DroidFish: Updated stockfish to version 6.

This commit is contained in:
Peter Osterlund
2015-02-01 00:46:09 +00:00
parent fffd5107c3
commit 22e71744a1
48 changed files with 4233 additions and 4553 deletions

View File

@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -19,6 +19,7 @@
#include <algorithm>
#include <cassert>
#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>
@@ -26,8 +27,6 @@
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
#include "thread.h"
#include "ucioption.h"
namespace {
@@ -58,9 +57,8 @@ namespace {
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the variables
// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
// KnightAttackWeight in evaluate.cpp
// weights of the individual piece types are given by the elements in the
// KingAttackWeights array.
int kingAttackersWeight[COLOR_NB];
// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
@@ -79,23 +77,24 @@ namespace {
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
};
Score terms[COLOR_NB][TERMS_NB];
Score scores[COLOR_NB][TERMS_NB];
EvalInfo ei;
ScaleFactor sf;
double to_cp(Value v);
void add_term(int idx, Score term_w, Score term_b = SCORE_ZERO);
void format_row(std::stringstream& ss, const char* name, int idx);
void write(int idx, Color c, Score s);
void write(int idx, Score w, Score b = SCORE_ZERO);
void print(std::stringstream& ss, const char* name, int idx);
std::string do_trace(const Position& pos);
}
// Evaluation weights, indexed by evaluation term
enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
const struct Weight { int mg, eg; } Weights[] = {
{289, 344}, {233, 201}, {221, 273}, {46, 0}, {318, 0}
{289, 344}, {233, 201}, {221, 273}, {46, 0}, {321, 0}
};
typedef Value V;
#define V(v) Value(v)
#define S(mg, eg) make_score(mg, eg)
// MobilityBonus[PieceType][attacked] contains bonuses for middle and end
@@ -137,30 +136,32 @@ namespace {
V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
};
// Threat[attacking][attacked] contains bonuses according to which piece
// type attacks which one.
const Score Threat[][PIECE_TYPE_NB] = {
{ S(0, 0), S( 7, 39), S(24, 49), S(24, 49), S(41,100), S(41,100) }, // Minor
{ S(0, 0), S(15, 39), S(15, 45), S(15, 45), S(15, 45), S(24, 49) } // Major
// Threat[defended/weak][minor/major attacking][attacked PieceType] contains
// bonuses according to which piece type attacks which one.
const Score Threat[][2][PIECE_TYPE_NB] = {
{ { S(0, 0), S( 0, 0), S(19, 37), S(24, 37), S(44, 97), S(35,106) }, // Defended Minor
{ S(0, 0), S( 0, 0), S( 9, 14), S( 9, 14), S( 7, 14), S(24, 48) } }, // Defended Major
{ { S(0, 0), S( 0,32), S(33, 41), S(31, 50), S(41,100), S(35,104) }, // Weak Minor
{ S(0, 0), S( 0,27), S(26, 57), S(26, 57), S(0 , 43), S(23, 51) } } // Weak Major
};
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
// type is attacked by an enemy pawn.
const Score ThreatenedByPawn[] = {
S(0, 0), S(0, 0), S(80, 119), S(80, 119), S(117, 199), S(127, 218)
S(0, 0), S(0, 0), S(87, 118), S(84, 122), S(114, 203), S(121, 217)
};
// Assorted bonuses and penalties used by evaluation
const Score KingOnOne = S(2 , 58);
const Score KingOnMany = S(6 ,125);
const Score RookOnPawn = S(10, 28);
const Score RookOpenFile = S(43, 21);
const Score RookSemiOpenFile = S(19, 10);
const Score BishopPawns = S( 8, 12);
const Score MinorBehindPawn = S(16, 0);
const Score TrappedRook = S(92, 0);
const Score Unstoppable = S( 0, 20);
const Score Hanging = S(23, 20);
const Score KingOnOne = S( 2, 58);
const Score KingOnMany = S( 6,125);
const Score RookOnPawn = S( 7, 27);
const Score RookOnOpenFile = S(43, 21);
const Score RookOnSemiOpenFile = S(19, 10);
const Score BishopPawns = S( 8, 12);
const Score MinorBehindPawn = S(16, 0);
const Score TrappedRook = S(92, 0);
const Score Unstoppable = S( 0, 20);
const Score Hanging = S(31, 26);
// 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
@@ -168,6 +169,7 @@ namespace {
const Score TrappedBishopA1H1 = S(50, 50);
#undef S
#undef V
// SpaceMask[Color] contains the area of the board which is considered
// by the space evaluation. In the middlegame, each side is given a bonus
@@ -178,31 +180,29 @@ namespace {
(FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB)
};
// King danger constants and variables. The king danger scores are taken
// from KingDanger[]. Various little "meta-bonuses" measuring the strength
// King danger constants and variables. The king danger scores are looked-up
// in KingDanger[]. Various little "meta-bonuses" measuring the strength
// of the enemy attack are added up into an integer, which is used as an
// index to KingDanger[].
