITE)) >= FILE_E &&
square_file(pos.king_square(BLACK)) <= FILE_D)
ei.mgValue +=
ei.pi->queenside_storm_value(WHITE) -
ei.pi->kingside_storm_value(BLACK);
else if(square_file(pos.king_square(WHITE)) <= FILE_D &&
square_file(pos.king_square(BLACK)) >= FILE_E)
ei.mgValue +=
ei.pi->kingside_storm_value(WHITE) -
ei.pi->queenside_storm_value(BLACK);
}
// Mobility
ei.mgValue += apply_weight(ei.mgMobility, WeightMobilityMidgame);
ei.egValue += apply_weight(ei.egMobility, WeightMobilityEndgame);
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those:
if(phase < PHASE_MIDGAME && pos.opposite_colored_bishops()
&& ((factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) ||
(factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) {
if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) ==
2*BishopValueMidgame) {
// Only the two bishops
if(pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1) {
// KBP vs KB with only a single pawn; almost certainly a draw.
if(factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(8);
if(factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(8);
}
else {
// At least two pawns
if(factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(32);
if(factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(32);
}
}
else {
// Endgame with opposite-colored bishops, but also other pieces.
// Still a bit drawish, but not as drawish as with only the two
// bishops.
if(factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(50);
if(factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(50);
}
}
// Interpolate between the middle game and the endgame score, and
// return:
Value value = scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
if(ei.mateThreat[stm] != MOVE_NONE)
return 8 * QueenValueMidgame - Sign[stm] * value;
else
return Sign[stm] * value;
}
/// quick_evaluate() does a very approximate evaluation of the current position.
/// It currently considers only material and piece square table scores. Perhaps
/// we should add scores from the pawn and material hash tables?
Value quick_evaluate(const Position &pos) {
Color stm;
Value mgValue, egValue;
ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
Phase phase;
assert(pos.is_ok());
stm = pos.side_to_move();
mgValue = pos.mg_value();
egValue = pos.eg_value();
phase = pos.game_phase();
Value value = scale_by_game_phase(mgValue, egValue, phase, factor);
return Sign[stm] * value;
}
/// init_eval() initializes various tables used by the evaluation function.
void init_eval(int threads) {
assert(threads <= THREAD_MAX);
for(int i = 0; i < threads; i++) {
if(PawnTable[i] == NULL)
PawnTable[i] = new PawnInfoTable(PawnTableSize);
if(MaterialTable[i] == NULL)
MaterialTable[i] = new MaterialInfoTable(MaterialTableSize);
}
for(int i = threads; i < THREAD_MAX; i++) {
if(PawnTable[i] != NULL) {
delete PawnTable[i];
PawnTable[i] = NULL;
}
if(MaterialTable[i] != NULL) {
delete MaterialTable[i];
MaterialTable[i] = NULL;
}
}
for(Bitboard b = 0ULL; b < 256ULL; b++)
BitCount8Bit[b] = count_1s(b);
}
/// quit_eval() releases heap-allocated memory at program termination.
void quit_eval() {
for(int i = 0; i < THREAD_MAX; i++) {
delete PawnTable[i];
delete MaterialTable[i];
}
}
/// read_weights() reads evaluation weights from the corresponding UCI
/// parameters.
void read_weights(Color sideToMove) {
WeightMobilityMidgame =
compute_weight(get_option_value_int("Mobility (Middle Game)"),
WeightMobilityMidgameInternal);
WeightMobilityEndgame =
compute_weight(get_option_value_int("Mobility (Endgame)"),
WeightMobilityEndgameInternal);
WeightPawnStructureMidgame =
compute_weight(get_option_value_int("Pawn Structure (Middle Game)"),
WeightPawnStructureMidgameInternal);
WeightPawnStructureEndgame =
compute_weight(get_option_value_int("Pawn Structure (Endgame)"),
WeightPawnStructureEndgameInternal);
WeightPassedPawnsMidgame =
compute_weight(get_option_value_int("Passed Pawns (Middle Game)"),
WeightPassedPawnsMidgameInternal);
WeightPassedPawnsEndgame =
compute_weight(get_option_value_int("Passed Pawns (Endgame)"),
WeightPassedPawnsEndgameInternal);
WeightKingSafety[sideToMove] =
compute_weight(get_option_value_int("Cowardice"), WeightKingSafetyInternal);
WeightKingSafety[opposite_color(sideToMove)] =
compute_weight(get_option_value_int("Aggressiveness"),
WeightKingSafetyInternal);
WeightKingSafety[opposite_color(sideToMove)] =
(get_option_value_int("Aggressiveness") * 0x100) / 100;
init_safety();
}
namespace {
// evaluate_knight() assigns bonuses and penalties to a knight of a given
// color on a given square.
