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Code style in evaluate.cpp
Passed STC LLR: 2.95 (-2.94,2.94) [-4.00,0.00] Total: 75666 W: 16482 L: 16616 D: 42568 http://tests.stockfishchess.org/tests/view/5a8953af0ebc590297cc83ab No functional change.
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4 changed files with 306 additions and 325 deletions
4
AUTHORS
4
AUTHORS
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@ -56,7 +56,6 @@ Jan Ondruš (hxim)
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Jarrod Torriero (DU-jdto)
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Jean-Francois Romang
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Jerry Donald Watson (jerrydonaldwatson)
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Jonathan Calovski (jcalovski)
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Jonathan Calovski (Mysseno)
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Joost VandeVondele (vondele)
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Jörg Oster (joergoster)
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@ -76,8 +75,7 @@ loco-loco
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Luca Brivio (lucabrivio)
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Lucas Braesch (lucasart)
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Lyudmil Antonov (lantonov)
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Mathew Lai (matthewlai)
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Matthew Lai
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Matthew Lai (matthewlai)
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Matthew Sullivan
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mbootsector
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Michael Byrne (MichaelB7)
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619
src/evaluate.cpp
619
src/evaluate.cpp
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@ -29,126 +29,76 @@
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#include "material.h"
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#include "pawns.h"
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std::atomic<Score> Eval::Contempt;
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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 reserved for PieceType
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MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
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};
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Score scores[TERM_NB][COLOR_NB];
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double to_cp(Value v) { return double(v) / PawnValueEg; }
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void add(int idx, Color c, Score s) {
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scores[idx][c] = s;
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}
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void add(int idx, Score w, Score b = SCORE_ZERO) {
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scores[idx][WHITE] = w;
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scores[idx][BLACK] = b;
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}
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std::ostream& operator<<(std::ostream& os, Score s) {
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os << std::setw(5) << to_cp(mg_value(s)) << " "
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<< std::setw(5) << to_cp(eg_value(s));
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return os;
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}
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std::ostream& operator<<(std::ostream& os, Term t) {
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if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
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os << " ---- ----" << " | " << " ---- ----";
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else
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os << scores[t][WHITE] << " | " << scores[t][BLACK];
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os << " | " << scores[t][WHITE] - scores[t][BLACK] << "\n";
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return os;
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}
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}
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using namespace Trace;
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namespace {
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const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
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const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
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const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
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const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
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const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
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const Bitboard KingFlank[FILE_NB] = {
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QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide
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QueenSide, QueenSide, QueenSide,
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CenterFiles, CenterFiles,
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KingSide, KingSide, KingSide
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};
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namespace Trace {
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// Threshold for lazy and space evaluation
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const Value LazyThreshold = Value(1500);
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const Value SpaceThreshold = Value(12222);
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enum Tracing {NO_TRACE, TRACE};
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
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enum Term { // The first 8 entries are for PieceType
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MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
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};
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// Penalties for enemy's safe checks
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const int QueenSafeCheck = 780;
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const int RookSafeCheck = 880;
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const int BishopSafeCheck = 435;
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const int KnightSafeCheck = 790;
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double scores[TERM_NB][COLOR_NB][PHASE_NB];
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double to_cp(Value v) { return double(v) / PawnValueEg; }
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void add(int idx, Color c, Score s) {
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scores[idx][c][MG] = to_cp(mg_value(s));
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scores[idx][c][EG] = to_cp(eg_value(s));
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}
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void add(int idx, Score w, Score b = SCORE_ZERO) {
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add(idx, WHITE, w); add(idx, BLACK, b);
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}
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std::ostream& operator<<(std::ostream& os, Term t) {
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if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == INITIATIVE || t == TOTAL)
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os << " --- --- | --- --- | ";
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else
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os << std::setw(5) << scores[t][WHITE][MG] << " "
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<< std::setw(5) << scores[t][WHITE][EG] << " | "
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<< std::setw(5) << scores[t][BLACK][MG] << " "
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<< std::setw(5) << scores[t][BLACK][EG] << " | ";
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os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " "
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<< std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n";
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return os;
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}
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}
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using namespace Trace;
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// Evaluation class contains various information computed and collected
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// by the evaluation functions.
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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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int king_distance(Color c, Square s);
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template<Color Us> Score evaluate_passed_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. Special "piece types" which are
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// also calculated are QUEEN_DIAGONAL and ALL_PIECES.
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Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
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// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
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// possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
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// pawn or squares attacked by 2 pawns are not explicitly added.
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Bitboard attackedBy2[COLOR_NB];
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// kingRing[color] is the zone around the king which is considered
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// by the king safety evaluation. This consists of the squares directly
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// adjacent to the king, and (only for a king on its first rank) the
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// squares two ranks in front of the king. For instance, if black's king
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// is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
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// f7, g7, h7, f6, g6 and h6.
