DroidFish: Updated stockfish engine to version 8.

This commit is contained in:
Peter Osterlund
2016-11-01 19:40:58 +01:00
parent 503390c19f
commit 3d227b6bee
20 changed files with 282 additions and 273 deletions

View File

@@ -156,7 +156,8 @@ namespace {
// ThreatBySafePawn[PieceType] contains bonuses according to which piece
// type is attacked by a pawn which is protected or is not attacked.
const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) };
S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215)
};
// Threat[by minor/by rook][attacked PieceType] contains
// bonuses according to which piece type attacks which one.
@@ -197,6 +198,8 @@ namespace {
const Score Hanging = S(48, 27);
const Score ThreatByPawnPush = S(38, 22);
const Score Unstoppable = S( 0, 20);
const Score PawnlessFlank = S(20, 80);
const Score HinderPassedPawn = S( 7, 0);
// 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
@@ -223,8 +226,8 @@ namespace {
template<Color Us>
void eval_init(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Down = (Us == WHITE ? DELTA_S : DELTA_N);
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Down = (Us == WHITE ? SOUTH : NORTH);
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
Bitboard b = ei.attackedBy[Them][KING];
@@ -235,7 +238,7 @@ namespace {
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
{
ei.kingRing[Them] = b | shift_bb<Down>(b);
ei.kingRing[Them] = b | shift<Down>(b);
b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = popcount(b);
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
@@ -321,7 +324,7 @@ namespace {
&& 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);
Square d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
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
@@ -391,8 +394,8 @@ namespace {
template<Color Us, bool DoTrace>
Score evaluate_king(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? NORTH : SOUTH);
Bitboard undefended, b, b1, b2, safe, other;
int kingDanger;
@@ -438,7 +441,7 @@ namespace {
// ... and some other potential checks, only requiring the square to be
// safe from pawn-attacks, and not being occupied by a blocked pawn.
other = ~( ei.attackedBy[Us][PAWN]
| (pos.pieces(Them, PAWN) & shift_bb<Up>(pos.pieces(PAWN))));
| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
b1 = pos.attacks_from<ROOK >(ksq);
b2 = pos.attacks_from<BISHOP>(ksq);
@@ -481,7 +484,8 @@ namespace {
}
// King tropism: firstly, find squares that opponent attacks in our king flank
b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[Us][file_of(ksq)];
File kf = file_of(ksq);
b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[Us][kf];
assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
@@ -493,6 +497,10 @@ namespace {
score -= CloseEnemies * popcount(b);
// Penalty when our king is on a pawnless flank
if (!(pos.pieces(PAWN) & (KingFlank[WHITE][kf] | KingFlank[BLACK][kf])))
score -= PawnlessFlank;
if (DoTrace)
Trace::add(KING, Us, score);
@@ -506,12 +514,12 @@ namespace {
template<Color Us, bool DoTrace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? NORTH : SOUTH);
const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
enum { Minor, Rook };
@@ -531,7 +539,7 @@ namespace {
b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES]
| ei.attackedBy[Us][ALL_PIECES]);
safeThreats = (shift_bb<Right>(b) | shift_bb<Left>(b)) & weak;
safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
if (weak ^ safeThreats)
score += ThreatByHangingPawn;
@@ -568,13 +576,13 @@ namespace {
// Bonus if some pawns can safely push and attack an enemy piece
b = pos.pieces(Us, PAWN) & ~TRank7BB;
b = shift_bb<Up>(b | (shift_bb<Up>(b & TRank2BB) & ~pos.pieces()));
b = shift<Up>(b | (shift<Up>(b & TRank2BB) & ~pos.pieces()));
b &= ~pos.pieces()
& ~ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
b = (shift_bb<Left>(b) | shift_bb<Right>(b))
b = (shift<Left>(b) | shift<Right>(b))
& pos.pieces(Them)
& ~ei.attackedBy[Us][PAWN];
@@ -594,7 +602,7 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b, squaresToQueen, defendedSquares, unsafeSquares;
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Score score = SCORE_ZERO;
b = ei.pi->passed_pawns(Us);
@@ -606,6 +614,9 @@ namespace {
assert(pos.pawn_passed(Us, s));
assert(!(pos.pieces(PAWN) & forward_bb(Us, s)));
bb = forward_bb(Us, s) & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
score -= HinderPassedPawn * popcount(bb);
int r = relative_rank(Us, s) - RANK_2;
int rr = r * (r - 1);
@@ -631,7 +642,7 @@ namespace {
// in the pawn's path attacked or occupied by the enemy.
defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s);
Bitboard bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
if (!(pos.pieces(Us) & bb))
defendedSquares &= ei.attackedBy[Us][ALL_PIECES];
@@ -803,8 +814,8 @@ Value Eval::evaluate(const Position& pos) {
// Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area
Bitboard blockedPawns[] = {
pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB),
pos.pieces(BLACK, PAWN) & (shift_bb<DELTA_N>(pos.pieces()) | Rank7BB | Rank6BB)
pos.pieces(WHITE, PAWN) & (shift<SOUTH>(pos.pieces()) | Rank2BB | Rank3BB),
pos.pieces(BLACK, PAWN) & (shift<NORTH>(pos.pieces()) | Rank7BB | Rank6BB)
};
// Do not include in mobility area squares protected by enemy pawns, or occupied