void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
Bitboard b = p.knight_attacks(s);
ei.attackedBy[us][KNIGHT] |= b;
// King attack
if(b & ei.attackZone[us]) {
ei.attackCount[us]++;
ei.attackWeight[us] += KnightAttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if(bb) ei.attacked[us] += count_1s_max_15(bb);
}
// Mobility
int mob = count_1s_max_15(b & ~p.pieces_of_color(us));
ei.mgMobility += Sign[us] * MidgameKnightMobilityBonus[mob];
ei.egMobility += Sign[us] * EndgameKnightMobilityBonus[mob];
// Knight outposts:
if(p.square_is_weak(s, them)) {
Value v, bonus;
// Initial bonus based on square:
v = bonus = KnightOutpostBonus[relative_square(us, s)];
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece:
if(v && p.pawn_attacks(them, s) & p.pawns(us)) {
bonus += v/2;
if(p.knight_count(them) == 0 &&
(SquaresByColorBB[square_color(s)] &
p.bishops(them)) == EmptyBoardBB) {
bonus += v;
}
}
ei.mgValue += Sign[us] * bonus;
ei.egValue += Sign[us] * bonus;
}
}
// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
// color on a given square.
void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
Bitboard b =
bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
ei.attackedBy[us][BISHOP] |= b;
// King attack
if(b & ei.attackZone[us]) {
ei.attackCount[us]++;
ei.attackWeight[us] += BishopAttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if(bb) ei.attacked[us] += count_1s_max_15(bb);
}
// Mobility:
int mob = count_1s_max_15(b & ~p.pieces_of_color(us));
ei.mgMobility += Sign[us] * MidgameBishopMobilityBonus[mob];
ei.egMobility += Sign[us] * EndgameBishopMobilityBonus[mob];
// Bishop outposts:
if(p.square_is_weak(s, them)) {
Value v, bonus;
// Initial bonus based on square:
v = bonus = BishopOutpostBonus[relative_square(us, s)];
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece:
if(v && p.pawn_attacks(them, s) & p.pawns(us)) {
bonus += v/2;
if(p.knight_count(them) == 0 &&
(SquaresByColorBB[square_color(s)] &
p.bishops(them)) == EmptyBoardBB) {
bonus += v;
}
}
ei.mgValue += Sign[us] * bonus;
ei.egValue += Sign[us] * bonus;
}
}
// evaluate_rook() assigns bonuses and penalties to a rook of a given
// color on a given square.
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
// Open and half-open files:
File f = square_file(s);
if(ei.pi->file_is_half_open(us, f)) {
if(ei.pi->file_is_half_open(them, f)) {
ei.mgValue += Sign[us] * RookOpenFileBonus;
ei.egValue += Sign[us] * RookOpenFileBonus;
}
else {
ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
ei.egValue += Sign[us] * RookHalfOpenFileBonus;
}
}
// Rook on 7th rank:
if(pawn_rank(us, s) == RANK_7 &&
pawn_rank(us, p.king_square(them)) == RANK_8) {
ei.mgValue += Sign[us] * MidgameRookOn7thBonus;
ei.egValue += Sign[us] * EndgameRookOn7thBonus;
}
//Bitboard b = p.rook_attacks(s);
Bitboard b =
rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
ei.attackedBy[us][ROOK] |= b;
// King attack
if(b & ei.attackZone[us]) {
ei.attackCount[us]++;
ei.attackWeight[us] += RookAttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if(bb) ei.attacked[us] += count_1s_max_15(bb);
}
// Mobility
int mob = count_1s_max_15(b & ~p.pieces_of_color(us));
ei.mgMobility += Sign[us] * MidgameRookMobilityBonus[mob];
ei.egMobility += Sign[us] * EndgameRookMobilityBonus[mob];
// Penalize rooks which are trapped inside a king which has lost the
// right to castle:
if(mob <= 6 && !ei.pi->file_is_half_open(us, f)) {
Square ksq = p.king_square(us);
if(square_file(ksq) >= FILE_E && square_file(s) > square_file(ksq) &&
(pawn_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) {
// Is there a half-open file between the king and the edge of the
// board?