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Bitboard kingRing[COLOR_NB];
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// kingAttackersCount[color] is the number of pieces of the given color
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// which attack a square in the kingRing of the enemy king.
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int kingAttackersCount[COLOR_NB];
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// kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
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// given color which attack a square in the kingRing of the enemy king. The
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// weights of the individual piece types are given by the elements in the
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// KingAttackWeights array.
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int kingAttackersWeight[COLOR_NB];
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// kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
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// color to squares directly adjacent to the enemy king. Pieces which attack
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// more than one square are counted multiple times. For instance, if there is
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// a white knight on g5 and black's king is on g8, this white knight adds 2
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// to kingAdjacentZoneAttacksCount[WHITE].
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int kingAdjacentZoneAttacksCount[COLOR_NB];
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};
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#define V(v) Value(v)
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#define S(mg, eg) make_score(mg, eg)
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#define S(mg, eg) make_score(mg, eg)
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// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
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// indexed by piece type and number of attacked squares in the mobility area.
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};
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// Outpost[knight/bishop][supported by pawn] contains bonuses for minor
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// pieces if they can reach an outpost square, bigger if that square is
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// supported by a pawn. If the minor piece occupies an outpost square
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// then score is doubled.
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// pieces if they occupy or can reach an outpost square, bigger if that
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// square is supported by a pawn.
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const Score Outpost[][2] = {
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{ S(22, 6), S(36,12) }, // Knight
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{ S( 9, 2), S(15, 5) } // Bishop
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};
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// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
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// friendly pawn on the rook file.
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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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const Score RookOnFile[] = { S(20, 7), S(45, 20) };
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// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
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// pawns or pieces which are not pawn-defended.
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const Score ThreatByKing[] = { S(3, 65), S(9, 145) };
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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(5), V( 5), V(32), V(70), V(172), V(217) },
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{ V(0), V(7), V(13), V(42), V(70), V(170), V(269) }
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// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
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const Score PassedRank[RANK_NB] = {
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S(0, 0), S(5, 7), S(5, 13), S(32, 42), S(70, 70), S(172, 170), S(217, 269)
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};
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// PassedFile[File] contains a bonus according to the file of a passed pawn
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const Score PassedFile[FILE_NB] = {
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S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
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S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
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S( 9, 10), S(2, 10), S(1, -8), S(-20,-12),
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S(-20,-12), S(1, -8), S(2, 10), S( 9, 10)
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};
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// Rank factor applied on some bonus for passed pawn on rank 4 or beyond
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const int RankFactor[RANK_NB] = {0, 0, 0, 2, 7, 12, 19};
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// PassedDanger[Rank] contains a term to weight the passed score
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const int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
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// KingProtector[PieceType-2] contains a bonus according to distance from king
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const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
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// KingProtector[PieceType-2] contains a penalty according to distance from king
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const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };
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// Assorted bonuses and penalties used by evaluation
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const Score MinorBehindPawn = S( 16, 0);
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const Score BishopPawns = S( 8, 12);
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const Score LongRangedBishop = S( 22, 0);
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const Score RookOnPawn = S( 8, 24);
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const Score TrappedRook = S( 92, 0);
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const Score WeakQueen = S( 50, 10);
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const Score CloseEnemies = S( 7, 0);
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const Score PawnlessFlank = S( 20, 80);
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const Score ThreatBySafePawn = S(175,168);
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const Score ThreatByRank = S( 16, 3);
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const Score Hanging = S( 52, 30);
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const Score WeakUnopposedPawn = S( 5, 25);
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const Score ThreatByPawnPush = S( 47, 26);
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const Score ThreatByAttackOnQueen = S( 42, 21);
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const Score HinderPassedPawn = S( 8, 1);
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const Score TrappedBishopA1H1 = S( 50, 50);
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// Assorted bonuses and penalties
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const Score BishopPawns = S( 8, 12);
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const Score CloseEnemies = S( 7, 0);
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const Score Hanging = S( 52, 30);
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const Score HinderPassedPawn = S( 8, 1);
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const Score LongRangedBishop = S( 22, 0);
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const Score MinorBehindPawn = S( 16, 0);
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const Score PawnlessFlank = S( 20, 80);
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const Score RookOnPawn = S( 8, 24);
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const Score ThreatByPawnPush = S( 47, 26);
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const Score ThreatByRank = S( 16, 3);
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const Score ThreatBySafePawn = S(175,168);
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const Score ThreatOnQueen = S( 42, 21);
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const Score TrappedBishopA1H1 = S( 50, 50);
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const Score TrappedRook = S( 92, 0);
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const Score WeakQueen = S( 50, 10);
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const Score WeakUnopposedPawn = S( 5, 25);
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#undef S
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#undef V
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#undef S
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
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// Evaluation class computes and stores attacks tables and other working data
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template<Tracing T>
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class Evaluation {
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// Penalties for enemy's safe checks
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const int QueenSafeCheck = 780;
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const int RookSafeCheck = 880;
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const int BishopSafeCheck = 435;
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const int KnightSafeCheck = 790;
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public:
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Evaluation() = delete;
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explicit 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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// Threshold for lazy and space evaluation
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const Value LazyThreshold = Value(1500);
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const Value SpaceThreshold = Value(12222);
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private:
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template<Color Us> void initialize();
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template<Color Us, PieceType Pt> Score pieces();
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template<Color Us> Score king() const;
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template<Color Us> Score threats() const;
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template<Color Us> Score passed() const;
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template<Color Us> Score space() const;
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ScaleFactor scale_factor(Value eg) const;
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Score initiative(Value eg) const;
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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. Special "piece types" which
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// are also calculated are QUEEN_DIAGONAL and ALL_PIECES.