//
// KingAttackWeights[PieceType] contains king attack weights by piece type
const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
const int KingAttackWeights[] = { 0, 0, 6, 2, 5, 5 };
// Bonuses for enemy's safe checks
const int QueenContactCheck = 24;
const int RookContactCheck = 16;
const int QueenCheck = 12;
const int RookCheck = 8;
const int BishopCheck = 2;
const int KnightCheck = 3;
const int QueenContactCheck = 92;
const int RookContactCheck = 68;
const int QueenCheck = 50;
const int RookCheck = 36;
const int BishopCheck = 7;
const int KnightCheck = 14;
// KingDanger[attackUnits] contains the actual king danger weighted
// scores, indexed by a calculated integer number.
Score KingDanger[128];
Score KingDanger[512];
const int ScalePawnSpan[2] = { 38, 56 };
// apply_weight() weighs score 'v' by weight 'w' trying to prevent overflow
Score apply_weight(Score v, const Weight& w) {
return make_score(mg_value(v) * w.mg / 256, eg_value(v) * w.eg / 256);
// apply_weight() weighs score 's' by weight 'w' trying to prevent overflow
Score apply_weight(Score s, const Weight& w) {
return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256);
}
@@ -221,7 +221,7 @@ namespace {
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
if (pos.non_pawn_material(Us) >= QueenValueMg)
{
ei.kingRing[Them] = b | shift_bb<Down>(b);
b &= ei.attackedBy[Us][PAWN];
@@ -313,65 +313,65 @@ namespace {
if (Pt == BISHOP || Pt == KNIGHT)
{
// Penalty for bishop with same colored pawns
if (Pt == BISHOP)
score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s);
// Bishop and knight outpost square
// Bonus for outpost square
if (!(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
score += evaluate_outpost<Pt, Us>(pos, ei, s);
// Bishop or knight behind a pawn
// Bonus when behind a pawn
if ( relative_rank(Us, s) < RANK_5
&& (pos.pieces(PAWN) & (s + pawn_push(Us))))
score += MinorBehindPawn;
// Penalty for pawns on same color square of bishop
if (Pt == BISHOP)
score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s);
// An important Chess960 pattern: A cornered bishop blocked by a friendly
// pawn diagonally in front of it is a very serious problem, especially
// when that pawn is also blocked.
if ( Pt == BISHOP
&& pos.is_chess960()
&& (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
{
Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4
: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
: TrappedBishopA1H1;
}
}
if (Pt == ROOK)
{
// Rook piece attacking enemy pawns on the same rank/file
// Bonus for aligning with enemy pawns on the same rank/file
if (relative_rank(Us, s) >= RANK_5)
{
Bitboard pawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
if (pawns)
score += popcount<Max15>(pawns) * RookOnPawn;
Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
if (alignedPawns)
score += popcount<Max15>(alignedPawns) * RookOnPawn;
}
// Give a bonus for a rook on a open or semi-open file
// Bonus when on an open or semi-open file
if (ei.pi->semiopen_file(Us, file_of(s)))
score += ei.pi->semiopen_file(Them, file_of(s)) ? RookOpenFile : RookSemiOpenFile;
score += ei.pi->semiopen_file(Them, file_of(s)) ? RookOnOpenFile : RookOnSemiOpenFile;
if (mob > 3 || ei.pi->semiopen_file(Us, file_of(s)))
continue;
// Penalize when trapped by the king, even more if king cannot castle
if (mob <= 3 && !ei.pi->semiopen_file(Us, file_of(s)))
{
Square ksq = pos.king_square(Us);
Square ksq = pos.king_square(Us);
// Penalize rooks which are trapped by a king. Penalize more if the
// king has lost its castling capability.
