Update Stockfish to development version from 2020-06-17

This commit is contained in:
Peter Osterlund
2020-06-19 11:49:56 +02:00
parent a64eab03cc
commit 6bcbd6d080
34 changed files with 1445 additions and 885 deletions

View File

@@ -35,7 +35,7 @@ namespace Trace {
enum Tracing { NO_TRACE, TRACE };
enum Term { // The first 8 entries are reserved for PieceType
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, WINNABLE, TOTAL, TERM_NB
};
Score scores[TERM_NB][COLOR_NB];
@@ -59,7 +59,7 @@ namespace Trace {
std::ostream& operator<<(std::ostream& os, Term t) {
if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
if (t == MATERIAL || t == IMBALANCE || t == WINNABLE || t == TOTAL)
os << " ---- ----" << " | " << " ---- ----";
else
os << scores[t][WHITE] << " | " << scores[t][BLACK];
@@ -81,44 +81,44 @@ namespace {
constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
// Penalties for enemy's safe checks
constexpr int QueenSafeCheck = 780;
constexpr int RookSafeCheck = 1080;
constexpr int BishopSafeCheck = 635;
constexpr int KnightSafeCheck = 790;
constexpr int QueenSafeCheck = 772;
constexpr int RookSafeCheck = 1084;
constexpr int BishopSafeCheck = 645;
constexpr int KnightSafeCheck = 792;
#define S(mg, eg) make_score(mg, eg)
// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
constexpr Score MobilityBonus[][32] = {
{ S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights
S( 22, 23), S( 28, 27), S( 33, 33) },
{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
{ S(-62,-81), S(-53,-56), S(-12,-31), S( -4,-16), S( 3, 5), S( 13, 11), // Knight
S( 22, 17), S( 28, 20), S( 33, 25) },
{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishop
S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
S( 91, 88), S( 98, 97) },
{ S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
S( 46,166), S( 48,169), S( 58,171) },
{ S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens
S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
S(106,184), S(109,191), S(113,206), S(116,212) }
{ S(-60,-78), S(-20,-17), S( 2, 23), S( 3, 39), S( 3, 70), S( 11, 99), // Rook
S( 22,103), S( 31,121), S( 40,134), S( 40,139), S( 41,158), S( 48,164),
S( 57,168), S( 57,169), S( 62,172) },
{ S(-30,-48), S(-12,-30), S( -8, -7), S( -9, 19), S( 20, 40), S( 23, 55), // Queen
S( 23, 59), S( 35, 75), S( 38, 78), S( 53, 96), S( 64, 96), S( 65,100),
S( 65,121), S( 66,127), S( 67,131), S( 67,133), S( 72,136), S( 72,141),
S( 77,147), S( 79,150), S( 93,151), S(108,168), S(108,168), S(108,171),
S(110,182), S(114,182), S(114,192), S(116,219) }
};
// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
constexpr Score RookOnFile[] = { S(21, 4), S(47, 25) };
constexpr Score RookOnFile[] = { S(19, 7), S(48, 29) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
// pawn-defended are not considered.
constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
S(0, 0), S(6, 32), S(59, 41), S(79, 56), S(90, 119), S(79, 161)
S(0, 0), S(5, 32), S(57, 41), S(77, 56), S(88, 119), S(79, 161)
};
constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
S(0, 0), S(3, 44), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
S(0, 0), S(3, 46), S(37, 68), S(42, 60), S(0, 38), S(58, 41)
};
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
@@ -127,26 +127,32 @@ namespace {
};
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
constexpr Score Hanging = S( 69, 36);
constexpr Score KingProtector = S( 7, 8);
constexpr Score KnightOnQueen = S( 16, 12);
constexpr Score LongDiagonalBishop = S( 45, 0);
constexpr Score MinorBehindPawn = S( 18, 3);
constexpr Score Outpost = S( 30, 21);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
constexpr Score RestrictedPiece = S( 7, 7);
constexpr Score ReachableOutpost = S( 32, 10);
constexpr Score RookOnQueenFile = S( 7, 6);
constexpr Score SliderOnQueen = S( 59, 18);
constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
constexpr Score ThreatBySafePawn = S(173, 94);
constexpr Score TrappedRook = S( 52, 10);
constexpr Score WeakQueen = S( 49, 15);
constexpr Score BishopPawns = S( 3, 7);
constexpr Score BishopOnKingRing = S( 24, 0);
constexpr Score BishopXRayPawns = S( 4, 5);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
constexpr Score Hanging = S( 69, 36);
constexpr Score BishopKingProtector = S( 6, 9);
constexpr Score KnightKingProtector = S( 8, 9);
constexpr Score KnightOnQueen = S( 16, 11);
constexpr Score LongDiagonalBishop = S( 45, 0);
constexpr Score MinorBehindPawn = S( 18, 3);
constexpr Score KnightOutpost = S( 56, 36);
constexpr Score BishopOutpost = S( 30, 23);
constexpr Score ReachableOutpost = S( 31, 22);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
constexpr Score RestrictedPiece = S( 7, 7);
constexpr Score RookOnKingRing = S( 16, 0);
constexpr Score RookOnQueenFile = S( 5, 9);
constexpr Score SliderOnQueen = S( 59, 18);
constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
constexpr Score ThreatBySafePawn = S(173, 94);
constexpr Score TrappedRook = S( 55, 13);
constexpr Score WeakQueen = S( 51, 14);
constexpr Score WeakQueenProtection = S( 15, 0);
#undef S
@@ -167,8 +173,7 @@ namespace {
template<Color Us> Score threats() const;
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
ScaleFactor scale_factor(Value eg) const;
Score initiative(Score score) const;
Value winnable(Score score) const;
const Position& pos;
Material::Entry* me;
@@ -213,7 +218,7 @@ namespace {
template<Tracing T> template<Color Us>
void Evaluation<T>::initialize() {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
constexpr Direction Down = -Up;
constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB : Rank7BB | Rank6BB);
@@ -230,15 +235,15 @@ namespace {
mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pos.blockers_for_king(Us) | pe->pawn_attacks(Them));
// Initialize attackedBy[] for king and pawns
attackedBy[Us][KING] = pos.attacks_from<KING>(ksq);
attackedBy[Us][KING] = attacks_bb<KING>(ksq);
attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
// Init our king safety tables
Square s = make_square(clamp(file_of(ksq), FILE_B, FILE_G),
clamp(rank_of(ksq), RANK_2, RANK_7));
kingRing[Us] = PseudoAttacks[KING][s] | s;
Square s = make_square(Utility::clamp(file_of(ksq), FILE_B, FILE_G),
Utility::clamp(rank_of(ksq), RANK_2, RANK_7));
kingRing[Us] = attacks_bb<KING>(s) | s;
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
@@ -252,7 +257,7 @@ namespace {
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::pieces() {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Color Them = ~Us;
constexpr Direction Down = -pawn_push(Us);
constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
: Rank5BB | Rank4BB | Rank3BB);
@@ -268,10 +273,10 @@ namespace {
// Find attacked squares, including x-ray attacks for bishops and rooks
b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
: pos.attacks_from<Pt>(s);
: attacks_bb<Pt>(s, pos.pieces());
if (pos.blockers_for_king(Us) & s)
b &= LineBB[pos.square<KING>(Us)][s];
b &= line_bb(pos.square<KING>(Us), s);
attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
attackedBy[Us][Pt] |= b;
@@ -284,6 +289,12 @@ namespace {
kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
}
else if (Pt == ROOK && (file_bb(s) & kingRing[Them]))
score += RookOnKingRing;
else if (Pt == BISHOP && (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & kingRing[Them]))
score += BishopOnKingRing;
int mob = popcount(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt - 2][mob];
@@ -293,26 +304,30 @@ namespace {
// Bonus if piece is on an outpost square or can reach one
bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
if (bb & s)
score += Outpost * (Pt == KNIGHT ? 2 : 1);
score += (Pt == KNIGHT) ? KnightOutpost : BishopOutpost;
else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
score += ReachableOutpost;
// Knight and Bishop bonus for being right behind a pawn
// Bonus for a knight or bishop shielded by pawn
if (shift<Down>(pos.pieces(PAWN)) & s)
score += MinorBehindPawn;
// Penalty if the piece is far from the king
score -= KingProtector * distance(s, pos.square<KING>(Us));
score -= (Pt == KNIGHT ? KnightKingProtector
: BishopKingProtector) * distance(pos.square<KING>(Us), s);
if (Pt == BISHOP)
{
// Penalty according to number of pawns on the same color square as the
// bishop, bigger when the center files are blocked with pawns.