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Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
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// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
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// possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
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// pawn or squares attacked by 2 pawns are not explicitly added.
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Bitboard attackedBy2[COLOR_NB];
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// kingRing[color] are the squares adjacent to the king, plus (only for a
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// king on its first rank) the squares two ranks in front. For instance,
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// if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
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// and h6. It is set to 0 when king safety evaluation is skipped.
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Bitboard kingRing[COLOR_NB];
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// kingAttackersCount[color] is the number of pieces of the given color
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// which attack a square in the kingRing of the enemy king.
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int kingAttackersCount[COLOR_NB];
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// kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
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// given color which attack a square in the kingRing of the enemy king. The
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// weights of the individual piece types are given by the elements in the
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// KingAttackWeights array.
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int kingAttackersWeight[COLOR_NB];
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// kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
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// color to squares directly adjacent to the enemy king. Pieces which attack
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// more than one square are counted multiple times. For instance, if there is
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// a white knight on g5 and black's king is on g8, this white knight adds 2
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// to kingAdjacentZoneAttacksCount[WHITE].
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int kingAdjacentZoneAttacksCount[COLOR_NB];
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};
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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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// 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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const Direction Down = (Us == WHITE ? SOUTH : NORTH);
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const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
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// Find our pawns on the first two ranks, and those which are blocked
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// Find our pawns that are blocked or on the first two ranks
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Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
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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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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 = attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
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// Initialise attackedBy bitboards for kings and pawns
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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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attackedBy2[Us] = b & attackedBy[Us][PAWN];
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attackedBy[Us][ALL_PIECES] = b | attackedBy[Us][PAWN];
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attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
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attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
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// Init our king safety tables only if we are going to use them
|
||||
if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
|
||||
{
|
||||
kingRing[Us] = b;
|
||||
kingRing[Us] = attackedBy[Us][KING];
|
||||
if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
|
||||
kingRing[Us] |= shift<Up>(b);
|
||||
kingRing[Us] |= shift<Up>(kingRing[Us]);
|
||||
|
||||
kingAttackersCount[Them] = popcount(b & pe->pawn_attacks(Them));
|
||||
kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them));
|
||||
kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0;
|
||||
}
|
||||
else
|
||||
|
@ -290,11 +281,9 @@ namespace {
|
|||
}
|
||||
|
||||
|
||||
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given
|
||||
// color and type.
|
||||
|
||||
template<Tracing T> template<Color Us, PieceType Pt>
|
||||
Score Evaluation<T>::evaluate_pieces() {
|
||||
// Evaluation::pieces() scores pieces of a given color and type
|
||||
template<Tracing T> template<Color Us, PieceType Pt>
|
||||
Score Evaluation<T>::pieces() {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
|
||||
|
@ -321,7 +310,8 @@ namespace {