if(!(ei.pi->has_open_file_to_right(us, square_file(ksq)))) {
ei.mgValue -= p.can_castle(us)?
Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) :
Sign[us] * (TrappedRookPenalty - mob * 16);
}
}
else if(square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq)
&& (pawn_rank(us, ksq) == RANK_1 ||
square_rank(ksq) == square_rank(s))) {
// Is there a half-open file between the king and the edge of the
// board?
if(!(ei.pi->has_open_file_to_left(us, square_file(ksq)))) {
ei.mgValue -= p.can_castle(us)?
Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) :
Sign[us] * (TrappedRookPenalty - mob * 16);
}
}
}
}
// evaluate_queen() assigns bonuses and penalties to a queen of a given
// color on a given square.
void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
// Queen on 7th rank:
if(pawn_rank(us, s) == RANK_7 &&
pawn_rank(us, p.king_square(them)) == RANK_8) {
ei.mgValue += Sign[us] * MidgameQueenOn7thBonus;
ei.egValue += Sign[us] * EndgameQueenOn7thBonus;
}
Bitboard b = p.queen_attacks(s);
ei.attackedBy[us][QUEEN] |= b;
// King attack
if(b & ei.attackZone[us]) {
ei.attackCount[us]++;
ei.attackWeight[us] += QueenAttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if(bb) ei.attacked[us] += count_1s_max_15(bb);
}
// Mobility
int mob = count_1s(b & ~p.pieces_of_color(us));
ei.mgMobility += Sign[us] * MidgameQueenMobilityBonus[mob];
ei.egMobility += Sign[us] * EndgameQueenMobilityBonus[mob];
}
// evaluate_king() assigns bonuses and penalties to a king of a given
// color on a given square.
void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) {
int shelter = 0, sign = Sign[us];
// King shelter.
if(pawn_rank(us, s) <= RANK_4) {
Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s);
Rank r = square_rank(s);
for(int i = 0; i < 3; i++)
shelter += count_1s_8bit(pawns >> ((r+(i+1)*sign) * 8)) * (64>>i);
ei.mgValue += sign * Value(shelter);
}
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
&& ei.attacked[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// Find the attacked squares around the king which has no defenders
// apart from the king itself:
Bitboard undefended =
ei.attacked_by(them) & ~ei.attacked_by(us, PAWN)
& ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP)
& ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN)
& ei.attacked_by(us, KING);
Bitboard occ = p.occupied_squares(), b, b2;
// Initialize the 'attackUnits' variable, which is used later on as an
// index to the SafetyTable[] array. The initial is based on the number
// and types of the attacking pieces, the number of attacked and
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
int attackUnits =
Min((ei.attackCount[them] * ei.attackWeight[them]) / 2, 25)
+ (ei.attacked[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks:
b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them);
if(b) {
Bitboard attackedByOthers =
ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
| ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK);
b &= attackedByOthers;
if(b) {
// The bitboard b now contains the squares available for safe queen
// contact checks.
int count = count_1s_max_15(b);
attackUnits += QueenContactCheckBonus * count * (sente? 2 : 1);
// Is there a mate threat?
if(QueenContactMates && !p.is_check()) {
Bitboard escapeSquares =
p.king_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
while(b) {
Square from, to = pop_1st_bit(&b);
if(!(escapeSquares
& ~queen_attacks_bb(to, occ & clear_mask_bb(s)))) {
// We have a mate, unless the queen is pinned or there
// is an X-ray attack through the queen.