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
&& !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
}
// An important Chess960 pattern: A cornered bishop blocked by a friendly
// pawn diagonally in front of it is a very serious problem, especially
// when that pawn is also blocked.
if ( Pt == BISHOP
&& pos.is_chess960()
&& (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
{
Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4
: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
: TrappedBishopA1H1;
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
&& !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
}
}
}
if (Trace)
Tracing::terms[Us][Pt] = score;
Tracing::write(Pt, Us, score);
// Recursively call evaluate_pieces() of next piece type until KING excluded
return score - evaluate_pieces<NextPt, Them, Trace>(pos, ei, mobility, mobilityArea);
}
@@ -407,33 +407,32 @@ namespace {
| ei.attackedBy[Us][QUEEN]);
// Initialize the 'attackUnits' variable, which is used later on as an
// index to the KingDanger[] array. The initial value is based on the
// index into the KingDanger[] array. The initial value is based on the
// number and types of the enemy's attacking pieces, the number of
// attacked and undefended squares around our king and the quality of
// the pawn shelter (current 'score' value).
attackUnits = std::min(20, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
+ 2 * (ei.pinnedPieces[Us] != 0)
- mg_value(score) / 32
- !pos.count<QUEEN>(Them) * 15;
attackUnits = std::min(77, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ 10 * ei.kingAdjacentZoneAttacksCount[Them]
+ 19 * popcount<Max15>(undefended)
+ 9 * (ei.pinnedPieces[Us] != 0)
- mg_value(score) * 63 / 512
- !pos.count<QUEEN>(Them) * 60;
// Analyse the enemy's safe queen contact checks. Firstly, find the
// undefended squares around the king that are attacked by the enemy's
// queen...
// undefended squares around the king reachable by the enemy queen...
b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
if (b)
{
// ...and then remove squares not supported by another enemy piece
b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
b &= ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK];
if (b)
attackUnits += QueenContactCheck * popcount<Max15>(b);
attackUnits += QueenContactCheck * popcount<Max15>(b);
}
// Analyse the enemy's safe rook contact checks. Firstly, find the
// undefended squares around the king that are attacked by the enemy's
// rooks...
// undefended squares around the king reachable by the enemy rooks...
b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
// Consider only squares where the enemy's rook gives check
@@ -446,13 +445,13 @@ namespace {
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
if (b)
attackUnits += RookContactCheck * popcount<Max15>(b);
attackUnits += RookContactCheck * popcount<Max15>(b);
}
// Analyse the enemy's safe distance checks for sliders and knights
safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]);
safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them));
b1 = pos.attacks_from<ROOK>(ksq) & safe;
b1 = pos.attacks_from<ROOK >(ksq) & safe;
b2 = pos.attacks_from<BISHOP>(ksq) & safe;
// Enemy queen safe checks
@@ -475,16 +474,13 @@ namespace {
if (b)
attackUnits += KnightCheck * popcount<Max15>(b);
// To index KingDanger[] attackUnits must be in [0, 99] range
attackUnits = std::min(99, std::max(0, attackUnits));
// Finally, extract the king danger score from the KingDanger[]
// array and subtract the score from evaluation.
score -= KingDanger[attackUnits];
score -= KingDanger[std::max(std::min(attackUnits, 399), 0)];
}
if (Trace)
Tracing::terms[Us][KING] = score;
Tracing::write(KING, Us, score);
return score;
}
@@ -498,45 +494,55 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b, weakEnemies, protectedEnemies;
Score score = SCORE_ZERO;
enum { Defended, Weak };
enum { Minor, Major };
// Protected enemies
protectedEnemies = (pos.pieces(Them) ^ pos.pieces(Them,PAWN))
& ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
Bitboard b, weak, defended;
Score score = SCORE_ZERO;
if (protectedEnemies)
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]);
}
}