// Penalty according to the number of our pawns on the same color square as the
// bishop, bigger when the center files are blocked with pawns and smaller
// when the bishop is outside the pawn chain.
Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s)
* (1 + popcount(blocked & CenterFiles));
* (!(attackedBy[Us][PAWN] & s) + popcount(blocked & CenterFiles));
// Penalty for all enemy pawns x-rayed
score -= BishopXRayPawns * popcount(attacks_bb<BISHOP>(s) & pos.pieces(Them, PAWN));
// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
@@ -371,7 +386,7 @@ namespace {
template<Tracing T> template<Color Us>
Score Evaluation<T>::king() const {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Color Them = ~Us;
constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
@@ -397,9 +412,9 @@ namespace {
// Enemy rooks checks
rookChecks = b1 & safe & attackedBy[Them][ROOK];
if (rookChecks)
kingDanger += RookSafeCheck;
kingDanger += more_than_one(rookChecks) ? RookSafeCheck * 175/100
: RookSafeCheck;
else
unsafeChecks |= b1 & attackedBy[Them][ROOK];
@@ -410,9 +425,9 @@ namespace {
& safe
& ~attackedBy[Us][QUEEN]
& ~rookChecks;
if (queenChecks)
kingDanger += QueenSafeCheck;
kingDanger += more_than_one(queenChecks) ? QueenSafeCheck * 145/100
: QueenSafeCheck;
// Enemy bishops checks: we count them only if they are from squares from
// which we can't give a queen check, because queen checks are more valuable.
@@ -420,17 +435,17 @@ namespace {
& attackedBy[Them][BISHOP]
& safe
& ~queenChecks;
if (bishopChecks)
kingDanger += BishopSafeCheck;
kingDanger += more_than_one(bishopChecks) ? BishopSafeCheck * 3/2
: BishopSafeCheck;
else
unsafeChecks |= b2 & attackedBy[Them][BISHOP];
// Enemy knights checks
knightChecks = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
knightChecks = attacks_bb<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
if (knightChecks & safe)
kingDanger += KnightSafeCheck;
kingDanger += more_than_one(knightChecks & safe) ? KnightSafeCheck * 162/100
: KnightSafeCheck;
else
unsafeChecks |= knightChecks;
@@ -479,7 +494,7 @@ namespace {
template<Tracing T> template<Color Us>
Score Evaluation<T>::threats() const {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
@@ -517,13 +532,15 @@ namespace {
b = ~attackedBy[Them][ALL_PIECES]
| (nonPawnEnemies & attackedBy2[Us]);
score += Hanging * popcount(weak & b);
// Additional bonus if weak piece is only protected by a queen
score += WeakQueenProtection * popcount(weak & attackedBy[Them][QUEEN]);
}
// Bonus for restricting their piece moves
b = attackedBy[Them][ALL_PIECES]
& ~stronglyProtected
& attackedBy[Us][ALL_PIECES];
score += RestrictedPiece * popcount(b);
// Protected or unattacked squares
@@ -551,12 +568,12 @@ namespace {
Square s = pos.square<QUEEN>(Them);
safe = mobilityArea[Us] & ~stronglyProtected;
b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
b = attackedBy[Us][KNIGHT] & attacks_bb<KNIGHT>(s);
score += KnightOnQueen * popcount(b & safe);
b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
| (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s));
b = (attackedBy[Us][BISHOP] & attacks_bb<BISHOP>(s, pos.pieces()))
| (attackedBy[Us][ROOK ] & attacks_bb<ROOK >(s, pos.pieces()));
score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]);
}
@@ -573,18 +590,32 @@ namespace {
