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Improve readability of evaluation functions
This patch puts the evaluation helper functions inside EvalInfo struct, which simplifies a bit their signature and (most importantly, IMHO) makes their C++ code much cleaner and simpler to read (by removing the "ei." qualifiers all around in evaluate.cpp). Also rename the EvalInfo struct into Evaluation class to get a natural invocation v = Evaluation(p).value() to evaluation position p. The downside is an increase of 20 lines in evaluate.cpp (for the prototypes of the helper functions). The upsides are better readability and a speed-up of 0.6% (by generating all the helpers for the NO_TRACE case together, which helps the instruction cache). No functional change Closes #1135
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parent
0149a4c3d6
commit
612d93234b
2 changed files with 211 additions and 192 deletions
402
src/evaluate.cpp
402
src/evaluate.cpp
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@ -33,6 +33,8 @@ namespace {
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namespace Trace {
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enum Tracing {NO_TRACE, TRACE};
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enum Term { // The first 8 entries are for PieceType
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MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
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};
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@ -69,13 +71,35 @@ namespace {
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using namespace Trace;
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// Struct EvalInfo contains various information computed and collected
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// Evaluation class contains various information computed and collected
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// by the evaluation functions.
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struct EvalInfo {
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template<Tracing T = NO_TRACE>
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class Evaluation {
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public:
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Evaluation() = delete;
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Evaluation(const Position& p) : pos(p) {};
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Evaluation& operator=(const Evaluation&) = delete;
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Value value();
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private:
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// Evaluation helpers (used when calling value())
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template<Color Us> void initialize();
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template<Color Us> Score evaluate_king();
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template<Color Us> Score evaluate_threats();
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template<Color Us> Score evaluate_passer_pawns();
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template<Color Us> Score evaluate_space();
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template<Color Us, PieceType Pt> Score evaluate_pieces();
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ScaleFactor evaluate_scale_factor(Value eg);
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Score evaluate_initiative(Value eg);
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// Data members
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const Position& pos;
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Material::Entry* me;
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Pawns::Entry* pe;
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Bitboard mobilityArea[COLOR_NB];
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Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type (can be also ALL_PIECES).
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@ -214,11 +238,12 @@ namespace {
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const Value LazyThreshold = Value(1500);
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const Value SpaceThreshold = Value(12222);
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// eval_init() initializes king and attack bitboards for a 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 eval_init(const Position& pos, EvalInfo& ei) {
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// initialize() computes king and pawn attacks, and the king ring bitboard
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// 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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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Up = (Us == WHITE ? NORTH : SOUTH);
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@ -230,38 +255,37 @@ namespace {
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// Squares occupied by those pawns, by our king, or controlled by enemy pawns
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// are excluded from the mobility area.
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ei.mobilityArea[Us] = ~(b | pos.square<KING>(Us) | ei.pe->pawn_attacks(Them));
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mobilityArea[Us] = ~(b | pos.square<KING>(Us) | pe->pawn_attacks(Them));
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// Initialise the attack bitboards with the king and pawn information
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b = ei.attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
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ei.attackedBy[Us][PAWN] = ei.pe->pawn_attacks(Us);
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b = attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
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attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
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ei.attackedBy2[Us] = b & ei.attackedBy[Us][PAWN];
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ei.attackedBy[Us][ALL_PIECES] = b | ei.attackedBy[Us][PAWN];
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attackedBy2[Us] = b & attackedBy[Us][PAWN];
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attackedBy[Us][ALL_PIECES] = b | attackedBy[Us][PAWN];
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// Init our king safety tables only if we are going to use them
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if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
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{
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ei.kingRing[Us] = b;
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kingRing[Us] = b;
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if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
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ei.kingRing[Us] |= shift<Up>(b);
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kingRing[Us] |= shift<Up>(b);
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ei.kingAttackersCount[Them] = popcount(b & ei.pe->pawn_attacks(Them));
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ei.kingAdjacentZoneAttacksCount[Them] = ei.kingAttackersWeight[Them] = 0;
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kingAttackersCount[Them] = popcount(b & pe->pawn_attacks(Them));
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kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0;
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}
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else
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ei.kingRing[Us] = ei.kingAttackersCount[Them] = 0;
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kingRing[Us] = kingAttackersCount[Them] = 0;
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}
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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<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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template<Tracing T> template<Color Us, PieceType Pt>
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Score Evaluation<T>::evaluate_pieces() {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
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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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@ -270,7 +294,7 @@ namespace {
