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DroidFish: Updated stockfish to version 6.
This commit is contained in:
@@ -1,7 +1,7 @@
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/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@@ -19,6 +19,7 @@
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#include <algorithm>
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#include <cassert>
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#include <cstring> // For std::memset
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#include <iomanip>
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#include <sstream>
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@@ -26,8 +27,6 @@
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#include "evaluate.h"
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#include "material.h"
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#include "pawns.h"
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#include "thread.h"
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#include "ucioption.h"
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namespace {
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@@ -58,9 +57,8 @@ namespace {
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// given color which attack a square in the kingRing of the enemy king. The
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// weights of the individual piece types are given by the variables
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// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
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// KnightAttackWeight in evaluate.cpp
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// weights of the individual piece types are given by the elements in the
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// KingAttackWeights array.
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int kingAttackersWeight[COLOR_NB];
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// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
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@@ -79,23 +77,24 @@ namespace {
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MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
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};
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Score terms[COLOR_NB][TERMS_NB];
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Score scores[COLOR_NB][TERMS_NB];
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EvalInfo ei;
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ScaleFactor sf;
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double to_cp(Value v);
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void add_term(int idx, Score term_w, Score term_b = SCORE_ZERO);
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void format_row(std::stringstream& ss, const char* name, int idx);
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void write(int idx, Color c, Score s);
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void write(int idx, Score w, Score b = SCORE_ZERO);
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void print(std::stringstream& ss, const char* name, int idx);
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std::string do_trace(const Position& pos);
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}
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// Evaluation weights, indexed by evaluation term
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enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
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const struct Weight { int mg, eg; } Weights[] = {
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{289, 344}, {233, 201}, {221, 273}, {46, 0}, {318, 0}
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{289, 344}, {233, 201}, {221, 273}, {46, 0}, {321, 0}
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};
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typedef Value V;
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#define V(v) Value(v)
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#define S(mg, eg) make_score(mg, eg)
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// MobilityBonus[PieceType][attacked] contains bonuses for middle and end
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@@ -137,30 +136,32 @@ namespace {
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V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
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};
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// Threat[attacking][attacked] contains bonuses according to which piece
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// type attacks which one.
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const Score Threat[][PIECE_TYPE_NB] = {
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{ S(0, 0), S( 7, 39), S(24, 49), S(24, 49), S(41,100), S(41,100) }, // Minor
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{ S(0, 0), S(15, 39), S(15, 45), S(15, 45), S(15, 45), S(24, 49) } // Major
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// Threat[defended/weak][minor/major attacking][attacked PieceType] contains
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// bonuses according to which piece type attacks which one.
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const Score Threat[][2][PIECE_TYPE_NB] = {
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{ { S(0, 0), S( 0, 0), S(19, 37), S(24, 37), S(44, 97), S(35,106) }, // Defended Minor
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{ S(0, 0), S( 0, 0), S( 9, 14), S( 9, 14), S( 7, 14), S(24, 48) } }, // Defended Major
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{ { S(0, 0), S( 0,32), S(33, 41), S(31, 50), S(41,100), S(35,104) }, // Weak Minor
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{ S(0, 0), S( 0,27), S(26, 57), S(26, 57), S(0 , 43), S(23, 51) } } // Weak Major
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};
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// ThreatenedByPawn[PieceType] contains a penalty according to which piece
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// type is attacked by an enemy pawn.