|
|||
b &= LineBB[pos.square<KING>(Us)][s];
|
||||
|
||||
attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
|
||||
attackedBy[Us][ALL_PIECES] |= attackedBy[Us][Pt] |= b;
|
||||
attackedBy[Us][Pt] |= b;
|
||||
attackedBy[Us][ALL_PIECES] |= b;
|
||||
|
||||
if (Pt == QUEEN)
|
||||
attackedBy[Us][QUEEN_DIAGONAL] |= b & PseudoAttacks[BISHOP][s];
|
||||
|
@ -337,21 +327,18 @@ namespace {
|
|||
|
||||
mobility[Us] += MobilityBonus[Pt - 2][mob];
|
||||
|
||||
// Bonus for this piece as a king protector
|
||||
score += KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
|
||||
// Penalty if the piece is far from the king
|
||||
score -= KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
|
||||
|
||||
if (Pt == BISHOP || Pt == KNIGHT)
|
||||
{
|
||||
// Bonus for outpost squares
|
||||
// Bonus if piece is on an outpost square or can reach one
|
||||
bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
|
||||
if (bb & s)
|
||||
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
|
||||
else
|
||||
{
|
||||
bb &= b & ~pos.pieces(Us);
|
||||
if (bb)
|
||||
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
|
||||
}
|
||||
|
||||
else if (bb &= b & ~pos.pieces(Us))
|
||||
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
|
||||
|
||||
// Bonus when behind a pawn
|
||||
if ( relative_rank(Us, s) < RANK_5
|
||||
|
@ -360,7 +347,7 @@ namespace {
|
|||
|
||||
if (Pt == BISHOP)
|
||||
{
|
||||
// Penalty for pawns on the same color square as the bishop
|
||||
// Penalty according to number of pawns on the same color square as the bishop
|
||||
score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s);
|
||||
|
||||
// Bonus for bishop on a long diagonal which can "see" both center squares
|
||||
|
@ -385,11 +372,11 @@ namespace {
|
|||
|
||||
if (Pt == ROOK)
|
||||
{
|
||||
// Bonus for aligning with enemy pawns on the same rank/file
|
||||
// Bonus for aligning rook with with enemy pawns on the same rank/file
|
||||
if (relative_rank(Us, s) >= RANK_5)
|
||||
score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
|
||||
|
||||
// Bonus when on an open or semi-open file
|
||||
// Bonus for rook on an open or semi-open file
|
||||
if (pe->semiopen_file(Us, file_of(s)))
|
||||
score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
|
||||
|
||||
|
@ -397,7 +384,6 @@ namespace {
|
|||
else if (mob <= 3)
|
||||
{
|
||||
File kf = file_of(pos.square<KING>(Us));
|
||||
|
||||
if ((kf < FILE_E) == (file_of(s) < kf))
|
||||
score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
|
||||
}
|
||||
|
@ -411,7 +397,6 @@ namespace {
|
|||
score -= WeakQueen;
|
||||
}
|
||||
}
|
||||
|
||||
if (T)
|
||||
Trace::add(Pt, Us, score);
|
||||
|
||||
|
@ -419,14 +404,13 @@ namespace {
|
|||
}
|
||||
|
||||
|
||||
// evaluate_king() assigns bonuses and penalties to a king of a given color
|
||||
// Evaluation::king() assigns bonuses and penalties to a king of a given color
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::king() const {
|
||||
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::evaluate_king() {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
|
||||
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
|
||||
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
|
||||
|
||||
const Square ksq = pos.square<KING>(Us);
|
||||
Bitboard weak, b, b1, b2, safe, unsafeChecks;
|
||||
|
@ -435,14 +419,14 @@ namespace {
|
|||
Score score = pe->king_safety<Us>(pos, ksq);
|
||||
|
||||
// Main king safety evaluation
|
||||
if (kingAttackersCount[Them] > (1 - pos.count<QUEEN>(Them)))
|
||||
if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
|
||||
{
|
||||
int kingDanger = unsafeChecks = 0;
|
||||
|
||||
// Attacked squares defended at most once by our queen or king
|
||||
weak = attackedBy[Them][ALL_PIECES]
|
||||
& ~attackedBy2[Us]
|
||||
& (attackedBy[Us][KING] | attackedBy[Us][QUEEN] | ~attackedBy[Us][ALL_PIECES]);
|
||||
|
||||
int kingDanger = unsafeChecks = 0;
|
||||
& (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]);
|
||||
|
||||
// Analyse the safe enemy's checks which are possible on next move
|
||||
safe = ~pos.pieces(Them);
|
||||
|
@ -497,10 +481,12 @@ namespace {
|
|||
score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
|
||||
}
|
||||
}
|
||||
// Penalty when our king is on a pawnless flank
|
||||
if (!(pos.pieces(PAWN) & KingFlank[file_of(ksq)]))
|
||||
score -= PawnlessFlank;
|
||||
|
||||
// King tropism: firstly, find squares that opponent attacks in our king flank
|
||||
File kf = file_of(ksq);
|
||||
b = attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
|
||||
// King tropism: firstly, find attacked squares in our king flank
|
||||
b = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
|
||||
|
||||
assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
|
||||
assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
|
||||
|
@ -512,10 +498,6 @@ namespace {
|
|||
|
||||
score -= CloseEnemies * popcount(b);
|
||||
|
||||
// Penalty when our king is on a pawnless flank
|
||||
if (!(pos.pieces(PAWN) & KingFlank[kf]))
|
||||
score -= PawnlessFlank;
|
||||
|
||||
if (T)
|
||||
Trace::add(KING, Us, score);
|
||||
|
||||
|
@ -523,11 +505,10 @@ namespace {
|
|||
}
|
||||
|
||||
|
||||
// evaluate_threats() assigns bonuses according to the types of the attacking
|
||||
// and the attacked pieces.
|
||||
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::evaluate_threats() {
|
||||
// Evaluation::threats() assigns bonuses according to the types of the
|
||||
// attacking and the attacked pieces.
