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https://github.com/peterosterlund2/droidfish.git
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Update Stockfish to development version from 2020-06-17
This commit is contained in:
@@ -35,7 +35,7 @@ namespace Trace {
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enum Tracing { NO_TRACE, TRACE };
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enum Term { // The first 8 entries are reserved for PieceType
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MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
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MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, WINNABLE, TOTAL, TERM_NB
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};
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Score scores[TERM_NB][COLOR_NB];
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@@ -59,7 +59,7 @@ namespace Trace {
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std::ostream& operator<<(std::ostream& os, Term t) {
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if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
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if (t == MATERIAL || t == IMBALANCE || t == WINNABLE || t == TOTAL)
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os << " ---- ----" << " | " << " ---- ----";
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else
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os << scores[t][WHITE] << " | " << scores[t][BLACK];
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@@ -81,44 +81,44 @@ namespace {
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constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
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// Penalties for enemy's safe checks
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constexpr int QueenSafeCheck = 780;
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constexpr int RookSafeCheck = 1080;
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constexpr int BishopSafeCheck = 635;
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constexpr int KnightSafeCheck = 790;
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constexpr int QueenSafeCheck = 772;
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constexpr int RookSafeCheck = 1084;
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constexpr int BishopSafeCheck = 645;
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constexpr int KnightSafeCheck = 792;
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#define S(mg, eg) make_score(mg, eg)
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// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
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// indexed by piece type and number of attacked squares in the mobility area.
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constexpr Score MobilityBonus[][32] = {
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{ S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights
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S( 22, 23), S( 28, 27), S( 33, 33) },
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{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
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{ S(-62,-81), S(-53,-56), S(-12,-31), S( -4,-16), S( 3, 5), S( 13, 11), // Knight
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S( 22, 17), S( 28, 20), S( 33, 25) },
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{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishop
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S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
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S( 91, 88), S( 98, 97) },
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{ S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
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S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
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S( 46,166), S( 48,169), S( 58,171) },
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{ S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens
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S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
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S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
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S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
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S(106,184), S(109,191), S(113,206), S(116,212) }
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{ S(-60,-78), S(-20,-17), S( 2, 23), S( 3, 39), S( 3, 70), S( 11, 99), // Rook
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S( 22,103), S( 31,121), S( 40,134), S( 40,139), S( 41,158), S( 48,164),
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S( 57,168), S( 57,169), S( 62,172) },
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{ S(-30,-48), S(-12,-30), S( -8, -7), S( -9, 19), S( 20, 40), S( 23, 55), // Queen
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S( 23, 59), S( 35, 75), S( 38, 78), S( 53, 96), S( 64, 96), S( 65,100),
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S( 65,121), S( 66,127), S( 67,131), S( 67,133), S( 72,136), S( 72,141),
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S( 77,147), S( 79,150), S( 93,151), S(108,168), S(108,168), S(108,171),
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S(110,182), S(114,182), S(114,192), S(116,219) }
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};
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// RookOnFile[semiopen/open] contains bonuses for each rook when there is
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// no (friendly) pawn on the rook file.
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constexpr Score RookOnFile[] = { S(21, 4), S(47, 25) };
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constexpr Score RookOnFile[] = { S(19, 7), S(48, 29) };
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// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
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// which piece type attacks which one. Attacks on lesser pieces which are
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// pawn-defended are not considered.
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constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
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S(0, 0), S(6, 32), S(59, 41), S(79, 56), S(90, 119), S(79, 161)
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S(0, 0), S(5, 32), S(57, 41), S(77, 56), S(88, 119), S(79, 161)
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};
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constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
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S(0, 0), S(3, 44), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
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S(0, 0), S(3, 46), S(37, 68), S(42, 60), S(0, 38), S(58, 41)
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};
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// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
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@@ -127,26 +127,32 @@ namespace {
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};
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// Assorted bonuses and penalties
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constexpr Score BishopPawns = S( 3, 7);
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constexpr Score CorneredBishop = S( 50, 50);
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constexpr Score FlankAttacks = S( 8, 0);
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constexpr Score Hanging = S( 69, 36);
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constexpr Score KingProtector = S( 7, 8);
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constexpr Score KnightOnQueen = S( 16, 12);
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constexpr Score LongDiagonalBishop = S( 45, 0);
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constexpr Score MinorBehindPawn = S( 18, 3);
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constexpr Score Outpost = S( 30, 21);
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constexpr Score PassedFile = S( 11, 8);
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constexpr Score PawnlessFlank = S( 17, 95);
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constexpr Score RestrictedPiece = S( 7, 7);
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constexpr Score ReachableOutpost = S( 32, 10);
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constexpr Score RookOnQueenFile = S( 7, 6);
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constexpr Score SliderOnQueen = S( 59, 18);
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constexpr Score ThreatByKing = S( 24, 89);
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constexpr Score ThreatByPawnPush = S( 48, 39);
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constexpr Score ThreatBySafePawn = S(173, 94);
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constexpr Score TrappedRook = S( 52, 10);
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constexpr Score WeakQueen = S( 49, 15);
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constexpr Score BishopPawns = S( 3, 7);
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constexpr Score BishopOnKingRing = S( 24, 0);
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constexpr Score BishopXRayPawns = S( 4, 5);
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constexpr Score CorneredBishop = S( 50, 50);