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Square s;
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Score score = SCORE_ZERO;
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ei.attackedBy[Us][Pt] = 0;
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attackedBy[Us][Pt] = 0;
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while ((s = *pl++) != SQ_NONE)
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{
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@ -282,17 +306,17 @@ namespace {
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if (pos.pinned_pieces(Us) & s)
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b &= LineBB[pos.square<KING>(Us)][s];
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ei.attackedBy2[Us] |= ei.attackedBy[Us][ALL_PIECES] & b;
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ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
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attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
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attackedBy[Us][ALL_PIECES] |= attackedBy[Us][Pt] |= b;
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if (b & ei.kingRing[Them])
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if (b & kingRing[Them])
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{
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ei.kingAttackersCount[Us]++;
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ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
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ei.kingAdjacentZoneAttacksCount[Us] += popcount(b & ei.attackedBy[Them][KING]);
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kingAttackersCount[Us]++;
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kingAttackersWeight[Us] += KingAttackWeights[Pt];
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kingAdjacentZoneAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
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}
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int mob = popcount(b & ei.mobilityArea[Us]);
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int mob = popcount(b & mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt - 2][mob];
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@ -302,14 +326,14 @@ namespace {
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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// Bonus for outpost squares
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bb = OutpostRanks & ~ei.pe->pawn_attacks_span(Them);
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bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
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if (bb & s)
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score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)] * 2;
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score += Outpost[Pt == BISHOP][!!(attackedBy[Us][PAWN] & s)] * 2;
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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 += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)];
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score += Outpost[Pt == BISHOP][!!(attackedBy[Us][PAWN] & bb)];
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}
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// Bonus when behind a pawn
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@ -319,7 +343,7 @@ namespace {
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// Penalty for pawns on the same color square as the bishop
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if (Pt == BISHOP)
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score -= BishopPawns * ei.pe->pawns_on_same_color_squares(Us, s);
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score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s);
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// An important Chess960 pattern: A cornered bishop blocked by a friendly
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// pawn diagonally in front of it is a very serious problem, especially
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@ -343,8 +367,8 @@ namespace {
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score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
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// Bonus when on an open or semi-open file
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if (ei.pe->semiopen_file(Us, file_of(s)))
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score += RookOnFile[!!ei.pe->semiopen_file(Them, file_of(s))];
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if (pe->semiopen_file(Us, file_of(s)))
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score += RookOnFile[!!pe->semiopen_file(Them, file_of(s))];
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// Penalty when trapped by the king, even more if the king cannot castle
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else if (mob <= 3)
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@ -352,7 +376,7 @@ namespace {
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Square ksq = pos.square<KING>(Us);
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if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
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&& !ei.pe->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
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&& !pe->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
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score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
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}
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}
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}
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}
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if (DoTrace)
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if (T)
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Trace::add(Pt, Us, score);
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// Recursively call evaluate_pieces() of next piece type until KING is excluded
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return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility);
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return score;
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}
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template<>
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Score evaluate_pieces<false, WHITE, KING>(const Position&, EvalInfo&, Score*) { return SCORE_ZERO; }
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template<>
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Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*) { return SCORE_ZERO; }
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// evaluate_king() assigns bonuses and penalties to a king of a given color
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QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide
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};
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template<Color Us, bool DoTrace>
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Score evaluate_king(const Position& pos, const EvalInfo& ei) {
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template<Tracing T> template<Color Us>
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Score Evaluation<T>::evaluate_king() {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Up = (Us == WHITE ? NORTH : SOUTH);
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int kingDanger;
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// King shelter and enemy pawns storm
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Score score = ei.pe->king_safety<Us>(pos, ksq);
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Score score = pe->king_safety<Us>(pos, ksq);
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// Main king safety evaluation
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if (ei.kingAttackersCount[Them] > (1 - pos.count<QUEEN>(Them)))
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if (kingAttackersCount[Them] > (1 - pos.count<QUEEN>(Them)))
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{
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// Find the attacked squares which are defended only by our king...