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::threats() const {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
const Direction Up = (Us == WHITE ? NORTH : SOUTH);
|
||||
|
@ -535,37 +516,35 @@ namespace {
|
|||
const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
|
||||
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
|
||||
|
||||
Bitboard b, weak, defended, stronglyProtected, safeThreats;
|
||||
Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats;
|
||||
Score score = SCORE_ZERO;
|
||||
|
||||
// Non-pawn enemies attacked by a pawn
|
||||
weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & attackedBy[Us][PAWN];
|
||||
nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN);
|
||||
weak = nonPawnEnemies & attackedBy[Us][PAWN];
|
||||
|
||||
if (weak)
|
||||
{
|
||||
b = pos.pieces(Us, PAWN) & ( ~attackedBy[Them][ALL_PIECES]
|
||||
| attackedBy[Us][ALL_PIECES]);
|
||||
// Our safe or protected pawns
|
||||
b = pos.pieces(Us, PAWN)
|
||||
& (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]);
|
||||
|
||||
safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
|
||||
|
||||
score += ThreatBySafePawn * popcount(safeThreats);
|
||||
}
|
||||
|
||||
// Squares strongly protected by the opponent, either because they attack the
|
||||
// square with a pawn, or because they attack the square twice and we don't.
|
||||
// Squares strongly protected by the enemy, either because they defend the
|
||||
// square with a pawn, or because they defend the square twice and we don't.
|
||||
stronglyProtected = attackedBy[Them][PAWN]
|
||||
| (attackedBy2[Them] & ~attackedBy2[Us]);
|
||||
|
||||
// Non-pawn enemies, strongly protected
|
||||
defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
|
||||
& stronglyProtected;
|
||||
defended = nonPawnEnemies & stronglyProtected;
|
||||
|
||||
// Enemies not strongly protected and under our attack
|
||||
weak = pos.pieces(Them)
|
||||
& ~stronglyProtected
|
||||
& attackedBy[Us][ALL_PIECES];
|
||||
weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
|
||||
|
||||
// Add a bonus according to the kind of attacking pieces
|
||||
// Bonus according to the kind of attacking pieces
|
||||
if (defended | weak)
|
||||
{
|
||||
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
|
||||
|
@ -593,7 +572,7 @@ namespace {
|
|||
score += ThreatByKing[more_than_one(b)];
|
||||
}
|
||||
|
||||
// Bonus for opponent unopposed weak pawns
|
||||
// Bonus for enemy unopposed weak pawns
|
||||
if (pos.pieces(Us, ROOK, QUEEN))
|
||||
score += WeakUnopposedPawn * pe->weak_unopposed(Them);
|
||||
|
||||
|
@ -605,19 +584,19 @@ namespace {
|
|||
b &= ~attackedBy[Them][PAWN]
|
||||
& (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
|
||||
|
||||
// Add a bonus for each new pawn threats from those squares
|
||||
// Bonus for safe pawn threats on the next move
|
||||
b = (shift<Left>(b) | shift<Right>(b))
|
||||
& pos.pieces(Them)
|
||||
& ~attackedBy[Us][PAWN];
|
||||
|
||||
score += ThreatByPawnPush * popcount(b);
|
||||
|
||||
// Add a bonus for safe slider attack threats on opponent queen
|
||||
// Bonus for safe slider threats on the next move toward enemy queen
|
||||
safeThreats = ~pos.pieces(Us) & ~attackedBy2[Them] & attackedBy2[Us];
|
||||
b = (attackedBy[Us][BISHOP] & attackedBy[Them][QUEEN_DIAGONAL])
|
||||
| (attackedBy[Us][ROOK ] & attackedBy[Them][QUEEN] & ~attackedBy[Them][QUEEN_DIAGONAL]);
|
||||
|
||||
score += ThreatByAttackOnQueen * popcount(b & safeThreats);
|
||||
score += ThreatOnQueen * popcount(b & safeThreats);
|
||||
|
||||
if (T)
|
||||
Trace::add(THREAT, Us, score);
|
||||
|
@ -625,22 +604,19 @@ namespace {
|
|||
return score;
|
||||
}
|
||||
|
||||
// king_distance() returns an estimate of the distance that the king
|
||||
// of the given color has to run to reach square s.
|
||||
template<Tracing T>
|
||||
int Evaluation<T>::king_distance(Color c, Square s) {
|
||||
return std::min(distance(pos.square<KING>(c), s), 5);
|
||||
}
|
||||
|
||||
// evaluate_passed_pawns() evaluates the passed pawns and candidate passed
|
||||
// Evaluation::passed() evaluates the passed pawns and candidate passed
|
||||
// pawns of the given color.
