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DroidFish: Update stockfish to version 7Beta1.
This commit is contained in:
@@ -102,15 +102,16 @@ namespace {
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int kingAdjacentZoneAttacksCount[COLOR_NB];
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Bitboard pinnedPieces[COLOR_NB];
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Material::Entry* me;
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Pawns::Entry* pi;
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};
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// Evaluation weights, indexed by the corresponding evaluation term
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enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
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enum { PawnStructure, PassedPawns, Space, KingSafety };
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const struct Weight { int mg, eg; } Weights[] = {
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{289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0}
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{214, 203}, {193, 262}, {47, 0}, {330, 0}
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};
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Score operator*(Score s, const Weight& w) {
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@@ -122,23 +123,22 @@ namespace {
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#define S(mg, eg) make_score(mg, eg)
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// MobilityBonus[PieceType][attacked] contains bonuses for middle and end
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// game, indexed by piece type and number of attacked squares not occupied by
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// friendly pieces.
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// game, indexed by piece type and number of attacked squares in the MobilityArea.
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const Score MobilityBonus[][32] = {
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{}, {},
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{ S(-70,-52), S(-52,-37), S( -7,-17), S( 0, -6), S( 8, 5), S( 16, 9), // Knights
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S( 23, 20), S( 31, 21), S( 36, 22) },
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{ S(-49,-44), S(-22,-13), S( 16, 0), S( 27, 11), S( 38, 19), S( 52, 34), // Bishops
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S( 56, 44), S( 65, 47), S( 67, 51), S( 73, 56), S( 81, 59), S( 83, 69),
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S( 95, 72), S(100, 75) },
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{ S(-49,-57), S(-22,-14), S(-10, 18), S( -5, 39), S( -4, 50), S( -2, 58), // Rooks
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S( 6, 78), S( 11, 86), S( 17, 92), S( 19,103), S( 26,111), S( 27,115),
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S( 36,119), S( 41,121), S( 50,122) },
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{ S(-41,-24), S(-26, -8), S( 0, 6), S( 2, 14), S( 12, 27), S( 21, 40), // Queens
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S( 22, 45), S( 37, 55), S( 40, 57), S( 43, 63), S( 50, 68), S( 52, 74),
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S( 56, 80), S( 66, 84), S( 68, 85), S( 69, 88), S( 71, 92), S( 72, 94),
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S( 80, 96), S( 89, 98), S( 94,101), S(102,113), S(106,114), S(107,116),
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S(112,125), S(113,127), S(117,137), S(122,143) }
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{ S(-75,-76), S(-56,-54), S(- 9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights
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S( 22, 26), S( 30, 28), S( 36, 29) },
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{ S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops
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S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86),
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S( 92, 90), S( 97, 94) },
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{ S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks
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S( 8,109), S( 14,120), S( 21,128), S( 23,143), S( 31,154), S( 32,160),
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S( 43,165), S( 49,168), S( 59,169) },
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{ S(-40,-35), S(-25,-12), S( 2, 7), S( 4, 19), S( 14, 37), S( 24, 55), // Queens
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S( 25, 62), S( 40, 76), S( 43, 79), S( 47, 87), S( 54, 94), S( 56,102),
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S( 60,111), S( 70,116), S( 72,118), S( 73,122), S( 75,128), S( 77,130),
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S( 85,133), S( 94,136), S( 99,140), S(108,157), S(112,158), S(113,161),
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S(118,174), S(119,177), S(123,191), S(128,199) }
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};
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// Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
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@@ -148,22 +148,29 @@ namespace {
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{ S(18, 5), S(27, 8) } // Bishops
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};
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// Threat[defended/weak][minor/rook attacking][attacked PieceType] contains
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// ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for
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// knights and bishops which can reach an outpost square in one move, bigger
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// if outpost square is supported by a pawn.
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const Score ReachableOutpost[][2] = {
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{ S(21, 5), S(31, 8) }, // Knights
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{ S( 8, 2), S(13, 4) } // Bishops
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};
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// Threat[minor/rook][attacked PieceType] contains
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// bonuses according to which piece type attacks which one.
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const Score Threat[][2][PIECE_TYPE_NB] = {
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{ { S(0, 0), S( 0, 0), S(19, 37), S(24, 37), S(44, 97), S(35,106) }, // Minor on Defended
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{ S(0, 0), S( 0, 0), S( 9, 14), S( 9, 14), S( 7, 14), S(24, 48) } }, // Rook on Defended
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{ { S(0, 0), S( 0,32), S(33, 41), S(31, 50), S(41,100), S(35,104) }, // Minor on Weak
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{ S(0, 0), S( 0,27), S(26, 57), S(26, 57), S(0 , 43), S(23, 51) } } // Rook on Weak
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// Attacks on lesser pieces which are pawn defended are not considered.
