mirror of
https://github.com/peterosterlund2/droidfish.git
synced 2025-12-18 03:32:18 +01:00
DroidFish: Updated stockfish to the latest development version and included syzygy tablebases probing code.
This commit is contained in:
@@ -76,7 +76,7 @@ namespace {
|
||||
namespace Tracing {
|
||||
|
||||
enum Terms { // First 8 entries are for PieceType
|
||||
PST = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
|
||||
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
|
||||
};
|
||||
|
||||
Score terms[COLOR_NB][TERMS_NB];
|
||||
@@ -89,23 +89,15 @@ namespace {
|
||||
std::string do_trace(const Position& pos);
|
||||
}
|
||||
|
||||
// Evaluation weights, initialized from UCI options
|
||||
enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
|
||||
struct Weight { int mg, eg; } Weights[6];
|
||||
// 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}
|
||||
};
|
||||
|
||||
typedef Value V;
|
||||
#define S(mg, eg) make_score(mg, eg)
|
||||
|
||||
// Internal evaluation weights. These are applied on top of the evaluation
|
||||
// weights read from UCI parameters. The purpose is to be able to change
|
||||
// the evaluation weights while keeping the default values of the UCI
|
||||
// parameters at 100, which looks prettier.
|
||||
//
|
||||
// Values modified by Joona Kiiski
|
||||
const Score WeightsInternal[] = {
|
||||
S(289, 344), S(233, 201), S(221, 273), S(46, 0), S(271, 0), S(307, 0)
|
||||
};
|
||||
|
||||
// MobilityBonus[PieceType][attacked] contains bonuses for middle and end
|
||||
// game, indexed by piece type and number of attacked squares not occupied by
|
||||
// friendly pieces.
|
||||
@@ -155,27 +147,27 @@ namespace {
|
||||
// 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(56, 70), S(56, 70), S(76, 99), S(86, 118)
|
||||
S(0, 0), S(0, 0), S(80, 119), S(80, 119), S(117, 199), S(127, 218)
|
||||
};
|
||||
|
||||
// Hanging[side to move] contains a bonus for each enemy hanging piece
|
||||
const Score Hanging[2] = { S(23, 20) , S(35, 45) };
|
||||
|
||||
#undef S
|
||||
|
||||
const Score Tempo = make_score(24, 11);
|
||||
const Score RookOnPawn = make_score(10, 28);
|
||||
const Score RookOpenFile = make_score(43, 21);
|
||||
const Score RookSemiopenFile = make_score(19, 10);
|
||||
const Score BishopPawns = make_score( 8, 12);
|
||||
const Score MinorBehindPawn = make_score(16, 0);
|
||||
const Score TrappedRook = make_score(90, 0);
|
||||
const Score Unstoppable = make_score( 0, 20);
|
||||
// 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);
|
||||
|
||||
// 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
|
||||
// happen in Chess960 games.
|
||||
const Score TrappedBishopA1H1 = make_score(50, 50);
|
||||
const Score TrappedBishopA1H1 = S(50, 50);
|
||||
|
||||
#undef S
|
||||
|
||||
// SpaceMask[Color] contains the area of the board which is considered
|
||||
// by the space evaluation. In the middlegame, each side is given a bonus
|
||||
@@ -202,10 +194,11 @@ namespace {
|
||||
const int BishopCheck = 2;
|
||||
const int KnightCheck = 3;
|
||||
|
||||
// KingDanger[Color][attackUnits] contains the actual king danger weighted
|
||||
// scores, indexed by color and by a calculated integer number.
|
||||
Score KingDanger[COLOR_NB][128];
|
||||
// KingDanger[attackUnits] contains the actual king danger weighted
|
||||
// scores, indexed by a calculated integer number.
|
||||
Score KingDanger[128];
|
||||
|
||||
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) {
|
||||
@@ -213,17 +206,6 @@ namespace {
|
||||
}
|
||||
|
||||
|
||||
// weight_option() computes the value of an evaluation weight, by combining
|
||||
// two UCI-configurable weights (midgame and endgame) with an internal weight.