|
||||
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::evaluate_passed_pawns() {
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::passed() const {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
const Direction Up = (Us == WHITE ? NORTH : SOUTH);
|
||||
|
||||
auto king_proximity = [&](Color c, Square s) {
|
||||
return std::min(distance(pos.square<KING>(c), s), 5);
|
||||
};
|
||||
|
||||
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
|
||||
Score score = SCORE_ZERO;
|
||||
|
||||
|
@ -656,20 +632,21 @@ namespace {
|
|||
score -= HinderPassedPawn * popcount(bb);
|
||||
|
||||
int r = relative_rank(Us, s);
|
||||
int rr = RankFactor[r];
|
||||
int w = PassedDanger[r];
|
||||
|
||||
Value mbonus = Passed[MG][r], ebonus = Passed[EG][r];
|
||||
Score bonus = PassedRank[r];
|
||||
|
||||
if (rr)
|
||||
if (w)
|
||||
{
|
||||
Square blockSq = s + Up;
|
||||
|
||||
// Adjust bonus based on the king's proximity
|
||||
ebonus += (king_distance(Them, blockSq) * 5 - king_distance(Us, blockSq) * 2) * rr;
|
||||
bonus += make_score(0, ( king_proximity(Them, blockSq) * 5
|
||||
- king_proximity(Us, blockSq) * 2) * w);
|
||||
|
||||
// If blockSq is not the queening square then consider also a second push
|
||||
if (r != RANK_7)
|
||||
ebonus -= king_distance(Us, blockSq + Up) * rr;
|
||||
bonus -= make_score(0, king_proximity(Us, blockSq + Up) * w);
|
||||
|
||||
// If the pawn is free to advance, then increase the bonus
|
||||
if (pos.empty(blockSq))
|
||||
|
@ -699,18 +676,19 @@ namespace {
|
|||
else if (defendedSquares & blockSq)
|
||||
k += 4;
|
||||
|
||||
mbonus += k * rr, ebonus += k * rr;
|
||||
bonus += make_score(k * w, k * w);
|
||||
}
|
||||
else if (pos.pieces(Us) & blockSq)
|
||||
mbonus += rr + r * 2, ebonus += rr + r * 2;
|
||||
bonus += make_score(w + r * 2, w + r * 2);
|
||||
} // rr != 0
|
||||
|
||||
// Scale down bonus for candidate passers which need more than one
|
||||
// pawn push to become passed or have a pawn in front of them.
|
||||
if (!pos.pawn_passed(Us, s + Up) || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
|
||||
mbonus /= 2, ebonus /= 2;
|
||||
if ( !pos.pawn_passed(Us, s + Up)
|
||||
|| (pos.pieces(PAWN) & forward_file_bb(Us, s)))
|
||||
bonus = bonus / 2;
|
||||
|
||||
score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
|
||||
score += bonus + PassedFile[file_of(s)];
|
||||
}
|
||||
|
||||
if (T)
|
||||
|
@ -720,21 +698,24 @@ namespace {
|
|||
}
|
||||
|
||||
|
||||
// evaluate_space() computes the space evaluation for a given side. The
|
||||
// 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.
|
||||
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::evaluate_space() {
|
||||
template<Tracing T> template<Color Us>
|
||||
Score Evaluation<T>::space() const {
|
||||
|
||||
const Color Them = (Us == WHITE ? BLACK : WHITE);
|
||||
const Bitboard SpaceMask =
|
||||
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
|
||||
: CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
|
||||
|
||||
if (pos.non_pawn_material() < SpaceThreshold)
|
||||
return SCORE_ZERO;
|
||||
|
||||
// Find the safe squares for our pieces inside the area defined by
|
||||
// SpaceMask. A square is unsafe if it is attacked by an enemy
|
||||
// pawn, or if it is undefended and attacked by an enemy piece.
|
||||
|
@ -754,24 +735,34 @@ 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 * pe->open_files();
|
||||
Score score = make_score(bonus * weight * weight / 16, 0);
|
||||
|
||||
return make_score(bonus * weight * weight / 16, 0);
|
||||
if (T)
|
||||
Trace::add(SPACE, Us, score);
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
|
||||
// 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.
|
||||
// Evaluation::initiative() computes the initiative correction value
|
||||
// for the position. It is a second order bonus/malus based on the
|
||||
// known attacking/defending status of the players.