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const Score ThreatenedByPawn[] = {
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S(0, 0), S(0, 0), S(80, 119), S(80, 119), S(117, 199), S(127, 218)
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S(0, 0), S(0, 0), S(87, 118), S(84, 122), S(114, 203), S(121, 217)
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};
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// Assorted bonuses and penalties used by evaluation
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const Score KingOnOne = S(2 , 58);
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const Score KingOnMany = S(6 ,125);
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const Score RookOnPawn = S(10, 28);
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const Score RookOpenFile = S(43, 21);
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const Score RookSemiOpenFile = S(19, 10);
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const Score BishopPawns = S( 8, 12);
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const Score MinorBehindPawn = S(16, 0);
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const Score TrappedRook = S(92, 0);
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const Score Unstoppable = S( 0, 20);
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const Score Hanging = S(23, 20);
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const Score KingOnOne = S( 2, 58);
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const Score KingOnMany = S( 6,125);
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const Score RookOnPawn = S( 7, 27);
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const Score RookOnOpenFile = S(43, 21);
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const Score RookOnSemiOpenFile = S(19, 10);
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const Score BishopPawns = S( 8, 12);
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const Score MinorBehindPawn = S(16, 0);
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const Score TrappedRook = S(92, 0);
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const Score Unstoppable = S( 0, 20);
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const Score Hanging = S(31, 26);
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// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
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// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
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@@ -168,6 +169,7 @@ namespace {
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const Score TrappedBishopA1H1 = S(50, 50);
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#undef S
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#undef V
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// SpaceMask[Color] contains the area of the board which is considered
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// by the space evaluation. In the middlegame, each side is given a bonus
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@@ -178,31 +180,29 @@ namespace {
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(FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB)
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};
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// King danger constants and variables. The king danger scores are taken
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// from KingDanger[]. Various little "meta-bonuses" measuring the strength
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// King danger constants and variables. The king danger scores are looked-up
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// in KingDanger[]. Various little "meta-bonuses" measuring the strength
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// of the enemy attack are added up into an integer, which is used as an
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// index to KingDanger[].
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//
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
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const int KingAttackWeights[] = { 0, 0, 6, 2, 5, 5 };
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// Bonuses for enemy's safe checks
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const int QueenContactCheck = 24;
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const int RookContactCheck = 16;
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const int QueenCheck = 12;
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const int RookCheck = 8;
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const int BishopCheck = 2;
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const int KnightCheck = 3;
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const int QueenContactCheck = 92;
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const int RookContactCheck = 68;
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const int QueenCheck = 50;
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const int RookCheck = 36;
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const int BishopCheck = 7;
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const int KnightCheck = 14;
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// KingDanger[attackUnits] contains the actual king danger weighted
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// scores, indexed by a calculated integer number.
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Score KingDanger[128];
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Score KingDanger[512];
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const int ScalePawnSpan[2] = { 38, 56 };
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// apply_weight() weighs score 'v' by weight 'w' trying to prevent overflow
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Score apply_weight(Score v, const Weight& w) {
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return make_score(mg_value(v) * w.mg / 256, eg_value(v) * w.eg / 256);
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// apply_weight() weighs score 's' by weight 'w' trying to prevent overflow
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Score apply_weight(Score s, const Weight& w) {
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return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256);
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}
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@@ -221,7 +221,7 @@ namespace {
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ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
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// Init king safety tables only if we are going to use them
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if (pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
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if (pos.non_pawn_material(Us) >= QueenValueMg)
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{
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ei.kingRing[Them] = b | shift_bb<Down>(b);
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b &= ei.attackedBy[Us][PAWN];
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@@ -313,65 +313,65 @@ namespace {
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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// Penalty for bishop with same colored pawns
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if (Pt == BISHOP)
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score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s);
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// Bishop and knight outpost square
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// Bonus for outpost square
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if (!(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
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score += evaluate_outpost<Pt, Us>(pos, ei, s);
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// Bishop or knight behind a pawn
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// Bonus when behind a pawn
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if ( relative_rank(Us, s) < RANK_5
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&& (pos.pieces(PAWN) & (s + pawn_push(Us))))
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score += MinorBehindPawn;
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// Penalty for pawns on same color square of bishop
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if (Pt == BISHOP)
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score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s);
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// An important Chess960 pattern: A cornered bishop blocked by a friendly
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// pawn diagonally in front of it is a very serious problem, especially
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// when that pawn is also blocked.
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if ( Pt == BISHOP
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&& pos.is_chess960()
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&& (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
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{
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Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
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if (pos.piece_on(s + d) == make_piece(Us, PAWN))
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score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4
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: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
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: TrappedBishopA1H1;
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}
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}
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if (Pt == ROOK)
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{
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// Rook piece attacking enemy pawns on the same rank/file
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// Bonus for aligning with enemy pawns on the same rank/file
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if (relative_rank(Us, s) >= RANK_5)
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{
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Bitboard pawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
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if (pawns)
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score += popcount<Max15>(pawns) * RookOnPawn;
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Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
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if (alignedPawns)
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score += popcount<Max15>(alignedPawns) * RookOnPawn;
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}
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// Give a bonus for a rook on a open or semi-open file
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// Bonus when on an open or semi-open file
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if (ei.pi->semiopen_file(Us, file_of(s)))
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score += ei.pi->semiopen_file(Them, file_of(s)) ? RookOpenFile : RookSemiOpenFile;
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score += ei.pi->semiopen_file(Them, file_of(s)) ? RookOnOpenFile : RookOnSemiOpenFile;
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if (mob > 3 || ei.pi->semiopen_file(Us, file_of(s)))
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continue;
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// Penalize when trapped by the king, even more if king cannot castle
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if (mob <= 3 && !ei.pi->semiopen_file(Us, file_of(s)))
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{
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Square ksq = pos.king_square(Us);
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Square ksq = pos.king_square(Us);
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// Penalize rooks which are trapped by a king. Penalize more if the
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// king has lost its castling capability.