template<Tracing T> template<Color Us>
Score Evaluation<T>::passed() const {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
constexpr Direction Down = -Up;
auto king_proximity = [&](Color c, Square s) {
return std::min(distance(pos.square<KING>(c), s), 5);
};
Bitboard b, bb, squaresToQueen, unsafeSquares;
Bitboard b, bb, squaresToQueen, unsafeSquares, blockedPassers, helpers;
Score score = SCORE_ZERO;
b = pe->passed_pawns(Us);
blockedPassers = b & shift<Down>(pos.pieces(Them, PAWN));
if (blockedPassers)
{
helpers = shift<Up>(pos.pieces(Us, PAWN))
& ~pos.pieces(Them)
& (~attackedBy2[Them] | attackedBy[Us][ALL_PIECES]);
// Remove blocked candidate passers that don't have help to pass
b &= ~blockedPassers
| shift<WEST>(helpers)
| shift<EAST>(helpers);
}
while (b)
{
Square s = pop_lsb(&b);
@@ -635,13 +666,7 @@ namespace {
}
} // r > RANK_3
// Scale down bonus for candidate passers which need more than one
// pawn push to become passed, or have a pawn in front of them.
if ( !pos.pawn_passed(Us, s + Up)
|| (pos.pieces(PAWN) & (s + Up)))
bonus = bonus / 2;
score += bonus - PassedFile * map_to_queenside(file_of(s));
score += bonus - PassedFile * edge_distance(file_of(s));
}
if (T)
@@ -664,7 +689,7 @@ namespace {
if (pos.non_pawn_material() < SpaceThreshold)
return SCORE_ZERO;
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Color Them = ~Us;
constexpr Direction Down = -pawn_push(Us);
constexpr Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
@@ -681,7 +706,7 @@ namespace {
behind |= shift<Down+Down>(behind);
int bonus = popcount(safe) + popcount(behind & safe & ~attackedBy[Them][ALL_PIECES]);
int weight = pos.count<ALL_PIECES>(Us) - 1;
int weight = pos.count<ALL_PIECES>(Us) - 3 + std::min(pe->blocked_count(), 9);
Score score = make_score(bonus * weight * weight / 16, 0);
if (T)
@@ -691,56 +716,48 @@ namespace {
}
// Evaluation::initiative() computes the initiative correction value
// for the position. It is a second order bonus/malus based on the
// Evaluation::winnable() adjusts the mg and eg score components based on the
// known attacking/defending status of the players.
// A single value is derived from the mg and eg values and returned.
template<Tracing T>
Score Evaluation<T>::initiative(Score score) const {
Value mg = mg_value(score);
Value eg = eg_value(score);
Value Evaluation<T>::winnable(Score score) const {
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
|| rank_of(pos.square<KING>(BLACK)) < RANK_5;
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
bool almostUnwinnable = !pe->passed_count()
&& outflanking < 0
bool almostUnwinnable = outflanking < 0
&& !pawnsOnBothFlanks;
bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
|| rank_of(pos.square<KING>(BLACK)) < RANK_5;
// Compute the initiative bonus for the attacking side
int complexity = 9 * pe->passed_count()
+ 11 * pos.count<PAWN>()
+ 12 * pos.count<PAWN>()
+ 9 * outflanking
+ 12 * infiltration
+ 21 * pawnsOnBothFlanks
+ 24 * infiltration
+ 51 * !pos.non_pawn_material()
- 43 * almostUnwinnable
- 100 ;
-110 ;
Value mg = mg_value(score);
Value eg = eg_value(score);
// Now apply the bonus: note that we find the attacking side by extracting the
// sign of the midgame or endgame values, and that we carefully cap the bonus
// so that the midgame and endgame scores do not change sign after the bonus.