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const Score Threat[2][PIECE_TYPE_NB] = {
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{ S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48,118) }, // Minor attacks
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{ S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) } // Rook attacks
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};
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// ThreatenedByPawn[PieceType] contains a penalty according to which piece
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// type is attacked by an enemy pawn.
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// type is attacked by a pawn.
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const Score ThreatenedByPawn[PIECE_TYPE_NB] = {
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S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
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S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215)
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};
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// Passed[mg/eg][rank] contains midgame and endgame bonuses for passed pawns.
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// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
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// We don't use a Score because we process the two components independently.
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const Value Passed[][RANK_NB] = {
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{ V(0), V( 1), V(34), V(90), V(214), V(328) },
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@@ -172,15 +179,15 @@ namespace {
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// PassedFile[File] contains a bonus according to the file of a passed pawn.
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const Score PassedFile[] = {
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S( 12, 10), S( 3, 10), S( 1, -8), S(-27, -12),
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S(-27, -12), S( 1, -8), S( 3, 10), S( 12, 10)
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S( 12, 10), S( 3, 10), S( 1, -8), S(-27, -12),
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S(-27, -12), S( 1, -8), S( 3, 10), S( 12, 10)
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};
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const Score ThreatenedByHangingPawn = S(40, 60);
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const Score ThreatenedByHangingPawn = S(70, 63);
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// Assorted bonuses and penalties used by evaluation
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const Score KingOnOne = S( 2, 58);
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const Score KingOnMany = S( 6,125);
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const Score KingOnOne = S( 3, 62);
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const Score KingOnMany = S( 9,138);
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const Score RookOnPawn = S( 7, 27);
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const Score RookOnOpenFile = S(43, 21);
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const Score RookOnSemiOpenFile = S(19, 10);
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@@ -188,8 +195,8 @@ namespace {
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const Score MinorBehindPawn = S(16, 0);
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const Score TrappedRook = S(92, 0);
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const Score Unstoppable = S( 0, 20);
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const Score Hanging = S(31, 26);
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const Score PawnAttackThreat = S(20, 20);
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const Score Hanging = S(48, 28);
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const Score PawnAttackThreat = S(31, 19);
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const Score Checked = S(20, 20);
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// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
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@@ -200,15 +207,6 @@ namespace {
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#undef S
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#undef V
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// SpaceMask[Color] contains the area of the board which is considered
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// by the space evaluation. In the middlegame, each side is given a bonus
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// based on how many squares inside this area are safe and available for
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// friendly minor pieces.
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const Bitboard SpaceMask[COLOR_NB] = {
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(FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB),
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(FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB)
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};
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// King danger constants and variables. The king danger scores are looked-up
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// in KingDanger[]. Various little "meta-bonuses" measuring the strength
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// of the enemy attack are added up into an integer, which is used as an
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@@ -226,11 +224,11 @@ namespace {
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const int KnightCheck = 14;
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// init_eval_info() initializes king bitboards for given color adding
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// pawn attacks. To be done at the beginning of the evaluation.
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// eval_init() initializes king and attack bitboards for given color
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// adding pawn attacks. To be done at the beginning of the evaluation.
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template<Color Us>
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void init_eval_info(const Position& pos, EvalInfo& ei) {
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void eval_init(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Down = (Us == WHITE ? DELTA_S : DELTA_N);
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@@ -253,17 +251,20 @@ namespace {
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}
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// evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
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// evaluate_pieces() assigns bonuses and penalties to the pieces of a given
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// color and type.