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if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
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&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
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&& !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
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score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
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}
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// An important Chess960 pattern: A cornered bishop blocked by a friendly
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// pawn diagonally in front of it is a very serious problem, especially
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// when that pawn is also blocked.
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if ( Pt == BISHOP
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&& pos.is_chess960()
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&& (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
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{
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Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
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if (pos.piece_on(s + d) == make_piece(Us, PAWN))
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score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4
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: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
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: TrappedBishopA1H1;
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if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
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&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
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&& !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
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score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
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}
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}
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}
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if (Trace)
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Tracing::terms[Us][Pt] = score;
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Tracing::write(Pt, Us, score);
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// Recursively call evaluate_pieces() of next piece type until KING excluded
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return score - evaluate_pieces<NextPt, Them, Trace>(pos, ei, mobility, mobilityArea);
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}
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@@ -407,33 +407,32 @@ namespace {
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| ei.attackedBy[Us][QUEEN]);
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// Initialize the 'attackUnits' variable, which is used later on as an
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// index to the KingDanger[] array. The initial value is based on the
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// index into the KingDanger[] array. The initial value is based on the
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// number and types of the enemy's attacking pieces, the number of
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// attacked and undefended squares around our king and the quality of
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// the pawn shelter (current 'score' value).
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attackUnits = std::min(20, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
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+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
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+ 2 * (ei.pinnedPieces[Us] != 0)
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- mg_value(score) / 32
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- !pos.count<QUEEN>(Them) * 15;
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attackUnits = std::min(77, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
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+ 10 * ei.kingAdjacentZoneAttacksCount[Them]
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+ 19 * popcount<Max15>(undefended)
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+ 9 * (ei.pinnedPieces[Us] != 0)
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- mg_value(score) * 63 / 512
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- !pos.count<QUEEN>(Them) * 60;
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// Analyse the enemy's safe queen contact checks. Firstly, find the
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// undefended squares around the king that are attacked by the enemy's
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// queen...
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// undefended squares around the king reachable by the enemy queen...
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b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
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if (b)
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{
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// ...and then remove squares not supported by another enemy piece
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b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
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| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
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b &= ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
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| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK];
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if (b)
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attackUnits += QueenContactCheck * popcount<Max15>(b);
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attackUnits += QueenContactCheck * popcount<Max15>(b);
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}
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// Analyse the enemy's safe rook contact checks. Firstly, find the
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// undefended squares around the king that are attacked by the enemy's
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// rooks...
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// undefended squares around the king reachable by the enemy rooks...
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b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
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// Consider only squares where the enemy's rook gives check
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@@ -446,13 +445,13 @@ namespace {
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| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
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if (b)
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attackUnits += RookContactCheck * popcount<Max15>(b);
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attackUnits += RookContactCheck * popcount<Max15>(b);
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}
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// Analyse the enemy's safe distance checks for sliders and knights
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safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]);
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safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them));
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b1 = pos.attacks_from<ROOK>(ksq) & safe;
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b1 = pos.attacks_from<ROOK >(ksq) & safe;
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b2 = pos.attacks_from<BISHOP>(ksq) & safe;
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// Enemy queen safe checks
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@@ -475,16 +474,13 @@ namespace {
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if (b)
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attackUnits += KnightCheck * popcount<Max15>(b);
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// To index KingDanger[] attackUnits must be in [0, 99] range
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attackUnits = std::min(99, std::max(0, attackUnits));
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// Finally, extract the king danger score from the KingDanger[]
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// array and subtract the score from evaluation.
