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Update to Stockfish 12
This commit is contained in:
@@ -1,8 +1,6 @@
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/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@@ -20,15 +18,130 @@
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#include <algorithm>
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#include <cassert>
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#include <cstdlib>
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#include <cstring> // For std::memset
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#include <fstream>
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#include <iomanip>
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#include <sstream>
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#include <iostream>
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#include <streambuf>
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#include <vector>
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#include "bitboard.h"
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#include "evaluate.h"
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#include "material.h"
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#include "misc.h"
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#include "pawns.h"
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#include "thread.h"
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#include "uci.h"
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#include "incbin/incbin.h"
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// Macro to embed the default NNUE file data in the engine binary (using incbin.h, by Dale Weiler).
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// This macro invocation will declare the following three variables
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// const unsigned char gEmbeddedNNUEData[]; // a pointer to the embedded data
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// const unsigned char *const gEmbeddedNNUEEnd; // a marker to the end
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// const unsigned int gEmbeddedNNUESize; // the size of the embedded file
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// Note that this does not work in Microsof Visual Studio.
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#if !defined(_MSC_VER) && !defined(NNUE_EMBEDDING_OFF)
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INCBIN(EmbeddedNNUE, EvalFileDefaultName);
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#else
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const unsigned char gEmbeddedNNUEData[1] = {0x0};
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const unsigned char *const gEmbeddedNNUEEnd = &gEmbeddedNNUEData[1];
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const unsigned int gEmbeddedNNUESize = 1;
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#endif
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using namespace std;
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using namespace Eval::NNUE;
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namespace Eval {
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bool useNNUE;
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string eval_file_loaded = "None";
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/// init_NNUE() tries to load a nnue network at startup time, or when the engine
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/// receives a UCI command "setoption name EvalFile value nn-[a-z0-9]{12}.nnue"
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/// The name of the nnue network is always retrieved from the EvalFile option.
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/// We search the given network in three locations: internally (the default
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/// network may be embedded in the binary), in the active working directory and
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/// in the engine directory. Distro packagers may define the DEFAULT_NNUE_DIRECTORY
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/// variable to have the engine search in a special directory in their distro.
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void init_NNUE() {
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useNNUE = Options["Use NNUE"];
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if (!useNNUE)
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return;
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string eval_file = string(Options["EvalFile"]);
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#if defined(DEFAULT_NNUE_DIRECTORY)
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#define stringify2(x) #x
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#define stringify(x) stringify2(x)
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vector<string> dirs = { "<internal>" , "" , CommandLine::binaryDirectory , stringify(DEFAULT_NNUE_DIRECTORY) };
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#else
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vector<string> dirs = { "<internal>" , "" , CommandLine::binaryDirectory };
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#endif
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for (string directory : dirs)
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if (eval_file_loaded != eval_file)
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{
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if (directory != "<internal>")
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{
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ifstream stream(directory + eval_file, ios::binary);
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if (load_eval(eval_file, stream))
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eval_file_loaded = eval_file;
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}
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if (directory == "<internal>" && eval_file == EvalFileDefaultName)
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{
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// C++ way to prepare a buffer for a memory stream
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class MemoryBuffer : public basic_streambuf<char> {
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public: MemoryBuffer(char* p, size_t n) { setg(p, p, p + n); setp(p, p + n); }
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};
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MemoryBuffer buffer(const_cast<char*>(reinterpret_cast<const char*>(gEmbeddedNNUEData)),
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size_t(gEmbeddedNNUESize));
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istream stream(&buffer);
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if (load_eval(eval_file, stream))
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eval_file_loaded = eval_file;
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}
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}
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}
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/// verify_NNUE() verifies that the last net used was loaded successfully
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void verify_NNUE() {
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string eval_file = string(Options["EvalFile"]);
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if (useNNUE && eval_file_loaded != eval_file)