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template<PieceType Pt, Color Us, bool DoTrace>
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, const Bitboard* mobilityArea) {
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Bitboard b;
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template<bool DoTrace, Color Us = WHITE, PieceType Pt = KNIGHT>
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility,
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const Bitboard* mobilityArea) {
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Bitboard b, bb;
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Square s;
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Score score = SCORE_ZERO;
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const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
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: Rank5BB | Rank4BB | Rank3BB);
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const Square* pl = pos.squares<Pt>(Us);
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ei.attackedBy[Us][Pt] = 0;
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@@ -284,7 +285,7 @@ namespace {
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{
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ei.kingAttackersCount[Us]++;
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ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
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Bitboard bb = b & ei.attackedBy[Them][KING];
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bb = b & ei.attackedBy[Them][KING];
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if (bb)
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ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
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}
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@@ -300,11 +301,16 @@ namespace {
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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// Bonus for outpost square
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if ( relative_rank(Us, s) >= RANK_4
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&& relative_rank(Us, s) <= RANK_6
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&& !(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
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// Bonus for outpost squares
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bb = OutpostRanks & ~ei.pi->pawn_attacks_span(Them);
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if (bb & s)
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score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)];
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else
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{
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bb &= b & ~pos.pieces(Us);
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if (bb)
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score += ReachableOutpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)];
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}
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// Bonus when behind a pawn
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if ( relative_rank(Us, s) < RANK_5
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@@ -361,13 +367,13 @@ namespace {
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Trace::add(Pt, Us, score);
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// Recursively call evaluate_pieces() of next piece type until KING excluded
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return score - evaluate_pieces<NextPt, Them, DoTrace>(pos, ei, mobility, mobilityArea);
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return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility, mobilityArea);
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}
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template<>
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Score evaluate_pieces<KING, WHITE, false>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
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Score evaluate_pieces<false, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
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template<>
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Score evaluate_pieces<KING, WHITE, true>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
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Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
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// evaluate_king() assigns bonuses and penalties to a king of a given color
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@@ -388,7 +394,7 @@ namespace {
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if (ei.kingAttackersCount[Them])
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{
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// Find the attacked squares around the king which have no defenders
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// apart from the king itself
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// apart from the king itself.
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undefended = ei.attackedBy[Them][ALL_PIECES]
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& ei.attackedBy[Us][KING]
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& ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
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@@ -484,7 +490,6 @@ namespace {
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const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
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const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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enum { Defended, Weak };
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enum { Minor, Rook };
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Bitboard b, weak, defended, safeThreats;
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@@ -510,33 +515,21 @@ namespace {
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// Non-pawn enemies defended by a pawn
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defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
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// Add a bonus according to the kind of attacking pieces
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if (defended)
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{
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b = defended & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
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while (b)
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score += Threat[Defended][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
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b = defended & ei.attackedBy[Us][ROOK];
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while (b)
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score += Threat[Defended][Rook][type_of(pos.piece_on(pop_lsb(&b)))];
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}
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// Enemies not defended by a pawn and under our attack
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weak = pos.pieces(Them)
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& ~ei.attackedBy[Them][PAWN]
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& ei.attackedBy[Us][ALL_PIECES];
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// Add a bonus according to the kind of attacking pieces
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if (weak)
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if (defended | weak)
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{
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b = weak & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
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b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
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while (b)
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score += Threat[Weak][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
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score += Threat[Minor][type_of(pos.piece_on(pop_lsb(&b)))];
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b = weak & ei.attackedBy[Us][ROOK];
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b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK];
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while (b)
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score += Threat[Weak][Rook][type_of(pos.piece_on(pop_lsb(&b)))];
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score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))];
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b = weak & ~ei.attackedBy[Them][ALL_PIECES];
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if (b)
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@@ -662,11 +655,14 @@ namespace {
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Score evaluate_space(const Position& pos, const EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Bitboard SpaceMask =
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Us == WHITE ? (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB)
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: (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB);
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// Find the safe squares for our pieces inside the area defined by
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// SpaceMask[]. A square is unsafe if it is attacked by an enemy
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// SpaceMask. A square is unsafe if it is attacked by an enemy
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// pawn, or if it is undefended and attacked by an enemy piece.
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Bitboard safe = SpaceMask[Us]
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Bitboard safe = SpaceMask
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& ~pos.pieces(Us, PAWN)
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& ~ei.attackedBy[Them][PAWN]
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& (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
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@@ -688,31 +684,66 @@ namespace {
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}
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// evaluate_initiative() computes the initiative correction value for the position, i.e.
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// second order bonus/malus based on the known attacking/defending status of the players.
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Score evaluate_initiative(const Position& pos, const EvalInfo& ei, const Score positional_score) {
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// evaluate_initiative() computes the initiative correction value for the
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// position, i.e. second order bonus/malus based on the known attacking/defending
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// status of the players.
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Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) {
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int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
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int king_separation = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
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int asymmetry = ei.pi->pawn_asymmetry();
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int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
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int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
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// Compute the initiative bonus for the attacking side
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int attacker_bonus = 8 * (pawns + asymmetry + king_separation) - 120;
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int initiative = 8 * (pawns + asymmetry + kingDistance - 15);
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// Now apply the bonus: note that we find the attacking side by extracting the sign
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// of the endgame value of "positional_score", and that we carefully cap the bonus so
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// that the endgame score with the correction will never be divided by more than two.