int u = ((mg > 0) - (mg < 0)) * std::max(std::min(complexity + 50, 0), -abs(mg));
int u = ((mg > 0) - (mg < 0)) * Utility::clamp(complexity + 50, -abs(mg), 0);
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
if (T)
Trace::add(INITIATIVE, make_score(u, v));
mg += u;
eg += v;
return make_score(u, v);
}
// Evaluation::scale_factor() computes the scale factor for the winning side
template<Tracing T>
ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
// Compute the scale factor for the winning side
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
@@ -748,16 +765,30 @@ namespace {
// If scale is not already specific, scale down the endgame via general heuristics
if (sf == SCALE_FACTOR_NORMAL)
{
if ( pos.opposite_bishops()
&& pos.non_pawn_material() == 2 * BishopValueMg)
sf = 22 ;
if (pos.opposite_bishops())
{
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
sf = 18 + 4 * popcount(pe->passed_pawns(strongSide));
else
sf = 22 + 3 * pos.count<ALL_PIECES>(strongSide);
}
else
sf = std::min(sf, 36 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide));
sf = std::max(0, sf - (pos.rule50_count() - 12) / 4);
sf = std::min(sf, 36 + 7 * pos.count<PAWN>(strongSide));
}
return ScaleFactor(sf);
// Interpolate between the middlegame and (scaled by 'sf') endgame score
v = mg * int(me->game_phase())
+ eg * int(PHASE_MIDGAME - me->game_phase()) * ScaleFactor(sf) / SCALE_FACTOR_NORMAL;
v /= PHASE_MIDGAME;
if (T)
{
Trace::add(WINNABLE, make_score(u, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL - eg_value(score)));
Trace::add(TOTAL, make_score(mg, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL));
}
return Value(v);
}
@@ -797,7 +828,8 @@ namespace {
initialize<WHITE>();
initialize<BLACK>();
// Pieces should be evaluated first (populate attack tables)
// Pieces evaluated first (also populates attackedBy, attackedBy2).
// Note that the order of evaluation of the terms is left unspecified
score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
+ pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
+ pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
@@ -805,19 +837,14 @@ namespace {
score += mobility[WHITE] - mobility[BLACK];
// More complex interactions that require fully populated attack bitboards
score += king< WHITE>() - king< BLACK>()
+ threats<WHITE>() - threats<BLACK>()
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
score += initiative(score);
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
ScaleFactor sf = scale_factor(eg_value(score));
v = mg_value(score) * int(me->game_phase())
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
v /= PHASE_MIDGAME;
// Derive single value from mg and eg parts of score
v = winnable(score);
// In case of tracing add all remaining individual evaluation terms
if (T)
@@ -826,11 +853,18 @@ namespace {
Trace::add(IMBALANCE, me->imbalance());
Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
Trace::add(TOTAL, score);
}
return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view
+ Eval::Tempo;
// Evaluation grain
v = (v / 16) * 16;
// Side to move point of view
v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;
// Damp down the evaluation linearly when shuffling
v = v * (100 - pos.rule50_count()) / 100;
return v;
}
} // namespace
@@ -878,11 +912,11 @@ std::string Eval::trace(const Position& pos) {
<< " Threats | " << Term(THREAT)
<< " Passed | " << Term(PASSED)
<< " Space | " << Term(SPACE)
<< " Initiative | " << Term(INITIATIVE)
<< " Winnable | " << Term(WINNABLE)
<< " ------------+-------------+-------------+------------\n"
<< " Total | " << Term(TOTAL);
ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";
ss << "\nFinal evaluation: " << to_cp(v) << " (white side)\n";
return ss.str();
}