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{
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UCI::OptionsMap defaults;
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UCI::init(defaults);
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string msg1 = "If the UCI option \"Use NNUE\" is set to true, network evaluation parameters compatible with the engine must be available.";
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string msg2 = "The option is set to true, but the network file " + eval_file + " was not loaded successfully.";
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string msg3 = "The UCI option EvalFile might need to specify the full path, including the directory name, to the network file.";
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string msg4 = "The default net can be downloaded from: https://tests.stockfishchess.org/api/nn/" + string(defaults["EvalFile"]);
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string msg5 = "The engine will be terminated now.";
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sync_cout << "info string ERROR: " << msg1 << sync_endl;
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sync_cout << "info string ERROR: " << msg2 << sync_endl;
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sync_cout << "info string ERROR: " << msg3 << sync_endl;
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sync_cout << "info string ERROR: " << msg4 << sync_endl;
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sync_cout << "info string ERROR: " << msg5 << sync_endl;
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exit(EXIT_FAILURE);
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}
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if (useNNUE)
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sync_cout << "info string NNUE evaluation using " << eval_file << " enabled" << sync_endl;
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else
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sync_cout << "info string classical evaluation enabled" << sync_endl;
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}
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}
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namespace Trace {
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@@ -74,17 +187,20 @@ using namespace Trace;
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namespace {
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// Threshold for lazy and space evaluation
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constexpr Value LazyThreshold = Value(1400);
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constexpr Value LazyThreshold1 = Value(1400);
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constexpr Value LazyThreshold2 = Value(1300);
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constexpr Value SpaceThreshold = Value(12222);
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constexpr Value NNUEThreshold1 = Value(550);
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constexpr Value NNUEThreshold2 = Value(150);
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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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 = 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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// SafeCheck[PieceType][single/multiple] contains safe check bonus by piece type,
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// higher if multiple safe checks are possible for that piece type.
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constexpr int SafeCheck[][2] = {
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{}, {}, {792, 1283}, {645, 967}, {1084, 1897}, {772, 1119}
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};
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#define S(mg, eg) make_score(mg, eg)
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@@ -106,53 +222,58 @@ namespace {
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S(110,182), S(114,182), S(114,192), S(116,219) }
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};
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// KingProtector[knight/bishop] contains penalty for each distance unit to own king
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constexpr Score KingProtector[] = { S(8, 9), S(6, 9) };
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// Outpost[knight/bishop] contains bonuses for each knight or bishop occupying a
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// pawn protected square on rank 4 to 6 which is also safe from a pawn attack.
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constexpr Score Outpost[] = { S(56, 34), S(31, 23) };
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// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
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constexpr Score PassedRank[RANK_NB] = {
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S(0, 0), S(9, 28), S(15, 31), S(17, 39), S(64, 70), S(171, 177), S(277, 260)
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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(19, 7), S(48, 29) };
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constexpr Score RookOnFile[] = { S(19, 7), S(48, 27) };
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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(5, 32), S(57, 41), S(77, 56), S(88, 119), S(79, 161)
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S(0, 0), S(5, 32), S(55, 41), S(77, 56), S(89, 119), S(79, 162)
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};
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constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
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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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constexpr Score PassedRank[RANK_NB] = {
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S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
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S(0, 0), S(3, 44), S(37, 68), S(42, 60), S(0, 39), S(58, 43)
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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 BadOutpost = S( -7, 36);
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constexpr Score BishopOnKingRing = S( 24, 0);
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constexpr Score BishopPawns = S( 3, 7);
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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 ReachableOutpost = S( 31, 22);
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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 RookOnQueenFile = S( 6, 11);
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constexpr Score SliderOnQueen = S( 60, 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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constexpr Score WeakQueenProtection = S( 14, 0);
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constexpr Score WeakQueen = S( 56, 15);
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#undef S
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@@ -215,6 +336,7 @@ namespace {
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// Evaluation::initialize() computes king and pawn attacks, and the king ring
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// bitboard for a given color. This is done at the beginning of the evaluation.