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score -= KingDanger[attackUnits];
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score -= KingDanger[std::max(std::min(attackUnits, 399), 0)];
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}
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if (Trace)
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Tracing::terms[Us][KING] = score;
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Tracing::write(KING, Us, score);
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return score;
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}
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@@ -498,45 +494,55 @@ namespace {
|
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|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
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||||
|
||||
Bitboard b, weakEnemies, protectedEnemies;
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||||
Score score = SCORE_ZERO;
|
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enum { Defended, Weak };
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||||
enum { Minor, Major };
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||||
|
||||
// Protected enemies
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||||
protectedEnemies = (pos.pieces(Them) ^ pos.pieces(Them,PAWN))
|
||||
& ei.attackedBy[Them][PAWN]
|
||||
& (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
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Bitboard b, weak, defended;
|
||||
Score score = SCORE_ZERO;
|
||||
|
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if (protectedEnemies)
|
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score += Threat[Minor][type_of(pos.piece_on(lsb(protectedEnemies)))];
|
||||
// Non-pawn enemies defended by a pawn
|
||||
defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
|
||||
& ei.attackedBy[Them][PAWN];
|
||||
|
||||
// Add a bonus according to the kind of attacking pieces
|
||||
if (defended)
|
||||
{
|
||||
b = defended & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
while (b)
|
||||
score += Threat[Defended][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
|
||||
b = defended & (ei.attackedBy[Us][ROOK]);
|
||||
while (b)
|
||||
score += Threat[Defended][Major][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
}
|
||||
|
||||
// Enemies not defended by a pawn and under our attack
|
||||
weakEnemies = pos.pieces(Them)
|
||||
& ~ei.attackedBy[Them][PAWN]
|
||||
& ei.attackedBy[Us][ALL_PIECES];
|
||||
weak = pos.pieces(Them)
|
||||
& ~ei.attackedBy[Them][PAWN]
|
||||
& ei.attackedBy[Us][ALL_PIECES];
|
||||
|
||||
// Add a bonus according if the attacking pieces are minor or major
|
||||
if (weakEnemies)
|
||||
// Add a bonus according to the kind of attacking pieces
|
||||
if (weak)
|
||||
{
|
||||
b = weakEnemies & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
if (b)
|
||||
score += Threat[Minor][type_of(pos.piece_on(lsb(b)))];
|
||||
b = weak & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
while (b)
|
||||
score += Threat[Weak][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
|
||||
b = weakEnemies & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
|
||||
if (b)
|
||||
score += Threat[Major][type_of(pos.piece_on(lsb(b)))];
|
||||
b = weak & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
|
||||
while (b)
|
||||
score += Threat[Weak][Major][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
|
||||
b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES];
|
||||
b = weak & ~ei.attackedBy[Them][ALL_PIECES];
|
||||
if (b)
|
||||
score += more_than_one(b) ? Hanging * popcount<Max15>(b) : Hanging;
|
||||
score += Hanging * popcount<Max15>(b);
|
||||
|
||||
b = weakEnemies & ei.attackedBy[Us][KING];
|
||||
b = weak & ei.attackedBy[Us][KING];
|
||||
if (b)
|
||||
score += more_than_one(b) ? KingOnMany : KingOnOne;
|
||||
}
|
||||
|
||||
if (Trace)
|
||||
Tracing::terms[Us][Tracing::THREAT] = score;
|
||||
Tracing::write(Tracing::THREAT, Us, score);
|
||||
|
||||
return score;
|
||||
}
|
||||
@@ -571,12 +577,12 @@ namespace {
|
||||
Square blockSq = s + pawn_push(Us);
|
||||
|
||||
// Adjust bonus based on the king's proximity
|
||||
ebonus += square_distance(pos.king_square(Them), blockSq) * 5 * rr
|
||||
- square_distance(pos.king_square(Us ), blockSq) * 2 * rr;
|
||||
ebonus += distance(pos.king_square(Them), blockSq) * 5 * rr
|
||||
- distance(pos.king_square(Us ), blockSq) * 2 * rr;
|
||||
|
||||
// If blockSq is not the queening square then consider also a second push
|
||||
if (relative_rank(Us, blockSq) != RANK_8)
|
||||
ebonus -= square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
|
||||
ebonus -= distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
|
||||
|
||||
// If the pawn is free to advance, then increase the bonus
|
||||
if (pos.empty(blockSq))
|
||||
@@ -619,33 +625,21 @@ namespace {
|
||||
}
|
||||
|
||||
if (Trace)
|
||||
Tracing::terms[Us][Tracing::PASSED] = apply_weight(score, Weights[PassedPawns]);
|
||||
Tracing::write(Tracing::PASSED, Us, apply_weight(score, Weights[PassedPawns]));
|
||||
|
||||
// Add the scores to the middlegame and endgame eval
|
||||
return apply_weight(score, Weights[PassedPawns]);
|
||||
}
|
||||
|
||||
|
||||
// evaluate_unstoppable_pawns() scores the most advanced passed pawn. In case
|
||||
// both players have no pieces but pawns, this is somewhat related to the
|
||||
// possibility that pawns are unstoppable.