|
||||
|
||||
Weight weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
|
||||
|
||||
Weight w = { Options[mgOpt] * mg_value(internalWeight) / 100,
|
||||
Options[egOpt] * eg_value(internalWeight) / 100 };
|
||||
return w;
|
||||
}
|
||||
|
||||
|
||||
// init_eval_info() initializes king bitboards for given color adding
|
||||
// pawn attacks. To be done at the beginning of the evaluation.
|
||||
|
||||
@@ -239,7 +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.count<QUEEN>(Us) && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
|
||||
if (pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
|
||||
{
|
||||
ei.kingRing[Them] = b | shift_bb<Down>(b);
|
||||
b &= ei.attackedBy[Us][PAWN];
|
||||
@@ -251,10 +233,10 @@ namespace {
|
||||
}
|
||||
|
||||
|
||||
// evaluate_outposts() evaluates bishop and knight outpost squares
|
||||
// evaluate_outpost() evaluates bishop and knight outpost squares
|
||||
|
||||
template<PieceType Pt, Color Us>
|
||||
Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
|
||||
Score evaluate_outpost(const Position& pos, const EvalInfo& ei, Square s) {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
|
||||
@@ -274,7 +256,7 @@ namespace {
|
||||
bonus += bonus / 2;
|
||||
}
|
||||
|
||||
return make_score(bonus, bonus);
|
||||
return make_score(bonus * 2, bonus / 2);
|
||||
}
|
||||
|
||||
|
||||
@@ -335,9 +317,9 @@ namespace {
|
||||
if (Pt == BISHOP)
|
||||
score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s);
|
||||
|
||||
// Bishop and knight outposts squares
|
||||
// Bishop and knight outpost square
|
||||
if (!(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
|
||||
score += evaluate_outposts<Pt, Us>(pos, ei, s);
|
||||
score += evaluate_outpost<Pt, Us>(pos, ei, s);
|
||||
|
||||
// Bishop or knight behind a pawn
|
||||
if ( relative_rank(Us, s) < RANK_5
|
||||
@@ -357,7 +339,7 @@ namespace {
|
||||
|
||||
// Give a bonus for a rook on a 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)) ? RookOpenFile : RookSemiOpenFile;
|
||||
|
||||
if (mob > 3 || ei.pi->semiopen_file(Us, file_of(s)))
|
||||
continue;
|
||||
@@ -369,7 +351,7 @@ namespace {
|
||||
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 * 8, 0)) * (1 + !pos.can_castle(Us));
|
||||
score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
|
||||
}
|
||||
|
||||
// An important Chess960 pattern: A cornered bishop blocked by a friendly
|
||||
@@ -432,7 +414,8 @@ namespace {
|
||||
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;
|
||||
- mg_value(score) / 32
|
||||
- !pos.count<QUEEN>(Them) * 15;
|
||||
|
||||
// Analyse the enemy's safe queen contact checks. Firstly, find the
|
||||
// undefended squares around the king that are attacked by the enemy's
|
||||
@@ -445,9 +428,7 @@ namespace {
|
||||
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
|
||||
|
||||
if (b)
|
||||
attackUnits += QueenContactCheck
|
||||
* popcount<Max15>(b)
|
||||
* (Them == pos.side_to_move() ? 2 : 1);
|
||||
attackUnits += QueenContactCheck * popcount<Max15>(b);
|
||||
}
|
||||
|
||||
// Analyse the enemy's safe rook contact checks. Firstly, find the
|
||||
@@ -465,9 +446,7 @@ namespace {
|
||||
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
|
||||
|
||||
if (b)
|
||||
attackUnits += RookContactCheck
|
||||
* popcount<Max15>(b)
|
||||
* (Them == pos.side_to_move() ? 2 : 1);
|
||||
attackUnits += RookContactCheck * popcount<Max15>(b);
|
||||
}
|
||||
|
||||
// Analyse the enemy's safe distance checks for sliders and knights
|
||||
@@ -501,7 +480,7 @@ namespace {
|
||||
|
||||
// Finally, extract the king danger score from the KingDanger[]
|
||||
// array and subtract the score from evaluation.