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template<Tracing T> template<Color Us>
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void Evaluation<T>::initialize() {
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@@ -241,8 +363,8 @@ namespace {
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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(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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Square s = make_square(std::clamp(file_of(ksq), FILE_B, FILE_G),
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std::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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@@ -254,6 +376,7 @@ namespace {
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// Evaluation::pieces() scores pieces of a given color and type
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template<Tracing T> template<Color Us, PieceType Pt>
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Score Evaluation<T>::pieces() {
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@@ -301,10 +424,19 @@ namespace {
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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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 += (Pt == KNIGHT) ? KnightOutpost : BishopOutpost;
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// Bonus if the piece is on an outpost square or can reach one
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// Reduced bonus for knights (BadOutpost) if few relevant targets
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bb = OutpostRanks & (attackedBy[Us][PAWN] | shift<Down>(pos.pieces(PAWN)))
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& ~pe->pawn_attacks_span(Them);
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Bitboard targets = pos.pieces(Them) & ~pos.pieces(PAWN);
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if ( Pt == KNIGHT
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&& bb & s & ~CenterFiles // on a side outpost
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&& !(b & targets) // no relevant attacks
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&& (!more_than_one(targets & (s & QueenSide ? QueenSide : KingSide))))
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score += BadOutpost;
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else if (bb & s)
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score += Outpost[Pt == BISHOP];
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else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
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score += ReachableOutpost;
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@@ -313,8 +445,7 @@ namespace {
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score += MinorBehindPawn;
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// Penalty if the piece is far from the king
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score -= (Pt == KNIGHT ? KnightKingProtector
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: BishopKingProtector) * distance(pos.square<KING>(Us), s);
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score -= KingProtector[Pt == BISHOP] * distance(pos.square<KING>(Us), s);
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if (Pt == BISHOP)
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{
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@@ -383,6 +514,7 @@ namespace {
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// Evaluation::king() assigns bonuses and penalties to a king of a given color
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template<Tracing T> template<Color Us>
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Score Evaluation<T>::king() const {
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@@ -411,41 +543,33 @@ namespace {
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b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
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// Enemy rooks checks
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rookChecks = b1 & safe & attackedBy[Them][ROOK];
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rookChecks = b1 & attackedBy[Them][ROOK] & safe;
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if (rookChecks)
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kingDanger += more_than_one(rookChecks) ? RookSafeCheck * 175/100
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: RookSafeCheck;
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kingDanger += SafeCheck[ROOK][more_than_one(rookChecks)];
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else
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unsafeChecks |= b1 & attackedBy[Them][ROOK];
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// Enemy queen safe checks: we count them only if they are from squares from
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// which we can't give a rook check, because rook checks are more valuable.
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queenChecks = (b1 | b2)
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& attackedBy[Them][QUEEN]
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& safe
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& ~attackedBy[Us][QUEEN]
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& ~rookChecks;
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// Enemy queen safe checks: count them only if the checks are from squares from
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// which opponent cannot give a rook check, because rook checks are more valuable.
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queenChecks = (b1 | b2) & attackedBy[Them][QUEEN] & safe
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& ~(attackedBy[Us][QUEEN] | rookChecks);
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if (queenChecks)
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kingDanger += more_than_one(queenChecks) ? QueenSafeCheck * 145/100
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: QueenSafeCheck;
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kingDanger += SafeCheck[QUEEN][more_than_one(queenChecks)];
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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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bishopChecks = b2
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& attackedBy[Them][BISHOP]
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& safe
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// Enemy bishops checks: count them only if they are from squares from which
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// opponent cannot give a queen check, because queen checks are more valuable.