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constexpr Score FlankAttacks = S( 8, 0);
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constexpr Score Hanging = S( 69, 36);
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constexpr Score BishopKingProtector = S( 6, 9);
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constexpr Score KnightKingProtector = S( 8, 9);
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constexpr Score KnightOnQueen = S( 16, 11);
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constexpr Score LongDiagonalBishop = S( 45, 0);
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constexpr Score MinorBehindPawn = S( 18, 3);
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constexpr Score KnightOutpost = S( 56, 36);
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constexpr Score BishopOutpost = S( 30, 23);
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constexpr Score ReachableOutpost = S( 31, 22);
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constexpr Score PassedFile = S( 11, 8);
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constexpr Score PawnlessFlank = S( 17, 95);
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constexpr Score RestrictedPiece = S( 7, 7);
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constexpr Score RookOnKingRing = S( 16, 0);
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constexpr Score RookOnQueenFile = S( 5, 9);
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constexpr Score SliderOnQueen = S( 59, 18);
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constexpr Score ThreatByKing = S( 24, 89);
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constexpr Score ThreatByPawnPush = S( 48, 39);
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constexpr Score ThreatBySafePawn = S(173, 94);
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constexpr Score TrappedRook = S( 55, 13);
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constexpr Score WeakQueen = S( 51, 14);
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constexpr Score WeakQueenProtection = S( 15, 0);
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#undef S
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@@ -167,8 +173,7 @@ namespace {
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template<Color Us> Score threats() const;
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template<Color Us> Score passed() const;
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template<Color Us> Score space() const;
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ScaleFactor scale_factor(Value eg) const;
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Score initiative(Score score) const;
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Value winnable(Score score) const;
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const Position& pos;
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Material::Entry* me;
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@@ -213,7 +218,7 @@ namespace {
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template<Tracing T> template<Color Us>
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void Evaluation<T>::initialize() {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Color Them = ~Us;
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constexpr Direction Up = pawn_push(Us);
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constexpr Direction Down = -Up;
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constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB : Rank7BB | Rank6BB);
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@@ -230,15 +235,15 @@ namespace {
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mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pos.blockers_for_king(Us) | pe->pawn_attacks(Them));
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// Initialize attackedBy[] for king and pawns
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attackedBy[Us][KING] = pos.attacks_from<KING>(ksq);
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attackedBy[Us][KING] = attacks_bb<KING>(ksq);
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attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
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attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
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attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
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// Init our king safety tables
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Square s = make_square(clamp(file_of(ksq), FILE_B, FILE_G),
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clamp(rank_of(ksq), RANK_2, RANK_7));
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kingRing[Us] = PseudoAttacks[KING][s] | s;
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Square s = make_square(Utility::clamp(file_of(ksq), FILE_B, FILE_G),
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Utility::clamp(rank_of(ksq), RANK_2, RANK_7));
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kingRing[Us] = attacks_bb<KING>(s) | s;
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kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
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kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
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@@ -252,7 +257,7 @@ namespace {
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template<Tracing T> template<Color Us, PieceType Pt>
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Score Evaluation<T>::pieces() {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Color Them = ~Us;
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constexpr Direction Down = -pawn_push(Us);
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constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
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: Rank5BB | Rank4BB | Rank3BB);
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@@ -268,10 +273,10 @@ namespace {
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// Find attacked squares, including x-ray attacks for bishops and rooks
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b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
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: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
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: pos.attacks_from<Pt>(s);
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: attacks_bb<Pt>(s, pos.pieces());
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if (pos.blockers_for_king(Us) & s)
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b &= LineBB[pos.square<KING>(Us)][s];
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b &= line_bb(pos.square<KING>(Us), s);
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attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
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attackedBy[Us][Pt] |= b;
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@@ -284,6 +289,12 @@ namespace {
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kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
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}
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else if (Pt == ROOK && (file_bb(s) & kingRing[Them]))
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score += RookOnKingRing;
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else if (Pt == BISHOP && (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & kingRing[Them]))
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score += BishopOnKingRing;
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int mob = popcount(b & mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt - 2][mob];
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@@ -293,26 +304,30 @@ namespace {
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// Bonus if piece is on an outpost square or can reach one
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bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
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if (bb & s)
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score += Outpost * (Pt == KNIGHT ? 2 : 1);
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score += (Pt == KNIGHT) ? KnightOutpost : BishopOutpost;
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else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
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score += ReachableOutpost;
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// Knight and Bishop bonus for being right behind a pawn
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// Bonus for a knight or bishop shielded by pawn
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if (shift<Down>(pos.pieces(PAWN)) & s)
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score += MinorBehindPawn;
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// Penalty if the piece is far from the king
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score -= KingProtector * distance(s, pos.square<KING>(Us));
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score -= (Pt == KNIGHT ? KnightKingProtector
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: BishopKingProtector) * distance(pos.square<KING>(Us), s);
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if (Pt == BISHOP)
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{
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// Penalty according to number of pawns on the same color square as the
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// bishop, bigger when the center files are blocked with pawns.