|
||||
score -= KingDanger[Us == Search::RootColor][attackUnits];
|
||||
score -= KingDanger[attackUnits];
|
||||
}
|
||||
|
||||
if (Trace)
|
||||
@@ -519,8 +498,17 @@ namespace {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
|
||||
Bitboard b, weakEnemies;
|
||||
Bitboard b, weakEnemies, protectedEnemies;
|
||||
Score score = SCORE_ZERO;
|
||||
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]);
|
||||
|
||||
if (protectedEnemies)
|
||||
score += Threat[Minor][type_of(pos.piece_on(lsb(protectedEnemies)))];
|
||||
|
||||
// Enemies not defended by a pawn and under our attack
|
||||
weakEnemies = pos.pieces(Them)
|
||||
@@ -530,18 +518,21 @@ namespace {
|
||||
// Add a bonus according if the attacking pieces are minor or major
|
||||
if (weakEnemies)
|
||||
{
|
||||
b = weakEnemies & (ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
b = weakEnemies & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
if (b)
|
||||
score += Threat[0][type_of(pos.piece_on(lsb(b)))];
|
||||
score += Threat[Minor][type_of(pos.piece_on(lsb(b)))];
|
||||
|
||||
b = weakEnemies & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
|
||||
if (b)
|
||||
score += Threat[1][type_of(pos.piece_on(lsb(b)))];
|
||||
score += Threat[Major][type_of(pos.piece_on(lsb(b)))];
|
||||
|
||||
b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES];
|
||||
if (b)
|
||||
score += more_than_one(b) ? Hanging[Us != pos.side_to_move()] * popcount<Max15>(b)
|
||||
: Hanging[Us == pos.side_to_move()];
|
||||
score += more_than_one(b) ? Hanging * popcount<Max15>(b) : Hanging;
|
||||
|
||||
b = weakEnemies & ei.attackedBy[Us][KING];
|
||||
if (b)
|
||||
score += more_than_one(b) ? KingOnMany : KingOnOne;
|
||||
}
|
||||
|
||||
if (Trace)
|
||||
@@ -590,22 +581,18 @@ namespace {
|
||||
// If the pawn is free to advance, then increase the bonus
|
||||
if (pos.empty(blockSq))
|
||||
{
|
||||
squaresToQueen = forward_bb(Us, s);
|
||||
// If there is a rook or queen attacking/defending the pawn from behind,
|
||||
// consider all the squaresToQueen. Otherwise consider only the squares
|
||||
// in the pawn's path attacked or occupied by the enemy.
|
||||
defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s);
|
||||
|
||||
// If there is an enemy rook or queen attacking the pawn from behind,
|
||||
// add all X-ray attacks by the rook or queen. Otherwise consider only
|
||||
// the squares in the pawn's path attacked or occupied by the enemy.
|
||||
if ( unlikely(forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN))
|
||||
&& (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
|
||||
unsafeSquares = squaresToQueen;
|
||||
else
|
||||
unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
|
||||
Bitboard bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
|
||||
|
||||
if ( unlikely(forward_bb(Them, s) & pos.pieces(Us, ROOK, QUEEN))
|
||||
&& (forward_bb(Them, s) & pos.pieces(Us, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
|
||||
defendedSquares = squaresToQueen;
|
||||
else
|
||||
defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES];
|
||||
if (!(pos.pieces(Us) & bb))
|
||||
defendedSquares &= ei.attackedBy[Us][ALL_PIECES];
|
||||
|
||||
if (!(pos.pieces(Them) & bb))
|
||||
unsafeSquares &= ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
|
||||
|
||||
// If there aren't any enemy attacks, assign a big bonus. Otherwise
|
||||
// assign a smaller bonus if the block square isn't attacked.