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bishopChecks = b2 & attackedBy[Them][BISHOP] & safe
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& ~queenChecks;
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if (bishopChecks)
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kingDanger += more_than_one(bishopChecks) ? BishopSafeCheck * 3/2
|
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: BishopSafeCheck;
|
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kingDanger += SafeCheck[BISHOP][more_than_one(bishopChecks)];
|
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|
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else
|
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unsafeChecks |= b2 & attackedBy[Them][BISHOP];
|
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|
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// Enemy knights checks
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knightChecks = attacks_bb<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
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if (knightChecks & safe)
|
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kingDanger += more_than_one(knightChecks & safe) ? KnightSafeCheck * 162/100
|
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: KnightSafeCheck;
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kingDanger += SafeCheck[KNIGHT][more_than_one(knightChecks & safe)];
|
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else
|
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unsafeChecks |= knightChecks;
|
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|
||||
@@ -455,7 +579,7 @@ namespace {
|
||||
b2 = b1 & attackedBy2[Them];
|
||||
b3 = attackedBy[Us][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
|
||||
|
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int kingFlankAttack = popcount(b1) + popcount(b2);
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int kingFlankAttack = popcount(b1) + popcount(b2);
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int kingFlankDefense = popcount(b3);
|
||||
|
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kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
|
||||
@@ -491,6 +615,7 @@ namespace {
|
||||
|
||||
// Evaluation::threats() assigns bonuses according to the types of the
|
||||
// attacking and the attacked pieces.
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||||
|
||||
template<Tracing T> template<Color Us>
|
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Score Evaluation<T>::threats() const {
|
||||
|
||||
@@ -565,17 +690,21 @@ namespace {
|
||||
// Bonus for threats on the next moves against enemy queen
|
||||
if (pos.count<QUEEN>(Them) == 1)
|
||||
{
|
||||
bool queenImbalance = pos.count<QUEEN>() == 1;
|
||||
|
||||
Square s = pos.square<QUEEN>(Them);
|
||||
safe = mobilityArea[Us] & ~stronglyProtected;
|
||||
safe = mobilityArea[Us]
|
||||
& ~pos.pieces(Us, PAWN)
|
||||
& ~stronglyProtected;
|
||||
|
||||
b = attackedBy[Us][KNIGHT] & attacks_bb<KNIGHT>(s);
|
||||
|
||||
score += KnightOnQueen * popcount(b & safe);
|
||||
score += KnightOnQueen * popcount(b & safe) * (1 + queenImbalance);
|
||||
|
||||
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]);
|
||||
score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]) * (1 + queenImbalance);
|
||||
}
|
||||
|
||||
if (T)
|
||||
@@ -632,8 +761,8 @@ namespace {
|
||||
Square blockSq = s + Up;
|
||||
|
||||
// Adjust bonus based on the king's proximity
|
||||
bonus += make_score(0, ( (king_proximity(Them, blockSq) * 19) / 4
|
||||
- king_proximity(Us, blockSq) * 2) * w);
|
||||
bonus += make_score(0, ( king_proximity(Them, blockSq) * 19 / 4
|
||||
- king_proximity(Us, blockSq) * 2) * w);
|
||||
|
||||
// If blockSq is not the queening square then consider also a second push
|
||||
if (r != RANK_7)
|
||||
@@ -676,16 +805,15 @@ namespace {
|
||||
}
|
||||
|
||||
|
||||
// Evaluation::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 multiplied by a weight. The aim is to
|
||||
// improve play on game opening.
|
||||
// Evaluation::space() computes a space evaluation for a given side, aiming to improve game
|
||||
// play in the opening. It is based on the number of safe squares on the four central files
|
||||
// on ranks 2 to 4. Completely safe squares behind a friendly pawn are counted twice.
|
||||
// Finally, the space bonus is multiplied by a weight which decreases according to occupancy.
|
||||
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::space() const {
|
||||
|
||||
// Early exit if, for example, both queens or 6 minor pieces have been exchanged
|
||||
if (pos.non_pawn_material() < SpaceThreshold)
|
||||
return SCORE_ZERO;
|
||||
|
||||
@@ -716,9 +844,9 @@ namespace {
|
||||
}
|
||||
|
||||
|
||||
// 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.
|
||||
// Evaluation::winnable() adjusts the midgame and endgame score components, based on
|
||||
// the known attacking/defending status of the players. The final value is derived
|
||||
// by interpolation from the midgame and endgame values.