|
||||
|
||||
Score evaluate_unstoppable_pawns(Color us, const EvalInfo& ei) {
|
||||
|
||||
Bitboard b = ei.pi->passed_pawns(us);
|
||||
|
||||
return b ? Unstoppable * int(relative_rank(us, frontmost_sq(us, b))) : SCORE_ZERO;
|
||||
}
|
||||
|
||||
|
||||
// evaluate_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 scaled by a weight taken from the
|
||||
// material hash table. The aim is to improve play on game opening.
|
||||
// twice. Finally, the space bonus is multiplied by a weight. The aim is to
|
||||
// improve play on game opening.
|
||||
template<Color Us>
|
||||
int evaluate_space(const Position& pos, const EvalInfo& ei) {
|
||||
Score evaluate_space(const Position& pos, const EvalInfo& ei) {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
|
||||
@@ -666,7 +660,11 @@ namespace {
|
||||
assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
|
||||
|
||||
// Count safe + (behind & safe) with a single popcount
|
||||
return popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
|
||||
int bonus = popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
|
||||
int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
|
||||
+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);
|
||||
|
||||
return make_score(bonus * weight * weight, 0);
|
||||
}
|
||||
|
||||
|
||||
@@ -679,7 +677,6 @@ namespace {
|
||||
|
||||
EvalInfo ei;
|
||||
Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
|
||||
Thread* thisThread = pos.this_thread();
|
||||
|
||||
// Initialize score by reading the incrementally updated scores included
|
||||
// in the position object (material + piece square tables).
|
||||
@@ -687,8 +684,8 @@ namespace {
|
||||
score = pos.psq_score();
|
||||
|
||||
// Probe the material hash table
|
||||
ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
|
||||
score += ei.mi->material_value();
|
||||
ei.mi = Material::probe(pos);
|
||||
score += ei.mi->imbalance();
|
||||
|
||||
// If we have a specialized evaluation function for the current material
|
||||
// configuration, call it and return.
|
||||
@@ -696,8 +693,8 @@ namespace {
|
||||
return ei.mi->evaluate(pos);
|
||||
|
||||
// Probe the pawn hash table
|
||||
ei.pi = Pawns::probe(pos, thisThread->pawnsTable);
|
||||
score += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
|
||||
ei.pi = Pawns::probe(pos);
|
||||
score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]);
|
||||
|
||||
// Initialize attack and king safety bitboards
|
||||
init_eval_info<WHITE>(pos, ei);
|
||||
@@ -729,14 +726,20 @@ namespace {
|
||||
|
||||
// If both sides have only pawns, score for potential unstoppable pawns
|
||||
if (!pos.non_pawn_material(WHITE) && !pos.non_pawn_material(BLACK))
|
||||
score += evaluate_unstoppable_pawns(WHITE, ei)
|
||||
- evaluate_unstoppable_pawns(BLACK, ei);
|
||||
|
||||
// Evaluate space for both sides, only in middlegame
|
||||
if (ei.mi->space_weight())
|
||||
{
|
||||
int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
|
||||
score += apply_weight(s * ei.mi->space_weight(), Weights[Space]);
|
||||
Bitboard b;
|
||||
if ((b = ei.pi->passed_pawns(WHITE)) != 0)
|
||||
score += int(relative_rank(WHITE, frontmost_sq(WHITE, b))) * Unstoppable;
|
||||
|
||||
if ((b = ei.pi->passed_pawns(BLACK)) != 0)
|
||||
score -= int(relative_rank(BLACK, frontmost_sq(BLACK, b))) * Unstoppable;
|
||||
}
|
||||
|
||||
// Evaluate space for both sides, only during opening
|
||||
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg)
|
||||
{
|
||||
Score s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
|
||||
score += apply_weight(s, Weights[Space]);
|
||||
}
|
||||
|
||||
// Scale winning side if position is more drawish than it appears
|
||||
@@ -748,27 +751,25 @@ namespace {
|
||||
if ( ei.mi->game_phase() < PHASE_MIDGAME
|
||||
&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
|
||||
{
|
||||
if (pos.opposite_bishops()) {
|
||||
// Ignoring any pawns, do both sides only have a single bishop and no
|
||||
// other pieces?