|
||||
@@ -621,6 +608,8 @@ namespace {
|
||||
|
||||
mbonus += k * rr, ebonus += k * rr;
|
||||
}
|
||||
else if (pos.pieces(Us) & blockSq)
|
||||
mbonus += rr * 3 + r * 2 + 3, ebonus += rr + r * 2;
|
||||
} // rr != 0
|
||||
|
||||
if (pos.count<PAWN>(Us) < pos.count<PAWN>(Them))
|
||||
@@ -637,18 +626,15 @@ namespace {
|
||||
}
|
||||
|
||||
|
||||
// evaluate_unstoppable_pawns() scores the most advanced among the passed and
|
||||
// candidate pawns. In case opponent has no pieces but pawns, this is somewhat
|
||||
// related to the possibility that pawns are unstoppable.
|
||||
// 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(const Position& pos, Color us, const EvalInfo& ei) {
|
||||
Score evaluate_unstoppable_pawns(Color us, const EvalInfo& ei) {
|
||||
|
||||
Bitboard b = ei.pi->passed_pawns(us) | ei.pi->candidate_pawns(us);
|
||||
Bitboard b = ei.pi->passed_pawns(us);
|
||||
|
||||
if (!b || pos.non_pawn_material(~us))
|
||||
return SCORE_ZERO;
|
||||
|
||||
return Unstoppable * int(relative_rank(us, frontmost_sq(us, b)));
|
||||
return b ? Unstoppable * int(relative_rank(us, frontmost_sq(us, b))) : SCORE_ZERO;
|
||||
}
|
||||
|
||||
|
||||
@@ -696,9 +682,9 @@ namespace {
|
||||
Thread* thisThread = pos.this_thread();
|
||||
|
||||
// Initialize score by reading the incrementally updated scores included
|
||||
// in the position object (material + piece square tables) and adding a
|
||||
// Tempo bonus. Score is computed from the point of view of white.
|
||||
score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
|
||||
// in the position object (material + piece square tables).
|
||||
// Score is computed from the point of view of white.
|
||||
score = pos.psq_score();
|
||||
|
||||
// Probe the material hash table
|
||||
ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
|
||||
@@ -741,10 +727,10 @@ namespace {
|
||||
score += evaluate_passed_pawns<WHITE, Trace>(pos, ei)
|
||||
- evaluate_passed_pawns<BLACK, Trace>(pos, ei);
|
||||
|
||||
// If one side has only a king, score for potential unstoppable pawns
|
||||
if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
|
||||
score += evaluate_unstoppable_pawns(pos, WHITE, ei)
|
||||
- evaluate_unstoppable_pawns(pos, BLACK, ei);
|
||||
// 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())
|
||||
@@ -754,29 +740,35 @@ namespace {
|
||||
}
|
||||
|
||||
// Scale winning side if position is more drawish than it appears
|
||||
ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
|
||||
: ei.mi->scale_factor(pos, BLACK);
|
||||
Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
|
||||
ScaleFactor sf = ei.mi->scale_factor(pos, strongSide);
|
||||
|
||||
// If we don't already have an unusual scale factor, check for opposite
|
||||
// colored bishop endgames, and use a lower scale for those.
|
||||
// If we don't already have an unusual scale factor, check for certain
|
||||
// types of endgames, and use a lower scale for those.
|
||||
if ( ei.mi->game_phase() < PHASE_MIDGAME
|
||||
&& pos.opposite_bishops()
|
||||
&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
|
||||
{
|
||||
// Ignoring any pawns, do both sides only have a single bishop and no
|
||||
// other pieces?