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undefended = ei.attackedBy[Them][ALL_PIECES]
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& ei.attackedBy[Us][KING]
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& ~ei.attackedBy2[Us];
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undefended = attackedBy[Them][ALL_PIECES]
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& attackedBy[Us][KING]
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& ~attackedBy2[Us];
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// ... and those which are not defended at all in the larger king ring
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b = ei.attackedBy[Them][ALL_PIECES] & ~ei.attackedBy[Us][ALL_PIECES]
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& ei.kingRing[Us] & ~pos.pieces(Them);
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b = attackedBy[Them][ALL_PIECES] & ~attackedBy[Us][ALL_PIECES]
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& kingRing[Us] & ~pos.pieces(Them);
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// Initialize the 'kingDanger' variable, which will be transformed
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// later into a king danger score. The initial value is based on the
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// number and types of the enemy's attacking pieces, the number of
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// attacked and undefended squares around our king and the quality of
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// the pawn shelter (current 'score' value).
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kingDanger = ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]
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+ 102 * ei.kingAdjacentZoneAttacksCount[Them]
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kingDanger = kingAttackersCount[Them] * kingAttackersWeight[Them]
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+ 102 * kingAdjacentZoneAttacksCount[Them]
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+ 201 * popcount(undefended)
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+ 143 * (popcount(b) + !!pos.pinned_pieces(Us))
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- 848 * !pos.count<QUEEN>(Them)
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// Analyse the safe enemy's checks which are possible on next move
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safe = ~pos.pieces(Them);
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safe &= ~ei.attackedBy[Us][ALL_PIECES] | (undefended & ei.attackedBy2[Them]);
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safe &= ~attackedBy[Us][ALL_PIECES] | (undefended & attackedBy2[Them]);
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b1 = pos.attacks_from< ROOK>(ksq);
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b2 = pos.attacks_from<BISHOP>(ksq);
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// Enemy queen safe checks
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if ((b1 | b2) & ei.attackedBy[Them][QUEEN] & safe)
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if ((b1 | b2) & attackedBy[Them][QUEEN] & safe)
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kingDanger += QueenCheck;
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// For minors and rooks, also consider the square safe if attacked twice,
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// and only defended by our queen.
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safe |= ei.attackedBy2[Them]
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& ~(ei.attackedBy2[Us] | pos.pieces(Them))
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& ei.attackedBy[Us][QUEEN];
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safe |= attackedBy2[Them]
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& ~(attackedBy2[Us] | pos.pieces(Them))
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& attackedBy[Us][QUEEN];
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// Some other potential checks are also analysed, even from squares
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// currently occupied by the opponent own pieces, as long as the square
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// is not attacked by our pawns, and is not occupied by a blocked pawn.
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other = ~( ei.attackedBy[Us][PAWN]
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other = ~( attackedBy[Us][PAWN]
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| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
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// Enemy rooks safe and other checks
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if (b1 & ei.attackedBy[Them][ROOK] & safe)
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if (b1 & attackedBy[Them][ROOK] & safe)
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kingDanger += RookCheck;
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else if (b1 & ei.attackedBy[Them][ROOK] & other)
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else if (b1 & attackedBy[Them][ROOK] & other)
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score -= OtherCheck;
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// Enemy bishops safe and other checks
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if (b2 & ei.attackedBy[Them][BISHOP] & safe)
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if (b2 & attackedBy[Them][BISHOP] & safe)
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kingDanger += BishopCheck;
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else if (b2 & ei.attackedBy[Them][BISHOP] & other)
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else if (b2 & attackedBy[Them][BISHOP] & other)
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score -= OtherCheck;
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// Enemy knights safe and other checks
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b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT];
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b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
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if (b & safe)
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kingDanger += KnightCheck;
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// King tropism: firstly, find squares that opponent attacks in our king flank
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File kf = file_of(ksq);
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b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
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b = attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
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assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
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assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
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// Secondly, add the squares which are attacked twice in that flank and
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// which are not defended by our pawns.
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b = (Us == WHITE ? b << 4 : b >> 4)
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| (b & ei.attackedBy2[Them] & ~ei.attackedBy[Us][PAWN]);
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| (b & attackedBy2[Them] & ~attackedBy[Us][PAWN]);
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score -= CloseEnemies * popcount(b);
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if (!(pos.pieces(PAWN) & KingFlank[kf]))
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score -= PawnlessFlank;
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if (DoTrace)
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if (T)
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Trace::add(KING, Us, score);
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return score;
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// evaluate_threats() assigns bonuses according to the types of the attacking
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// and the attacked pieces.