for(int i = 0; i < p.queen_count(them); i++) {
from = p.queen_list(them, i);
if(bit_is_set(p.queen_attacks(from), to)
&& !bit_is_set(p.pinned_pieces(them), from)
&& !(rook_attacks_bb(to, occ & clear_mask_bb(from))
& p.rooks_and_queens(us))
&& !(rook_attacks_bb(to, occ & clear_mask_bb(from))
& p.rooks_and_queens(us)))
ei.mateThreat[them] = make_move(from, to);
}
}
}
}
}
}
// Analyse safe rook contact checks:
if(RookContactCheckBonus) {
b = undefended & ei.attacked_by(them, ROOK) & ~p.pieces_of_color(them);
if(b) {
Bitboard attackedByOthers =
ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
| ei.attacked_by(them, BISHOP) | ei.attacked_by(them, QUEEN);
b &= attackedByOthers;
if(b) {
int count = count_1s_max_15(b);
attackUnits += (RookContactCheckBonus * count * (sente? 2 : 1));
}
}
}
// Analyse safe distance checks:
if(QueenCheckBonus > 0 || RookCheckBonus > 0) {
b = p.rook_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
if(b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2);
// Rook checks
b2 = b & ei.attacked_by(them, ROOK);
if(b2) attackUnits += RookCheckBonus * count_1s_max_15(b2);
}
if(QueenCheckBonus > 0 || BishopCheckBonus > 0) {
b = p.bishop_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
if(b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2);
// Bishop checks
b2 = b & ei.attacked_by(them, BISHOP);
if(b2) attackUnits += BishopCheckBonus * count_1s_max_15(b2);
}
if(KnightCheckBonus > 0) {
b = p.knight_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Knight checks
b2 = b & ei.attacked_by(them, KNIGHT);
if(b2) attackUnits += KnightCheckBonus * count_1s_max_15(b2);
}
// Analyse discovered checks (only for non-pawns right now, consider
// adding pawns later).
if(DiscoveredCheckBonus) {
b = p.discovered_check_candidates(them) & ~p.pawns();
if(b)
attackUnits +=
DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1);
}
// Has a mate threat been found? We don't do anything here if the
// side with the mating move is the side to move, because in that
// case the mating side will get a huge bonus at the end of the main
// evaluation function instead.
if(ei.mateThreat[them] != MOVE_NONE)
attackUnits += MateThreatBonus;
// Ensure that attackUnits is between 0 and 99, in order to avoid array
// out of bounds errors:
if(attackUnits < 0) attackUnits = 0;
if(attackUnits >= 100) attackUnits = 99;
// Finally, extract the king safety score from the SafetyTable[] array.
// Add the score to the evaluation, and also to ei.futilityMargin. The
// reason for adding the king safety score to the futility margin is
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]);
ei.mgValue -= sign * v;
if(us == p.side_to_move())
ei.futilityMargin += v;
}
}
// evaluate_passed_pawns() evaluates the passed pawns for both sides.
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei) {
bool hasUnstoppable[2] = {false, false};
int movesToGo[2] = {100, 100};
for(Color us = WHITE; us <= BLACK; us++) {
Color them = opposite_color(us);
Square ourKingSq = pos.king_square(us);
Square theirKingSq = pos.king_square(them);
Bitboard b = ei.pi->passed_pawns() & pos.pawns(us), b2, b3, b4;
while(b) {
Square s = pop_1st_bit(&b);
assert(pos.piece_on(s) == pawn_of_color(us));
assert(pos.pawn_is_passed(us, s));
int r = int(pawn_rank(us, s) - RANK_2);
int tr = Max(0, r * (r-1));
Square blockSq = s + pawn_push(us);
// Base bonus based on rank:
Value mbonus = Value(20 * tr);
Value ebonus = Value(10 + r * r * 10);
// Adjust bonus based on king proximity:
ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
ebonus -=
Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr);
ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
// If the pawn is free to advance, increase bonus:
if(pos.square_is_empty(blockSq)) {
b2 = squares_in_front_of(us, s);
b3 = b2 & ei.attacked_by(them);
b4 = b2 & ei.attacked_by(us);
if((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) {
// There are no enemy pieces in the pawn's path! Are any of the
// squares in the pawn's path attacked by the enemy?
if(b3 == EmptyBoardBB)
// No enemy attacks, huge bonus!