|
||||
if (pos.opposite_bishops())
|
||||
{
|
||||
// Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
|
||||
// is almost a draw, in case of KBP vs KB is even more a draw.
|
||||
if ( pos.non_pawn_material(WHITE) == BishopValueMg
|
||||
&& pos.non_pawn_material(BLACK) == BishopValueMg)
|
||||
{
|
||||
// Check for KBP vs KB with only a single pawn that is almost
|
||||
// certainly a draw or at least two pawns.
|
||||
bool one_pawn = (pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK) == 1);
|
||||
sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
|
||||
}
|
||||
sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(32) : ScaleFactor(8);
|
||||
|
||||
// Endgame with opposite-colored bishops, but also other pieces. Still
|
||||
// a bit drawish, but not as drawish as with only the two bishops.
|
||||
else
|
||||
// Endgame with opposite-colored bishops, but also other pieces. Still
|
||||
// a bit drawish, but not as drawish as with only the two bishops.
|
||||
sf = ScaleFactor(50 * sf / SCALE_FACTOR_NORMAL);
|
||||
} else if ( abs(eg_value(score)) <= BishopValueEg
|
||||
&& ei.pi->pawn_span(strongSide) <= 1
|
||||
&& !pos.pawn_passed(~strongSide, pos.king_square(~strongSide))) {
|
||||
// Endings where weaker side can be place his king in front of the opponent's pawns are drawish.
|
||||
sf = ScaleFactor(ScalePawnSpan[ei.pi->pawn_span(strongSide)]);
|
||||
}
|
||||
// Endings where weaker side can place his king in front of the opponent's
|
||||
// pawns are drawish.
|
||||
else if ( abs(eg_value(score)) <= BishopValueEg
|
||||
&& ei.pi->pawn_span(strongSide) <= 1
|
||||
&& !pos.pawn_passed(~strongSide, pos.king_square(~strongSide)))
|
||||
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
|
||||
}
|
||||
|
||||
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
|
||||
@@ -780,20 +781,19 @@ namespace {
|
||||
// In case of tracing add all single evaluation contributions for both white and black
|
||||
if (Trace)
|
||||
{
|
||||
Tracing::add_term(Tracing::MATERIAL, pos.psq_score());
|
||||
Tracing::add_term(Tracing::IMBALANCE, ei.mi->material_value());
|
||||
Tracing::add_term(PAWN, ei.pi->pawns_value());
|
||||
Tracing::add_term(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
|
||||
, apply_weight(mobility[BLACK], Weights[Mobility]));
|
||||
Score w = ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei);
|
||||
Score b = ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei);
|
||||
Tracing::add_term(Tracing::SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
|
||||
Tracing::add_term(Tracing::TOTAL, score);
|
||||
Tracing::write(Tracing::MATERIAL, pos.psq_score());
|
||||
Tracing::write(Tracing::IMBALANCE, ei.mi->imbalance());
|
||||
Tracing::write(PAWN, ei.pi->pawns_score());
|
||||
Tracing::write(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
|
||||
, apply_weight(mobility[BLACK], Weights[Mobility]));
|
||||
Tracing::write(Tracing::SPACE, apply_weight(evaluate_space<WHITE>(pos, ei), Weights[Space])
|
||||
, apply_weight(evaluate_space<BLACK>(pos, ei), Weights[Space]));
|
||||
Tracing::write(Tracing::TOTAL, score);
|
||||
Tracing::ei = ei;
|
||||
Tracing::sf = sf;
|
||||
}
|
||||
|
||||
return pos.side_to_move() == WHITE ? v : -v;
|
||||
return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo;
|
||||
}
|
||||
|
||||
|
||||
@@ -801,16 +801,18 @@ namespace {
|
||||
|
||||
double Tracing::to_cp(Value v) { return double(v) / PawnValueEg; }
|
||||
|
||||
void Tracing::add_term(int idx, Score wScore, Score bScore) {