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// Penalty according to the number of our pawns on the same color square as the
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// bishop, bigger when the center files are blocked with pawns and smaller
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// when the bishop is outside the pawn chain.
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Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
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score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s)
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* (1 + popcount(blocked & CenterFiles));
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* (!(attackedBy[Us][PAWN] & s) + popcount(blocked & CenterFiles));
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// Penalty for all enemy pawns x-rayed
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score -= BishopXRayPawns * popcount(attacks_bb<BISHOP>(s) & pos.pieces(Them, PAWN));
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// Bonus for bishop on a long diagonal which can "see" both center squares
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if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
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@@ -371,7 +386,7 @@ namespace {
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template<Tracing T> template<Color Us>
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Score Evaluation<T>::king() const {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Color Them = ~Us;
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constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
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: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
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@@ -397,9 +412,9 @@ namespace {
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// Enemy rooks checks
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rookChecks = b1 & safe & attackedBy[Them][ROOK];
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if (rookChecks)
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kingDanger += RookSafeCheck;
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kingDanger += more_than_one(rookChecks) ? RookSafeCheck * 175/100
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: RookSafeCheck;
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else
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unsafeChecks |= b1 & attackedBy[Them][ROOK];
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@@ -410,9 +425,9 @@ namespace {
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& safe
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& ~attackedBy[Us][QUEEN]
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& ~rookChecks;
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if (queenChecks)
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kingDanger += QueenSafeCheck;
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kingDanger += more_than_one(queenChecks) ? QueenSafeCheck * 145/100
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: QueenSafeCheck;
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// Enemy bishops checks: we count them only if they are from squares from
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// which we can't give a queen check, because queen checks are more valuable.
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@@ -420,17 +435,17 @@ namespace {
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& attackedBy[Them][BISHOP]
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& safe
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& ~queenChecks;
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if (bishopChecks)
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kingDanger += BishopSafeCheck;
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kingDanger += more_than_one(bishopChecks) ? BishopSafeCheck * 3/2
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: BishopSafeCheck;
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else
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unsafeChecks |= b2 & attackedBy[Them][BISHOP];
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// Enemy knights checks
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knightChecks = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
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knightChecks = attacks_bb<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
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if (knightChecks & safe)
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kingDanger += KnightSafeCheck;
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kingDanger += more_than_one(knightChecks & safe) ? KnightSafeCheck * 162/100
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: KnightSafeCheck;
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else
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unsafeChecks |= knightChecks;
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@@ -479,7 +494,7 @@ namespace {
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template<Tracing T> template<Color Us>
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Score Evaluation<T>::threats() const {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Color Them = ~Us;
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constexpr Direction Up = pawn_push(Us);
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constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
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@@ -517,13 +532,15 @@ namespace {
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b = ~attackedBy[Them][ALL_PIECES]
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| (nonPawnEnemies & attackedBy2[Us]);
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score += Hanging * popcount(weak & b);
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// Additional bonus if weak piece is only protected by a queen
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score += WeakQueenProtection * popcount(weak & attackedBy[Them][QUEEN]);
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}
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// Bonus for restricting their piece moves
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b = attackedBy[Them][ALL_PIECES]
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& ~stronglyProtected
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& attackedBy[Us][ALL_PIECES];
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score += RestrictedPiece * popcount(b);
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// Protected or unattacked squares
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@@ -551,12 +568,12 @@ namespace {
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Square s = pos.square<QUEEN>(Them);
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safe = mobilityArea[Us] & ~stronglyProtected;
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b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
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b = attackedBy[Us][KNIGHT] & attacks_bb<KNIGHT>(s);
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score += KnightOnQueen * popcount(b & safe);
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b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
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| (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s));
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b = (attackedBy[Us][BISHOP] & attacks_bb<BISHOP>(s, pos.pieces()))
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| (attackedBy[Us][ROOK ] & attacks_bb<ROOK >(s, pos.pieces()));
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score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]);
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}
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@@ -573,18 +590,32 @@ namespace {
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template<Tracing T> template<Color Us>
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Score Evaluation<T>::passed() const {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Color Them = ~Us;
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constexpr Direction Up = pawn_push(Us);
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constexpr Direction Down = -Up;
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auto king_proximity = [&](Color c, Square s) {
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return std::min(distance(pos.square<KING>(c), s), 5);
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};
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Bitboard b, bb, squaresToQueen, unsafeSquares;
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Bitboard b, bb, squaresToQueen, unsafeSquares, blockedPassers, helpers;
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Score score = SCORE_ZERO;
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b = pe->passed_pawns(Us);
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blockedPassers = b & shift<Down>(pos.pieces(Them, PAWN));
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if (blockedPassers)
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{
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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();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user