ebonus += Value(tr * ((b2 == b4)? 17 : 15));
else
// OK, there are enemy attacks. Are those squares which are
// attacked by the enemy also attacked by us? If yes, big bonus
// (but smaller than when there are no enemy attacks), if no,
// somewhat smaller bonus.
ebonus += Value(tr * (((b3 & b4) == b3)? 13 : 8));
}
else {
// There are some enemy pieces in the pawn's path. While this is
// sad, we still assign a moderate bonus if all squares in the path
// which are either occupied by or attacked by enemy pieces are
// also attacked by us.
if(((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB)
ebonus += Value(tr * 6);
}
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path:
if((b2 & pos.pieces_of_color(us)) == EmptyBoardBB)
ebonus += Value(tr);
}
// If the pawn is supported by a friendly pawn, increase bonus.
b2 = pos.pawns(us) & neighboring_files_bb(s);
if(b2 & rank_bb(s))
ebonus += Value(r * 20);
else if(pos.pawn_attacks(them, s) & b2)
ebonus += Value(r * 12);
// If the other side has only a king, check whether the pawn is
// unstoppable:
if(pos.non_pawn_material(them) == Value(0)) {
Square qsq;
int d;
qsq = relative_square(us, make_square(square_file(s), RANK_8));
d = square_distance(s, qsq) - square_distance(theirKingSq, qsq)
+ ((us == pos.side_to_move())? 0 : 1);
if(d < 0) {
int mtg = RANK_8 - pawn_rank(us, s);
int blockerCount =
count_1s_max_15(squares_in_front_of(us,s)&pos.occupied_squares());
mtg += blockerCount;
d += blockerCount;
if(d < 0) {
hasUnstoppable[us] = true;
movesToGo[us] = Min(movesToGo[us], mtg);
}
}
}
// Rook pawns are a special case: They are sometimes worse, and
// sometimes better than other passed pawns. It is difficult to find
// good rules for determining whether they are good or bad. For now,
// we try the following: Increase the value for rook pawns if the
// other side has no pieces apart from a knight, and decrease the
// value if the other side has a rook or queen.
if(square_file(s) == FILE_A || square_file(s) == FILE_H) {
if(pos.non_pawn_material(them) == KnightValueMidgame
&& pos.knight_count(them) == 1)
ebonus += ebonus / 4;
else if(pos.rooks_and_queens(them))
ebonus -= ebonus / 4;
}
// Add the scores for this pawn to the middle game and endgame eval.
ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame);
ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame);
}
}
// Does either side have an unstoppable passed pawn?
if(hasUnstoppable[WHITE] && !hasUnstoppable[BLACK])
ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
else if(hasUnstoppable[BLACK] && !hasUnstoppable[WHITE])
ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]);
else if(hasUnstoppable[BLACK] && hasUnstoppable[WHITE]) {
// Both sides have unstoppable pawns! Try to find out who queens
// first. We begin by transforming 'movesToGo' to the number of
// plies until the pawn queens for both sides:
movesToGo[WHITE] *= 2;
movesToGo[BLACK] *= 2;
movesToGo[pos.side_to_move()]--;
// If one side queens at least three plies before the other, that
// side wins:
if(movesToGo[WHITE] <= movesToGo[BLACK] - 3)
ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2));
else if(movesToGo[BLACK] <= movesToGo[WHITE] - 3)
ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2));
// We could also add some rules about the situation when one side
// queens exactly one ply before the other: Does the first queen
// check the opponent's king, or attack the opponent's queening square?
// This is slightly tricky to get right, because it is possible that
// the opponent's king has moved somewhere before the first pawn queens.
}
}
// evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7
// (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty
// if it is.
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
EvalInfo &ei) {
Piece pawn = pawn_of_color(opposite_color(us));
Square b6, b8;
assert(square_is_ok(s));
assert(pos.piece_on(s) == bishop_of_color(us));
if(square_file(s) == FILE_A) {
b6 = relative_square(us, SQ_B6);
b8 = relative_square(us, SQ_B8);
}
else {
b6 = relative_square(us, SQ_G6);
b8 = relative_square(us, SQ_G8);
}
if(pos.piece_on(b6) == pawn && pos.see(s, b6) < 0 && pos.see(s, b8) < 0) {
ei.mgValue -= Sign[us] * TrappedBishopA7H7Penalty;
ei.egValue -= Sign[us] * TrappedBishopA7H7Penalty;
}
}
// evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1
// (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for
// black), and assigns a penalty if it is. This pattern can obviously
// only occur in Chess960 games.