|
||||
|
||||
template<Tracing T>
|
||||
Score Evaluation<T>::evaluate_initiative(Value eg) {
|
||||
Score Evaluation<T>::initiative(Value eg) const {
|
||||
|
||||
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);
|
||||
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
|
||||
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
|
||||
|
||||
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
|
||||
&& (pos.pieces(PAWN) & KingSide);
|
||||
|
||||
// Compute the initiative bonus for the attacking side
|
||||
int initiative = 8 * (pe->pawn_asymmetry() + kingDistance - 17) + 12 * pos.count<PAWN>() + 16 * bothFlanks;
|
||||
int initiative = 8 * outflanking
|
||||
+ 8 * pe->pawn_asymmetry()
|
||||
+ 12 * pos.count<PAWN>()
|
||||
+ 16 * pawnsOnBothFlanks
|
||||
-136 ;
|
||||
|
||||
// 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
|
||||
|
@ -785,13 +776,13 @@ namespace {
|
|||
}
|
||||
|
||||
|
||||
// evaluate_scale_factor() computes the scale factor for the winning side
|
||||
// Evaluation::scale_factor() computes the scale factor for the winning side
|
||||
|
||||
template<Tracing T>
|
||||
ScaleFactor Evaluation<T>::evaluate_scale_factor(Value eg) {
|
||||
ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
|
||||
|
||||
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
|
||||
ScaleFactor sf = me->scale_factor(pos, strongSide);
|
||||
int 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.
|
||||
|
@ -803,27 +794,28 @@ namespace {
|
|||
// is almost a draw, in case of KBP vs KB, it is even more a draw.
|
||||
if ( pos.non_pawn_material(WHITE) == BishopValueMg
|
||||
&& pos.non_pawn_material(BLACK) == BishopValueMg)
|
||||
return more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
|
||||
sf = more_than_one(pos.pieces(PAWN)) ? 31 : 9;
|
||||
|
||||
// Endgame with opposite-colored bishops, but also other pieces. Still
|
||||
// a bit drawish, but not as drawish as with only the two bishops.
|
||||
return ScaleFactor(46);
|
||||
else
|
||||
sf = 46;
|
||||
}
|
||||
// Endings where weaker side can place his king in front of the opponent's
|
||||
// Endings where weaker side can place his king in front of the enemy's
|
||||
// pawns are drawish.
|
||||
else if ( abs(eg) <= BishopValueEg
|
||||
&& pos.count<PAWN>(strongSide) <= 2
|
||||
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
|
||||
return ScaleFactor(37 + 7 * pos.count<PAWN>(strongSide));
|
||||
sf = 37 + 7 * pos.count<PAWN>(strongSide);
|
||||
}
|
||||
|
||||
return sf;
|
||||
return ScaleFactor(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.
|
||||
// Evaluation::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() {
|
||||
|
@ -845,7 +837,7 @@ namespace {
|
|||
|
||||
// Probe the pawn hash table
|
||||
pe = Pawns::probe(pos);
|
||||
score += pe->pawns_score();
|
||||
score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
|
||||
|
||||
// Early exit if score is high
|
||||
Value v = (mg_value(score) + eg_value(score)) / 2;
|
||||
|
@ -857,30 +849,23 @@ namespace {
|
|||
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 >();
|
||||
// Pieces should be evaluated first (populate attack tables)
|
||||
score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
|
||||
+ pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
|
||||
+ pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
|
||||
+ pieces<WHITE, QUEEN >() - pieces<BLACK, QUEEN >();
|
||||
|
||||
score += mobility[WHITE] - mobility[BLACK];
|
||||
|
||||
score += evaluate_king<WHITE>()
|
||||
- evaluate_king<BLACK>();
|
||||
score += king< WHITE>() - king< BLACK>()
|
||||
+ threats<WHITE>() - threats<BLACK>()
|
||||
+ passed< WHITE>() - passed< BLACK>()
|
||||
+ space< WHITE>() - space< BLACK>();
|
||||
|
||||
score += evaluate_threats<WHITE>()
|
||||
- evaluate_threats<BLACK>();
|
||||
|
||||
score += evaluate_passed_pawns<WHITE>()
|
||||
- evaluate_passed_pawns<BLACK>();
|
||||
|
||||
if (pos.non_pawn_material() >= SpaceThreshold)
|
||||
score += evaluate_space<WHITE>()
|
||||
- evaluate_space<BLACK>();
|
||||
|
||||
score += evaluate_initiative(eg_value(score));
|
||||
score += initiative(eg_value(score));
|
||||
|
||||
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
|
||||
ScaleFactor sf = evaluate_scale_factor(eg_value(score));
|
||||
ScaleFactor sf = scale_factor(eg_value(score));
|
||||
v = mg_value(score) * int(me->game_phase())
|
||||
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
|
||||
|
||||
|
@ -891,11 +876,8 @@ namespace {
|
|||
{
|
||||
Trace::add(MATERIAL, pos.psq_score());
|
||||
Trace::add(IMBALANCE, me->imbalance());
|
||||
Trace::add(PAWN, pe->pawns_score());
|
||||
Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
|
||||
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);
|
||||
}
|
||||
|
||||
|
@ -904,16 +886,15 @@ namespace {
|
|||
|
||||
} // namespace
|
||||
|
||||
std::atomic<Score> Eval::Contempt;
|
||||
|
||||
/// 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.