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template<Color Us, bool DoTrace>
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Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
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template<Tracing T> template<Color Us>
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Score Evaluation<T>::evaluate_threats() {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Up = (Us == WHITE ? NORTH : SOUTH);
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Score score = SCORE_ZERO;
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// Non-pawn enemies attacked by a pawn
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weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN];
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weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & attackedBy[Us][PAWN];
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if (weak)
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{
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b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES]
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| ei.attackedBy[Us][ALL_PIECES]);
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b = pos.pieces(Us, PAWN) & ( ~attackedBy[Them][ALL_PIECES]
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| attackedBy[Us][ALL_PIECES]);
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safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
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// Squares strongly protected by the opponent, either because they attack the
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// square with a pawn, or because they attack the square twice and we don't.
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stronglyProtected = ei.attackedBy[Them][PAWN]
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| (ei.attackedBy2[Them] & ~ei.attackedBy2[Us]);
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stronglyProtected = attackedBy[Them][PAWN]
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| (attackedBy2[Them] & ~attackedBy2[Us]);
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// Non-pawn enemies, strongly protected
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defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
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||||
|
@ -548,12 +566,12 @@ namespace {
|
|||
// Enemies not strongly protected and under our attack
|
||||
weak = pos.pieces(Them)
|
||||
& ~stronglyProtected
|
||||
& ei.attackedBy[Us][ALL_PIECES];
|
||||
& attackedBy[Us][ALL_PIECES];
|
||||
|
||||
// Add a bonus according to the kind of attacking pieces
|
||||
if (defended | weak)
|
||||
{
|
||||
b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
|
||||
while (b)
|
||||
{
|
||||
Square s = pop_lsb(&b);
|
||||
|
@ -562,7 +580,7 @@ namespace {
|
|||
score += ThreatByRank * (int)relative_rank(Them, s);
|
||||
}
|
||||
|
||||
b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK];
|
||||
b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK];
|
||||
while (b)
|
||||
{
|
||||
Square s = pop_lsb(&b);
|
||||
|
@ -571,9 +589,9 @@ namespace {
|
|||
score += ThreatByRank * (int)relative_rank(Them, s);
|
||||
}
|
||||
|
||||
score += Hanging * popcount(weak & ~ei.attackedBy[Them][ALL_PIECES]);
|
||||
score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
|
||||
|
||||
b = weak & ei.attackedBy[Us][KING];
|
||||
b = weak & attackedBy[Us][KING];
|
||||
if (b)
|
||||
score += ThreatByKing[more_than_one(b)];
|
||||
}
|
||||
|
@ -583,16 +601,16 @@ namespace {
|
|||
b = shift<Up>(b | (shift<Up>(b & TRank2BB) & ~pos.pieces()));
|
||||
|
||||
b &= ~pos.pieces()
|
||||
& ~ei.attackedBy[Them][PAWN]
|
||||
& (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
|
||||
& ~attackedBy[Them][PAWN]
|
||||
& (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
|
||||
|
||||
b = (shift<Left>(b) | shift<Right>(b))
|
||||
& pos.pieces(Them)
|
||||
& ~ei.attackedBy[Us][PAWN];
|
||||
& ~attackedBy[Us][PAWN];
|
||||
|
||||
score += ThreatByPawnPush * popcount(b);
|
||||
|
||||
if (DoTrace)
|
||||
if (T)
|
||||
Trace::add(THREAT, Us, score);
|
||||
|
||||
return score;
|
||||
|
@ -602,15 +620,15 @@ namespace {
|
|||
// evaluate_passer_pawns() evaluates the passed pawns and candidate passed
|
||||
// pawns of the given color.