|
||||
|
||||
template<Tracing T>
|
||||
Value Evaluation<T>::winnable(Score score) const {
|
||||
@@ -732,8 +860,8 @@ namespace {
|
||||
bool almostUnwinnable = outflanking < 0
|
||||
&& !pawnsOnBothFlanks;
|
||||
|
||||
bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
|
||||
|| rank_of(pos.square<KING>(BLACK)) < RANK_5;
|
||||
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()
|
||||
@@ -751,18 +879,17 @@ namespace {
|
||||
// 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)) * Utility::clamp(complexity + 50, -abs(mg), 0);
|
||||
int u = ((mg > 0) - (mg < 0)) * std::clamp(complexity + 50, -abs(mg), 0);
|
||||
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
|
||||
|
||||
mg += u;
|
||||
eg += v;
|
||||
|
||||
// Compute the scale factor for the winning side
|
||||
|
||||
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
|
||||
int sf = me->scale_factor(pos, strongSide);
|
||||
|
||||
// If scale is not already specific, scale down the endgame via general heuristics
|
||||
// If scale factor is not already specific, scale down via general heuristics
|
||||
if (sf == SCALE_FACTOR_NORMAL)
|
||||
{
|
||||
if (pos.opposite_bishops())
|
||||
@@ -773,6 +900,15 @@ namespace {
|
||||
else
|
||||
sf = 22 + 3 * pos.count<ALL_PIECES>(strongSide);
|
||||
}
|
||||
else if ( pos.non_pawn_material(WHITE) == RookValueMg
|
||||
&& pos.non_pawn_material(BLACK) == RookValueMg
|
||||
&& pos.count<PAWN>(strongSide) - pos.count<PAWN>(~strongSide) <= 1
|
||||
&& bool(KingSide & pos.pieces(strongSide, PAWN)) != bool(QueenSide & pos.pieces(strongSide, PAWN))
|
||||
&& (attacks_bb<KING>(pos.square<KING>(~strongSide)) & pos.pieces(~strongSide, PAWN)))
|
||||
sf = 36;
|
||||
else if (pos.count<QUEEN>() == 1)
|
||||
sf = 37 + 3 * (pos.count<QUEEN>(WHITE) == 1 ? pos.count<BISHOP>(BLACK) + pos.count<KNIGHT>(BLACK)
|
||||
: pos.count<BISHOP>(WHITE) + pos.count<KNIGHT>(WHITE));
|
||||
else
|
||||
sf = std::min(sf, 36 + 7 * pos.count<PAWN>(strongSide));
|
||||
}
|
||||
@@ -819,17 +955,19 @@ namespace {
|
||||
score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
|
||||
|
||||
// Early exit if score is high
|
||||
Value v = (mg_value(score) + eg_value(score)) / 2;
|
||||
if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64)
|
||||
return pos.side_to_move() == WHITE ? v : -v;
|
||||
auto lazy_skip = [&](Value lazyThreshold) {
|
||||
return abs(mg_value(score) + eg_value(score)) / 2 > lazyThreshold + pos.non_pawn_material() / 64;
|
||||
};
|
||||
|
||||
if (lazy_skip(LazyThreshold1))
|
||||
goto make_v;
|
||||
|
||||
// Main evaluation begins here
|
||||
|
||||
initialize<WHITE>();
|
||||
initialize<BLACK>();
|
||||
|
||||
// Pieces evaluated first (also populates attackedBy, attackedBy2).