|
||||
/// 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.
|
||||
|
||||
Value Eval::evaluate(const Position& pos)
|
||||
{
|
||||
return Evaluation<>(pos).value() + Eval::Tempo;
|
||||
Value Eval::evaluate(const Position& pos) {
|
||||
return Evaluation<NO_TRACE>(pos).value() + Eval::Tempo;
|
||||
}
|
||||
|
||||
|
||||
/// 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.
|
||||
|
@ -922,34 +903,34 @@ std::string Eval::trace(const Position& pos) {
|
|||
|
||||
std::memset(scores, 0, sizeof(scores));
|
||||
|
||||
Eval::Contempt = SCORE_ZERO;
|
||||
Eval::Contempt = SCORE_ZERO; // Reset any dynamic contempt
|
||||
|
||||
Value v = Eval::Tempo + Evaluation<TRACE>(pos).value();
|
||||
Value v = Evaluation<TRACE>(pos).value() + Eval::Tempo;
|
||||
|
||||
v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
|
||||
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)
|
||||
<< " Eval term | White | Black | Total \n"
|
||||
<< " | MG EG | MG EG | MG EG \n"
|
||||
<< "----------------+-------------+-------------+-------------\n"
|
||||
<< " Material | " << Term(MATERIAL)
|
||||
<< " Imbalance | " << Term(IMBALANCE)
|
||||
<< " Pawns | " << Term(PAWN)
|
||||
<< " Knights | " << Term(KNIGHT)
|
||||
<< " Bishops | " << Term(BISHOP)
|
||||
<< " Rooks | " << Term(ROOK)
|
||||
<< " Queens | " << Term(QUEEN)
|
||||
<< " Mobility | " << Term(MOBILITY)
|
||||
<< " King safety | " << Term(KING)
|
||||
<< " Threats | " << Term(THREAT)
|
||||
<< " Passed pawns | " << Term(PASSED)
|
||||
<< " Space | " << Term(SPACE)
|
||||
<< " Initiative | " << Term(INITIATIVE)
|
||||
<< "----------------+-------------+-------------+-------------\n"
|
||||
<< " Total | " << Term(TOTAL);
|
||||
<< " Term | White | Black | Total \n"
|
||||
<< " | MG EG | MG EG | MG EG \n"
|
||||
<< " ------------+-------------+-------------+------------\n"
|
||||
<< " Material | " << Term(MATERIAL)
|
||||
<< " Imbalance | " << Term(IMBALANCE)
|
||||
<< " Initiative | " << Term(INITIATIVE)
|
||||
<< " Pawns | " << Term(PAWN)
|
||||
<< " Knights | " << Term(KNIGHT)
|
||||
<< " Bishops | " << Term(BISHOP)
|
||||
<< " Rooks | " << Term(ROOK)
|
||||
<< " Queens | " << Term(QUEEN)
|
||||
<< " Mobility | " << Term(MOBILITY)
|
||||
<< " King safety | " << Term(KING)
|
||||
<< " Threats | " << Term(THREAT)
|
||||
<< " Passed | " << Term(PASSED)
|
||||
<< " Space | " << Term(SPACE)
|
||||
<< " ------------+-------------+-------------+------------\n"
|
||||
<< " Total | " << Term(TOTAL);
|
||||
|
||||
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
|
||||
ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";
|
||||
|
||||
return ss.str();
|
||||
}
|
||||
|
|
|
@ -222,9 +222,11 @@ Entry* probe(const Position& pos) {
|
|||
return e;
|
||||
|
||||
e->key = key;
|
||||
e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
|
||||
e->scores[WHITE] = evaluate<WHITE>(pos, e);
|
||||
e->scores[BLACK] = evaluate<BLACK>(pos, e);
|
||||
e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
|
||||
e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
|
||||
|
||||
return e;
|
||||
}
|
||||
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace Pawns {
|
|||
|
||||
struct Entry {
|
||||
|
||||
Score pawns_score() const { return score; }
|
||||
Score pawn_score(Color c) const { return scores[c]; }
|
||||
Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
|
||||
Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
|
||||
Bitboard pawn_attacks_span(Color c) const { return pawnAttacksSpan[c]; }
|
||||
|
@ -62,7 +62,7 @@ struct Entry {
|
|||
Value shelter_storm(const Position& pos, Square ksq);
|
||||
|
||||
Key key;
|
||||
Score score;
|
||||
Score scores[COLOR_NB];
|
||||
Bitboard passedPawns[COLOR_NB];
|
||||
Bitboard pawnAttacks[COLOR_NB];
|
||||
Bitboard pawnAttacksSpan[COLOR_NB];
|
||||
|
|
Loading…
Add table
Reference in a new issue