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei) {
Piece pawn = pawn_of_color(us);
Square b2, b3, c3;
assert(Chess960);
assert(square_is_ok(s));
assert(pos.piece_on(s) == bishop_of_color(us));
if(square_file(s) == FILE_A) {
b2 = relative_square(us, SQ_B2);
b3 = relative_square(us, SQ_B3);
c3 = relative_square(us, SQ_C3);
}
else {
b2 = relative_square(us, SQ_G2);
b3 = relative_square(us, SQ_G3);
c3 = relative_square(us, SQ_F3);
}
if(pos.piece_on(b2) == pawn) {
Value penalty;
if(!pos.square_is_empty(b3))
penalty = 2*TrappedBishopA1H1Penalty;
else if(pos.piece_on(c3) == pawn)
penalty = TrappedBishopA1H1Penalty;
else
penalty = TrappedBishopA1H1Penalty / 2;
ei.mgValue -= Sign[us] * penalty;
ei.egValue -= Sign[us] * penalty;
}
}
// apply_weight applies an evaluation weight to a value.
inline Value apply_weight(Value v, int w) {
return (v*w) / 0x100;
}
// scale_by_game_phase interpolates between a middle game and an endgame
// score, based on game phase. It also scales the return value by a
// ScaleFactor array.
Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]) {
assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);
assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
if(ev > Value(0))
ev = apply_scale_factor(ev, sf[WHITE]);
else
ev = apply_scale_factor(ev, sf[BLACK]);
Value result = Value(int((mv * ph + ev * (128 - ph)) / 128));
return Value(int(result) & ~(GrainSize - 1));
}
// count_1s_8bit() counts the number of nonzero bits in the 8 least
// significant bits of an integer. This function is used by the king
// shield evaluation.
int count_1s_8bit(int b) {
return int(BitCount8Bit[b & 0xFF]);
}
// compute_weight() computes the value of an evaluation weight, by combining
// an UCI-configurable weight with an internal weight.
int compute_weight(int uciWeight, int internalWeight) {
uciWeight = (uciWeight * 0x100) / 100;
return (uciWeight * internalWeight) / 0x100;
}
// init_safety() initizes the king safety evaluation, based on UCI
// parameters. It is called from read_weights().
void init_safety() {
double a, b;
int maxSlope, peak, i, j;
QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus");
RookContactCheckBonus = get_option_value_int("Rook Contact Check Bonus");
QueenCheckBonus = get_option_value_int("Queen Check Bonus");
RookCheckBonus = get_option_value_int("Rook Check Bonus");
BishopCheckBonus = get_option_value_int("Bishop Check Bonus");
KnightCheckBonus = get_option_value_int("Knight Check Bonus");
DiscoveredCheckBonus = get_option_value_int("Discovered Check Bonus");
MateThreatBonus = get_option_value_int("Mate Threat Bonus");
a = get_option_value_int("King Safety Coefficient") / 100.0;
b = get_option_value_int("King Safety X Intercept") * 1.0;
maxSlope = get_option_value_int("King Safety Max Slope");
peak = (get_option_value_int("King Safety Max Value") * 256) / 100;
for(i = 0; i < 100; i++) {
if(i < b) SafetyTable[i] = Value(0);
else if(get_option_value_string("King Safety Curve") == "Quadratic")
SafetyTable[i] = Value((int)(a * (i - b) * (i - b)));
else if(get_option_value_string("King Safety Curve") == "Linear")
SafetyTable[i] = Value((int)(100 * a * (i - b)));
}
for(i = 0; i < 100; i++)
if(SafetyTable[i+1] - SafetyTable[i] > maxSlope) {
for(j = i + 1; j < 100; j++)
SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope);
}
for(i = 0; i < 100; i++)
if(SafetyTable[i] > Value(peak))
SafetyTable[i] = Value(peak);
}
}