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int eg = eg_value(positional_score);
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int value = ((eg > 0) - (eg < 0)) * std::max( attacker_bonus , -abs( eg / 2 ) );
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// Now apply the bonus: note that we find the attacking side by extracting
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// the sign of the endgame value, and that we carefully cap the bonus so
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// that the endgame score will never be divided by more than two.
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int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg / 2));
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return make_score( 0 , value ) ;
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return make_score(0, value);
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}
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// evaluate_scale_factor() computes the scale factor for the winning side
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ScaleFactor evaluate_scale_factor(const Position& pos, const EvalInfo& ei, Score score) {
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Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
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ScaleFactor sf = ei.me->scale_factor(pos, strongSide);
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// If we don't already have an unusual scale factor, check for certain
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// types of endgames, and use a lower scale for those.
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if ( ei.me->game_phase() < PHASE_MIDGAME
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&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
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{
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if (pos.opposite_bishops())
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||||
{
|
||||
// Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
|
||||
// is almost a draw, in case of KBP vs KB is even more a draw.
|
||||
if ( pos.non_pawn_material(WHITE) == BishopValueMg
|
||||
&& pos.non_pawn_material(BLACK) == BishopValueMg)
|
||||
sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
|
||||
|
||||
// Endgame with opposite-colored bishops, but also other pieces. Still
|
||||
// a bit drawish, but not as drawish as with only the two bishops.
|
||||
else
|
||||
sf = ScaleFactor(46 * sf / SCALE_FACTOR_NORMAL);
|
||||
}
|
||||
// Endings where weaker side can place his king in front of the opponent's
|
||||
// pawns are drawish.
|
||||
else if ( abs(eg_value(score)) <= BishopValueEg
|
||||
&& ei.pi->pawn_span(strongSide) <= 1
|
||||
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
|
||||
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37);
|
||||
}
|
||||
|
||||
return sf;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
|
||||
/// evaluate() is the main evaluation function. It returns a static evaluation
|
||||
/// of the position always from the point of view of the side to move.
|
||||
/// of the position from the point of view of the side to move.
|
||||
|
||||
template<bool DoTrace>
|
||||
Value Eval::evaluate(const Position& pos) {
|
||||
@@ -720,21 +751,21 @@ Value Eval::evaluate(const Position& pos) {
|
||||
assert(!pos.checkers());
|
||||
|
||||
EvalInfo ei;
|
||||
Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
|
||||
Score score, mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
|
||||
|
||||
// Initialize score by reading the incrementally updated scores included
|
||||
// in the position object (material + piece square tables).
|
||||
// Score is computed from the point of view of white.
|
||||
// Initialize score by reading the incrementally updated scores included in
|
||||
// the position object (material + piece square tables). Score is computed
|
||||
// internally from the white point of view.
|
||||
score = pos.psq_score();
|
||||
|
||||
// Probe the material hash table
|
||||
Material::Entry* me = Material::probe(pos);
|
||||
score += me->imbalance();
|
||||
ei.me = Material::probe(pos);
|
||||
score += ei.me->imbalance();
|
||||
|
||||
// If we have a specialized evaluation function for the current material
|
||||
// configuration, call it and return.
|
||||
if (me->specialized_eval_exists())
|
||||
return me->evaluate(pos);
|
||||
if (ei.me->specialized_eval_exists())
|
||||
return ei.me->evaluate(pos);
|
||||
|
||||
// Probe the pawn hash table
|
||||
ei.pi = Pawns::probe(pos);
|
||||
@@ -742,27 +773,27 @@ Value Eval::evaluate(const Position& pos) {
|
||||
|
||||
// Initialize attack and king safety bitboards
|
||||
ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0;
|
||||
init_eval_info<WHITE>(pos, ei);
|
||||
init_eval_info<BLACK>(pos, ei);
|
||||
eval_init<WHITE>(pos, ei);
|
||||
eval_init<BLACK>(pos, ei);
|
||||
|
||||
// Pawns blocked or on ranks 2 and 3. Will be excluded from the mobility area
|
||||
// Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area
|
||||
Bitboard blockedPawns[] = {
|
||||
pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB),
|
||||
pos.pieces(BLACK, PAWN) & (shift_bb<DELTA_N>(pos.pieces()) | Rank7BB | Rank6BB)
|
||||
};
|
||||
|
||||
// Do not include in mobility squares protected by enemy pawns, or occupied
|
||||
// Do not include in mobility area squares protected by enemy pawns, or occupied
|
||||
// by our blocked pawns or king.