|
||||
|
||||
template<Color Us, bool DoTrace>
|
||||
Score evaluate_passer_pawns(const Position& pos, const EvalInfo& ei) {
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::evaluate_passer_pawns() {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
|
||||
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
|
||||
Score score = SCORE_ZERO;
|
||||
|
||||
b = ei.pe->passed_pawns(Us);
|
||||
b = pe->passed_pawns(Us);
|
||||
|
||||
while (b)
|
||||
{
|
||||
|
@ -618,7 +636,7 @@ namespace {
|
|||
|
||||
assert(!(pos.pieces(Them, PAWN) & forward_bb(Us, s + pawn_push(Us))));
|
||||
|
||||
bb = forward_bb(Us, s) & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
|
||||
bb = forward_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
|
||||
score -= HinderPassedPawn * popcount(bb);
|
||||
|
||||
int r = relative_rank(Us, s) - RANK_2;
|
||||
|
@ -649,10 +667,10 @@ namespace {
|
|||
bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
|
||||
|
||||
if (!(pos.pieces(Us) & bb))
|
||||
defendedSquares &= ei.attackedBy[Us][ALL_PIECES];
|
||||
defendedSquares &= attackedBy[Us][ALL_PIECES];
|
||||
|
||||
if (!(pos.pieces(Them) & bb))
|
||||
unsafeSquares &= ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
|
||||
unsafeSquares &= 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.
|
||||
|
@ -680,7 +698,7 @@ namespace {
|
|||
score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
|
||||
}
|
||||
|
||||
if (DoTrace)
|
||||
if (T)
|
||||
Trace::add(PASSED, Us, score);
|
||||
|
||||
return score;
|
||||
|
@ -693,8 +711,9 @@ namespace {
|
|||
// 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.
|
||||
template<Color Us>
|
||||
Score evaluate_space(const Position& pos, const EvalInfo& ei) {
|
||||
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::evaluate_space() {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
const Bitboard SpaceMask =
|
||||
|
@ -706,8 +725,8 @@ namespace {
|
|||
// pawn, or if it is undefended and attacked by an enemy piece.
|
||||
Bitboard safe = SpaceMask
|
||||
& ~pos.pieces(Us, PAWN)
|
||||
& ~ei.attackedBy[Them][PAWN]
|
||||
& (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
|
||||
& ~attackedBy[Them][PAWN]
|
||||
& (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
|
||||
|
||||
// Find all squares which are at most three squares behind some friendly pawn
|
||||
Bitboard behind = pos.pieces(Us, PAWN);
|
||||
|
@ -719,7 +738,7 @@ namespace {
|
|||
|
||||
// ...count safe + (behind & safe) with a single popcount.
|
||||
int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
|
||||
int weight = pos.count<ALL_PIECES>(Us) - 2 * ei.pe->open_files();
|
||||
int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files();
|
||||
|
||||
return make_score(bonus * weight * weight / 16, 0);
|
||||
}
|
||||
|
@ -728,29 +747,33 @@ namespace {
|
|||
// evaluate_initiative() computes the initiative correction value for the
|
||||
// position, i.e., second order bonus/malus based on the known attacking/defending
|
||||
// status of the players.
|
||||
Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) {
|
||||
|
||||
template<Tracing T>
|
||||
Score Evaluation<T>::evaluate_initiative(Value eg) {
|
||||
|
||||
int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
|
||||
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
|
||||
bool bothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide);
|
||||
|
||||
// Compute the initiative bonus for the attacking side
|
||||
int initiative = 8 * (asymmetry + kingDistance - 17) + 12 * pos.count<PAWN>() + 16 * bothFlanks;
|
||||
int initiative = 8 * (pe->pawn_asymmetry() + kingDistance - 17) + 12 * pos.count<PAWN>() + 16 * bothFlanks;
|
||||
|
||||
// Now apply the bonus: note that we find the attacking side by extracting
|
||||
// the sign of the endgame value, and that we carefully cap the bonus so
|
||||
// that the endgame score will never change sign after the bonus.
|
||||
int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg));
|
||||
int v = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg));
|
||||
|
||||
return make_score(0, value);
|
||||
return make_score(0, v);
|
||||
}
|
||||
|
||||
|
||||
// evaluate_scale_factor() computes the scale factor for the winning side
|
||||
ScaleFactor evaluate_scale_factor(const Position& pos, const EvalInfo& ei, Value eg) {
|
||||
|
||||
template<Tracing T>
|
||||
ScaleFactor Evaluation<T>::evaluate_scale_factor(Value eg) {
|
||||
|
||||
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
|
||||
ScaleFactor sf = ei.me->scale_factor(pos, strongSide);
|
||||
ScaleFactor sf = me->scale_factor(pos, strongSide);
|
||||
|
||||
// If we don't already have an unusual scale factor, check for certain
|
||||
// types of endgames, and use a lower scale for those.