|
||||
void Tracing::write(int idx, Color c, Score s) { scores[c][idx] = s; }
|
||||
|
||||
terms[WHITE][idx] = wScore;
|
||||
terms[BLACK][idx] = bScore;
|
||||
void Tracing::write(int idx, Score w, Score b) {
|
||||
|
||||
write(idx, WHITE, w);
|
||||
write(idx, BLACK, b);
|
||||
}
|
||||
|
||||
void Tracing::format_row(std::stringstream& ss, const char* name, int idx) {
|
||||
void Tracing::print(std::stringstream& ss, const char* name, int idx) {
|
||||
|
||||
Score wScore = terms[WHITE][idx];
|
||||
Score bScore = terms[BLACK][idx];
|
||||
Score wScore = scores[WHITE][idx];
|
||||
Score bScore = scores[BLACK][idx];
|
||||
|
||||
switch (idx) {
|
||||
case MATERIAL: case IMBALANCE: case PAWN: case TOTAL:
|
||||
@@ -831,7 +833,7 @@ namespace {
|
||||
|
||||
std::string Tracing::do_trace(const Position& pos) {
|
||||
|
||||
std::memset(terms, 0, sizeof(terms));
|
||||
std::memset(scores, 0, sizeof(scores));
|
||||
|
||||
Value v = do_evaluate<true>(pos);
|
||||
v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
|
||||
@@ -842,21 +844,21 @@ namespace {
|
||||
<< " | MG EG | MG EG | MG EG \n"
|
||||
<< "----------------+-------------+-------------+-------------\n";
|
||||
|
||||
format_row(ss, "Material", MATERIAL);
|
||||
format_row(ss, "Imbalance", IMBALANCE);
|
||||
format_row(ss, "Pawns", PAWN);
|
||||
format_row(ss, "Knights", KNIGHT);
|
||||
format_row(ss, "Bishops", BISHOP);
|
||||
format_row(ss, "Rooks", ROOK);
|
||||
format_row(ss, "Queens", QUEEN);
|
||||
format_row(ss, "Mobility", MOBILITY);
|
||||
format_row(ss, "King safety", KING);
|
||||
format_row(ss, "Threats", THREAT);
|
||||
format_row(ss, "Passed pawns", PASSED);
|
||||
format_row(ss, "Space", SPACE);
|
||||
print(ss, "Material", MATERIAL);
|
||||
print(ss, "Imbalance", IMBALANCE);
|
||||
print(ss, "Pawns", PAWN);
|
||||
print(ss, "Knights", KNIGHT);
|
||||
print(ss, "Bishops", BISHOP);
|
||||
print(ss, "Rooks", ROOK);
|
||||
print(ss, "Queens", QUEEN);
|
||||
print(ss, "Mobility", MOBILITY);
|
||||
print(ss, "King safety", KING);
|
||||
print(ss, "Threats", THREAT);
|
||||
print(ss, "Passed pawns", PASSED);
|
||||
print(ss, "Space", SPACE);
|
||||
|
||||
ss << "----------------+-------------+-------------+-------------\n";
|
||||
format_row(ss, "Total", TOTAL);
|
||||
print(ss, "Total", TOTAL);
|
||||
|
||||
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
|
||||
|
||||
@@ -872,7 +874,7 @@ namespace Eval {
|
||||
/// of the position always from the point of view of the side to move.
|
||||
|
||||
Value evaluate(const Position& pos) {
|
||||
return do_evaluate<false>(pos) + Tempo;
|
||||
return do_evaluate<false>(pos);
|
||||
}
|
||||
|
||||
|
||||
@@ -885,18 +887,18 @@ namespace Eval {
|
||||
}
|
||||
|
||||
|
||||
/// init() computes evaluation weights from the corresponding UCI parameters
|
||||
/// and setup king tables.
|
||||
/// init() computes evaluation weights, usually at startup
|
||||
|
||||
void init() {
|
||||
|
||||
const double MaxSlope = 30;
|
||||
const double MaxSlope = 7.5;
|
||||
const double Peak = 1280;
|
||||
double t = 0.0;
|
||||
|
||||
for (int t = 0, i = 1; i < 100; ++i)
|
||||
for (int i = 1; i < 400; ++i)
|
||||
{
|
||||
t = int(std::min(Peak, std::min(0.4 * i * i, t + MaxSlope)));
|
||||
KingDanger[i] = apply_weight(make_score(t, 0), Weights[KingSafety]);
|
||||
t = std::min(Peak, std::min(0.025 * i * i, t + MaxSlope));
|
||||
KingDanger[i] = apply_weight(make_score(int(t), 0), Weights[KingSafety]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user