|
||||
// Note that the order of evaluation of the terms is left unspecified
|
||||
// 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 >()
|
||||
@@ -839,12 +977,17 @@ namespace {
|
||||
|
||||
// More complex interactions that require fully populated attack bitboards
|
||||
score += king< WHITE>() - king< BLACK>()
|
||||
+ threats<WHITE>() - threats<BLACK>()
|
||||
+ passed< WHITE>() - passed< BLACK>()
|
||||
+ passed< WHITE>() - passed< BLACK>();
|
||||
|
||||
if (lazy_skip(LazyThreshold2))
|
||||
goto make_v;
|
||||
|
||||
score += threats<WHITE>() - threats<BLACK>()
|
||||
+ space< WHITE>() - space< BLACK>();
|
||||
|
||||
make_v:
|
||||
// Derive single value from mg and eg parts of score
|
||||
v = winnable(score);
|
||||
Value v = winnable(score);
|
||||
|
||||
// In case of tracing add all remaining individual evaluation terms
|
||||
if (T)
|
||||
@@ -861,9 +1004,6 @@ namespace {
|
||||
// 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;
|
||||
}
|
||||
|
||||
@@ -874,28 +1014,45 @@ namespace {
|
||||
/// evaluation of the position from the point of view of the side to move.
|
||||
|
||||
Value Eval::evaluate(const Position& pos) {
|
||||
return Evaluation<NO_TRACE>(pos).value();
|
||||
}
|
||||
|
||||
bool classical = !Eval::useNNUE
|
||||
|| abs(eg_value(pos.psq_score())) * 16 > NNUEThreshold1 * (16 + pos.rule50_count());
|
||||
Value v = classical ? Evaluation<NO_TRACE>(pos).value()
|
||||
: NNUE::evaluate(pos) * 5 / 4 + Tempo;
|
||||
|
||||
if (classical && Eval::useNNUE && abs(v) * 16 < NNUEThreshold2 * (16 + pos.rule50_count()))
|
||||
v = NNUE::evaluate(pos) * 5 / 4 + Tempo;
|
||||
|
||||
// Damp down the evaluation linearly when shuffling
|
||||
v = v * (100 - pos.rule50_count()) / 100;
|
||||
|
||||
// Guarantee evaluation does not hit the tablebase range
|
||||
v = std::clamp(v, VALUE_TB_LOSS_IN_MAX_PLY + 1, VALUE_TB_WIN_IN_MAX_PLY - 1);
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
/// trace() is like evaluate(), but instead of returning a value, it returns
|
||||
/// a string (suitable for outputting to stdout) that contains the detailed
|
||||
/// descriptions and values of each evaluation term. Useful for debugging.
|
||||
/// Trace scores are from white's point of view
|
||||
|
||||
std::string Eval::trace(const Position& pos) {
|
||||
|
||||
if (pos.checkers())
|
||||
return "Total evaluation: none (in check)";
|
||||
return "Final evaluation: none (in check)";
|
||||
|
||||
std::stringstream ss;
|
||||
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2);
|
||||
|
||||
Value v;
|
||||
|
||||
std::memset(scores, 0, sizeof(scores));
|
||||
|
||||
pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
|
||||
|
||||
Value v = Evaluation<TRACE>(pos).value();
|
||||
v = Evaluation<TRACE>(pos).value();
|
||||
|
||||
v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view
|
||||
|
||||
std::stringstream ss;
|
||||
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
|
||||
<< " Term | White | Black | Total \n"
|
||||
<< " | MG EG | MG EG | MG EG \n"
|
||||
@@ -916,7 +1073,20 @@ std::string Eval::trace(const Position& pos) {
|
||||
<< " ------------+-------------+-------------+------------\n"
|
||||
<< " Total | " << Term(TOTAL);
|
||||
|
||||
ss << "\nFinal evaluation: " << to_cp(v) << " (white side)\n";
|
||||
v = pos.side_to_move() == WHITE ? v : -v;
|
||||
|
||||
ss << "\nClassical evaluation: " << to_cp(v) << " (white side)\n";
|
||||
|
||||
if (Eval::useNNUE)
|
||||
{
|
||||
v = NNUE::evaluate(pos);
|
||||
v = pos.side_to_move() == WHITE ? v : -v;
|
||||
ss << "\nNNUE evaluation: " << to_cp(v) << " (white side)\n";
|
||||
}
|
||||
|
||||
v = evaluate(pos);
|
||||
v = pos.side_to_move() == WHITE ? v : -v;
|
||||
ss << "\nFinal evaluation: " << to_cp(v) << " (white side)\n";
|
||||
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user