|
||||
|
@ -779,102 +802,99 @@ namespace {
|
|||
return sf;
|
||||
}
|
||||
|
||||
|
||||
// value() is the main function of the class. It computes the various parts of
|
||||
// the evaluation and returns the value of the position from the point of view
|
||||
// of the side to move.
|
||||
|
||||
template<Tracing T>
|
||||
Value Evaluation<T>::value() {
|
||||
|
||||
assert(!pos.checkers());
|
||||
|
||||
// Probe the material hash table
|
||||
me = Material::probe(pos);
|
||||
|
||||
// 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);
|
||||
|
||||
// Initialize score by reading the incrementally updated scores included in
|
||||
// the position object (material + piece square tables) and the material
|
||||
// imbalance. Score is computed internally from the white point of view.
|
||||
Score score = pos.psq_score() + me->imbalance();
|
||||
|
||||
// Probe the pawn hash table
|
||||
pe = Pawns::probe(pos);
|
||||
score += pe->pawns_score();
|
||||
|
||||
// Early exit if score is high
|
||||
Value v = (mg_value(score) + eg_value(score)) / 2;
|
||||
if (abs(v) > LazyThreshold)
|
||||
return pos.side_to_move() == WHITE ? v : -v;
|
||||
|
||||
// Main evaluation begins here
|
||||
|
||||
initialize<WHITE>();
|
||||
initialize<BLACK>();
|
||||
|
||||
score += evaluate_pieces<WHITE, KNIGHT>() - evaluate_pieces<BLACK, KNIGHT>();
|
||||
score += evaluate_pieces<WHITE, BISHOP>() - evaluate_pieces<BLACK, BISHOP>();
|
||||
score += evaluate_pieces<WHITE, ROOK >() - evaluate_pieces<BLACK, ROOK >();
|
||||
score += evaluate_pieces<WHITE, QUEEN >() - evaluate_pieces<BLACK, QUEEN >();
|
||||
|
||||
score += mobility[WHITE] - mobility[BLACK];
|
||||
|
||||
score += evaluate_king<WHITE>()
|
||||
- evaluate_king<BLACK>();
|
||||
|
||||
score += evaluate_threats<WHITE>()
|
||||
- evaluate_threats<BLACK>();
|
||||
|
||||
score += evaluate_passer_pawns<WHITE>()
|
||||
- evaluate_passer_pawns<BLACK>();
|
||||
|
||||
if (pos.non_pawn_material() >= SpaceThreshold)
|
||||
score += evaluate_space<WHITE>()
|
||||
- evaluate_space<BLACK>();
|
||||
|
||||
score += evaluate_initiative(eg_value(score));
|
||||
|
||||
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
|
||||
ScaleFactor sf = evaluate_scale_factor(eg_value(score));
|
||||
v = mg_value(score) * int(me->game_phase())
|
||||
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
|
||||
|
||||
v /= int(PHASE_MIDGAME);
|
||||
|
||||
// In case of tracing add all remaining individual evaluation terms
|
||||
if (T)
|
||||
{
|
||||
Trace::add(MATERIAL, pos.psq_score());
|
||||
Trace::add(IMBALANCE, me->imbalance());
|
||||
Trace::add(PAWN, pe->pawns_score());
|
||||
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
|
||||
if (pos.non_pawn_material() >= SpaceThreshold)
|
||||
Trace::add(SPACE, evaluate_space<WHITE>()
|
||||
, evaluate_space<BLACK>());
|
||||
Trace::add(TOTAL, score);
|
||||
}
|
||||
|
||||
return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
|
||||
/// evaluate() is the main evaluation function. It returns a static evaluation
|
||||
/// evaluate() is the evaluator for the outer world. It returns a static evaluation
|
||||
/// of the position from the point of view of the side to move.
|
||||
|
||||
template<bool DoTrace>
|
||||
Value Eval::evaluate(const Position& pos) {
|
||||
|
||||
assert(!pos.checkers());
|
||||
|
||||
Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
|
||||
Value v;
|
||||
EvalInfo ei;
|
||||
|
||||
// Probe the material hash table
|
||||
ei.me = Material::probe(pos);
|
||||
|
||||
// If we have a specialized evaluation function for the current material
|
||||
// configuration, call it and return.