|
||||
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);
|
||||
if (pos.opposite_bishops()) {
|
||||
// Ignoring any pawns, do both sides only have a single bishop and no
|
||||
// other pieces?
|
||||
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);
|
||||
}
|
||||
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)]);
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
|
||||
@@ -788,7 +780,7 @@ namespace {
|
||||
// In case of tracing add all single evaluation contributions for both white and black
|
||||
if (Trace)
|
||||
{
|
||||
Tracing::add_term(Tracing::PST, pos.psq_score());
|
||||
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])
|
||||
@@ -821,13 +813,13 @@ namespace {
|
||||
Score bScore = terms[BLACK][idx];
|
||||
|
||||
switch (idx) {
|
||||
case PST: case IMBALANCE: case PAWN: case TOTAL:
|
||||
ss << std::setw(20) << name << " | --- --- | --- --- | "
|
||||
case MATERIAL: case IMBALANCE: case PAWN: case TOTAL:
|
||||
ss << std::setw(15) << name << " | --- --- | --- --- | "
|
||||
<< std::setw(5) << to_cp(mg_value(wScore - bScore)) << " "
|
||||
<< std::setw(5) << to_cp(eg_value(wScore - bScore)) << " \n";
|
||||
break;
|
||||
default:
|
||||
ss << std::setw(20) << name << " | " << std::noshowpos
|
||||
ss << std::setw(15) << name << " | " << std::noshowpos
|
||||
<< std::setw(5) << to_cp(mg_value(wScore)) << " "
|
||||
<< std::setw(5) << to_cp(eg_value(wScore)) << " | "
|
||||
<< std::setw(5) << to_cp(mg_value(bScore)) << " "
|
||||
@@ -846,12 +838,12 @@ namespace {
|
||||
|
||||
std::stringstream ss;
|
||||
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
|
||||
<< " Eval term | White | Black | Total \n"
|
||||
<< " | MG EG | MG EG | MG EG \n"
|
||||
<< "---------------------+-------------+-------------+-------------\n";
|
||||
<< " Eval term | White | Black | Total \n"
|
||||
<< " | MG EG | MG EG | MG EG \n"
|
||||
<< "----------------+-------------+-------------+-------------\n";
|
||||
|
||||
format_row(ss, "Material, PST, Tempo", PST);
|
||||
format_row(ss, "Material imbalance", IMBALANCE);
|
||||
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);
|
||||
@@ -863,7 +855,7 @@ namespace {
|
||||
format_row(ss, "Passed pawns", PASSED);
|
||||
format_row(ss, "Space", SPACE);
|
||||
|
||||
ss << "---------------------+-------------+-------------+-------------\n";
|
||||
ss << "----------------+-------------+-------------+-------------\n";
|
||||
format_row(ss, "Total", TOTAL);
|
||||
|
||||
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
|
||||
@@ -880,7 +872,7 @@ 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);
|
||||
return do_evaluate<false>(pos) + Tempo;
|
||||
}
|
||||
|
||||
|
||||
@@ -898,22 +890,13 @@ namespace Eval {
|
||||
|
||||
void init() {
|
||||
|
||||
Weights[Mobility] = weight_option("Mobility (Midgame)", "Mobility (Endgame)", WeightsInternal[Mobility]);
|
||||
Weights[PawnStructure] = weight_option("Pawn Structure (Midgame)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
|
||||
Weights[PassedPawns] = weight_option("Passed Pawns (Midgame)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
|
||||
Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
|
||||
Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
|
||||
Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
|
||||
|
||||
const double MaxSlope = 30;
|
||||
const double Peak = 1280;
|
||||
|
||||
for (int t = 0, i = 1; i < 100; ++i)
|
||||
{
|
||||
t = int(std::min(Peak, std::min(0.4 * i * i, t + MaxSlope)));
|
||||
|
||||
KingDanger[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
|
||||
KingDanger[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
|
||||
KingDanger[i] = apply_weight(make_score(t, 0), Weights[KingSafety]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user