|
||||
Bitboard mobilityArea[] = {
|
||||
~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)),
|
||||
~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK))
|
||||
};
|
||||
|
||||
// Evaluate pieces and mobility
|
||||
score += evaluate_pieces<KNIGHT, WHITE, DoTrace>(pos, ei, mobility, mobilityArea);
|
||||
score += (mobility[WHITE] - mobility[BLACK]) * Weights[Mobility];
|
||||
// Evaluate all pieces but king and pawns
|
||||
score += evaluate_pieces<DoTrace>(pos, ei, mobility, mobilityArea);
|
||||
score += mobility[WHITE] - mobility[BLACK];
|
||||
|
||||
// Evaluate kings after all other pieces because we need complete attack
|
||||
// Evaluate kings after all other pieces because we need full attack
|
||||
// information when computing the king safety evaluation.
|
||||
score += evaluate_king<WHITE, DoTrace>(pos, ei)
|
||||
- evaluate_king<BLACK, DoTrace>(pos, ei);
|
||||
@@ -788,55 +819,28 @@ Value Eval::evaluate(const Position& pos) {
|
||||
|
||||
// Evaluate space for both sides, only during opening
|
||||
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
|
||||
score += (evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei)) * Weights[Space];
|
||||
|
||||
// Evaluate initiative
|
||||
score += evaluate_initiative(pos, ei, score);
|
||||
score += ( evaluate_space<WHITE>(pos, ei)
|
||||
- evaluate_space<BLACK>(pos, ei)) * Weights[Space];
|
||||
|
||||
// Scale winning side if position is more drawish than it appears
|
||||
Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
|
||||
ScaleFactor sf = me->scale_factor(pos, strongSide);
|
||||
// Evaluate position potential for the winning side
|
||||
score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score));
|
||||
|
||||
// If we don't already have an unusual scale factor, check for certain
|
||||
// types of endgames, and use a lower scale for those.
|
||||
if ( me->game_phase() < PHASE_MIDGAME
|
||||
&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
|
||||
{
|
||||
if (pos.opposite_bishops())
|
||||
{
|
||||
// Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
|
||||
// is almost a draw, in case of KBP vs KB is even more a draw.
|
||||
if ( pos.non_pawn_material(WHITE) == BishopValueMg
|
||||
&& pos.non_pawn_material(BLACK) == BishopValueMg)
|
||||
sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
|
||||
|
||||
// Endgame with opposite-colored bishops, but also other pieces. Still
|
||||
// a bit drawish, but not as drawish as with only the two bishops.
|
||||
else
|
||||
sf = ScaleFactor(46 * sf / SCALE_FACTOR_NORMAL);
|
||||
}
|
||||
// Endings where weaker side can place his king in front of the opponent's
|
||||
// pawns are drawish.
|
||||
else if ( abs(eg_value(score)) <= BishopValueEg
|
||||
&& ei.pi->pawn_span(strongSide) <= 1
|
||||
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
|
||||
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37);
|
||||
}
|
||||
// Evaluate scale factor for the winning side
|
||||
ScaleFactor sf = evaluate_scale_factor(pos, ei, score);
|
||||
|
||||
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
|
||||
Value v = mg_value(score) * int(me->game_phase())
|
||||
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
|
||||
Value v = mg_value(score) * int(ei.me->game_phase())
|
||||
+ eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
|
||||
|
||||
v /= int(PHASE_MIDGAME);
|
||||
|
||||
// In case of tracing add all single evaluation terms
|
||||
// In case of tracing add all remaining individual evaluation terms
|
||||
if (DoTrace)
|
||||
{
|
||||
Trace::add(MATERIAL, pos.psq_score());
|
||||
Trace::add(IMBALANCE, me->imbalance());
|
||||
Trace::add(IMBALANCE, ei.me->imbalance());
|
||||
Trace::add(PAWN, ei.pi->pawns_score());
|
||||
Trace::add(MOBILITY, mobility[WHITE] * Weights[Mobility]
|
||||
, mobility[BLACK] * Weights[Mobility]);
|
||||
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
|
||||
Trace::add(SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
|
||||
, evaluate_space<BLACK>(pos, ei) * Weights[Space]);
|
||||
Trace::add(TOTAL, score);
|
||||
|
||||
Reference in New Issue
Block a user