|
||||
if (ei.me->specialized_eval_exists())
|
||||
return ei.me->evaluate(pos);
|
||||
|
||||
// Initialize score by reading the incrementally updated scores included in
|
||||
// the position object (material + piece square tables) and the material
|
||||
// imbalance. Score is computed internally from the white point of view.
|
||||
Score score = pos.psq_score() + ei.me->imbalance();
|
||||
|
||||
// Probe the pawn hash table
|
||||
ei.pe = Pawns::probe(pos);
|
||||
score += ei.pe->pawns_score();
|
||||
|
||||
// Early exit if score is high
|
||||
v = (mg_value(score) + eg_value(score)) / 2;
|
||||
if (abs(v) > LazyThreshold)
|
||||
return pos.side_to_move() == WHITE ? v : -v;
|
||||
|
||||
// Initialize attack and king safety bitboards
|
||||
eval_init<WHITE>(pos, ei);
|
||||
eval_init<BLACK>(pos, ei);
|
||||
|
||||
// Evaluate all pieces but king and pawns
|
||||
score += evaluate_pieces<DoTrace>(pos, ei, mobility);
|
||||
score += mobility[WHITE] - mobility[BLACK];
|
||||
|
||||
// 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);
|
||||
|
||||
// Evaluate tactical threats, we need full attack information including king
|
||||
score += evaluate_threats<WHITE, DoTrace>(pos, ei)
|
||||
- evaluate_threats<BLACK, DoTrace>(pos, ei);
|
||||
|
||||
// Evaluate passed pawns, we need full attack information including king
|
||||
score += evaluate_passer_pawns<WHITE, DoTrace>(pos, ei)
|
||||
- evaluate_passer_pawns<BLACK, DoTrace>(pos, ei);
|
||||
|
||||
// Evaluate space for both sides, only during opening
|
||||
if (pos.non_pawn_material() >= SpaceThreshold)
|
||||
score += evaluate_space<WHITE>(pos, ei)
|
||||
- evaluate_space<BLACK>(pos, ei);
|
||||
|
||||
// Evaluate position potential for the winning side
|
||||
score += evaluate_initiative(pos, ei.pe->pawn_asymmetry(), eg_value(score));
|
||||
|
||||
// Evaluate scale factor for the winning side
|
||||
ScaleFactor sf = evaluate_scale_factor(pos, ei, eg_value(score));
|
||||
|
||||
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
|
||||
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 remaining individual evaluation terms
|
||||
if (DoTrace)
|
||||
{
|
||||
Trace::add(MATERIAL, pos.psq_score());
|
||||
Trace::add(IMBALANCE, ei.me->imbalance());
|
||||
Trace::add(PAWN, ei.pe->pawns_score());
|
||||
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
|
||||
if (pos.non_pawn_material() >= SpaceThreshold)
|
||||
Trace::add(SPACE, evaluate_space<WHITE>(pos, ei)
|
||||
, evaluate_space<BLACK>(pos, ei));
|
||||
Trace::add(TOTAL, score);
|
||||
}
|
||||
|
||||
return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
|
||||
Value Eval::evaluate(const Position& pos)
|
||||
{
|
||||
return Evaluation<>(pos).value();
|
||||
}
|
||||
|
||||
// Explicit template instantiations
|
||||
template Value Eval::evaluate<true >(const Position&);
|
||||
template Value Eval::evaluate<false>(const Position&);
|
||||
|
||||
|
||||
/// 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.
|
||||
|
@ -883,7 +903,7 @@ std::string Eval::trace(const Position& pos) {
|
|||
|
||||
std::memset(scores, 0, sizeof(scores));
|
||||
|
||||
Value v = evaluate<true>(pos);
|
||||
Value v = Evaluation<TRACE>(pos).value();
|
||||
v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
|
||||
|
||||
std::stringstream ss;
|
||||
|
|
|
@ -33,7 +33,6 @@ const Value Tempo = Value(20); // Must be visible to search
|
|||
|
||||
std::string trace(const Position& pos);
|
||||
|
||||
template<bool DoTrace = false>
|
||||
Value evaluate(const Position& pos);
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue