1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-30 08:43:09 +00:00

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.
This commit is contained in:
Marco Costalba 2018-02-20 17:10:37 +01:00 committed by Stéphane Nicolet
parent b2b0013d11
commit 67f5f54a29
4 changed files with 306 additions and 325 deletions

View file

@ -56,7 +56,6 @@ Jan Ondruš (hxim)
Jarrod Torriero (DU-jdto) Jarrod Torriero (DU-jdto)
Jean-Francois Romang Jean-Francois Romang
Jerry Donald Watson (jerrydonaldwatson) Jerry Donald Watson (jerrydonaldwatson)
Jonathan Calovski (jcalovski)
Jonathan Calovski (Mysseno) Jonathan Calovski (Mysseno)
Joost VandeVondele (vondele) Joost VandeVondele (vondele)
Jörg Oster (joergoster) Jörg Oster (joergoster)
@ -76,8 +75,7 @@ loco-loco
Luca Brivio (lucabrivio) Luca Brivio (lucabrivio)
Lucas Braesch (lucasart) Lucas Braesch (lucasart)
Lyudmil Antonov (lantonov) Lyudmil Antonov (lantonov)
Mathew Lai (matthewlai) Matthew Lai (matthewlai)
Matthew Lai
Matthew Sullivan Matthew Sullivan
mbootsector mbootsector
Michael Byrne (MichaelB7) Michael Byrne (MichaelB7)

View file

@ -29,125 +29,75 @@
#include "material.h" #include "material.h"
#include "pawns.h" #include "pawns.h"
namespace { std::atomic<Score> Eval::Contempt;
const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
const Bitboard KingFlank[FILE_NB] = {
QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide
};
namespace Trace { namespace Trace {
enum Tracing { NO_TRACE, TRACE }; enum Tracing { NO_TRACE, TRACE };
enum Term { // The first 8 entries are for PieceType enum Term { // The first 8 entries are reserved for PieceType
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
}; };
double scores[TERM_NB][COLOR_NB][PHASE_NB]; Score scores[TERM_NB][COLOR_NB];
double to_cp(Value v) { return double(v) / PawnValueEg; } double to_cp(Value v) { return double(v) / PawnValueEg; }
void add(int idx, Color c, Score s) { void add(int idx, Color c, Score s) {
scores[idx][c][MG] = to_cp(mg_value(s)); scores[idx][c] = s;
scores[idx][c][EG] = to_cp(eg_value(s));
} }
void add(int idx, Score w, Score b = SCORE_ZERO) { void add(int idx, Score w, Score b = SCORE_ZERO) {
add(idx, WHITE, w); add(idx, BLACK, b); scores[idx][WHITE] = w;
scores[idx][BLACK] = b;
}
std::ostream& operator<<(std::ostream& os, Score s) {
os << std::setw(5) << to_cp(mg_value(s)) << " "
<< std::setw(5) << to_cp(eg_value(s));
return os;
} }
std::ostream& operator<<(std::ostream& os, Term t) { std::ostream& operator<<(std::ostream& os, Term t) {
if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == INITIATIVE || t == TOTAL) if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
os << " --- --- | --- --- | "; os << " ---- ----" << " | " << " ---- ----";
else else
os << std::setw(5) << scores[t][WHITE][MG] << " " os << scores[t][WHITE] << " | " << scores[t][BLACK];
<< std::setw(5) << scores[t][WHITE][EG] << " | "
<< std::setw(5) << scores[t][BLACK][MG] << " "
<< std::setw(5) << scores[t][BLACK][EG] << " | ";
os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " "
<< std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n";
os << " | " << scores[t][WHITE] - scores[t][BLACK] << "\n";
return os; return os;
} }
} }
using namespace Trace; using namespace Trace;
// Evaluation class contains various information computed and collected namespace {
// by the evaluation functions.
template<Tracing T = NO_TRACE>
class Evaluation {
public: const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
Evaluation() = delete; const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
Evaluation(const Position& p) : pos(p) {} const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
Evaluation& operator=(const Evaluation&) = delete; const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
Value value(); const Bitboard KingFlank[FILE_NB] = {
QueenSide, QueenSide, QueenSide,
private: CenterFiles, CenterFiles,
// Evaluation helpers (used when calling value()) KingSide, KingSide, KingSide
template<Color Us> void initialize();
template<Color Us> Score evaluate_king();
template<Color Us> Score evaluate_threats();
int king_distance(Color c, Square s);
template<Color Us> Score evaluate_passed_pawns();
template<Color Us> Score evaluate_space();
template<Color Us, PieceType Pt> Score evaluate_pieces();
ScaleFactor evaluate_scale_factor(Value eg);
Score evaluate_initiative(Value eg);
// Data members
const Position& pos;
Material::Entry* me;
Pawns::Entry* pe;
Bitboard mobilityArea[COLOR_NB];
Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type. Special "piece types" which are
// also calculated are QUEEN_DIAGONAL and ALL_PIECES.
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
// possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
// pawn or squares attacked by 2 pawns are not explicitly added.
Bitboard attackedBy2[COLOR_NB];
// kingRing[color] is the zone around the king which is considered
// by the king safety evaluation. This consists of the squares directly
// adjacent to the king, and (only for a king on its first rank) the
// squares two ranks in front of the king. For instance, if black's king
// is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
// which attack a square in the kingRing of the enemy king.
int kingAttackersCount[COLOR_NB];
// kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the elements in the
// KingAttackWeights array.
int kingAttackersWeight[COLOR_NB];
// kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
// color to squares directly adjacent to the enemy king. Pieces which attack
// more than one square are counted multiple times. For instance, if there is
// a white knight on g5 and black's king is on g8, this white knight adds 2
// to kingAdjacentZoneAttacksCount[WHITE].
int kingAdjacentZoneAttacksCount[COLOR_NB];
}; };
#define V(v) Value(v) // Threshold for lazy and space evaluation
const Value LazyThreshold = Value(1500);
const Value SpaceThreshold = Value(12222);
// KingAttackWeights[PieceType] contains king attack weights by piece type
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
// Penalties for enemy's safe checks
const int QueenSafeCheck = 780;
const int RookSafeCheck = 880;
const int BishopSafeCheck = 435;
const int KnightSafeCheck = 790;
#define S(mg, eg) make_score(mg, eg) #define S(mg, eg) make_score(mg, eg)
// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game, // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
@ -169,16 +119,15 @@ namespace {
}; };
// Outpost[knight/bishop][supported by pawn] contains bonuses for minor // Outpost[knight/bishop][supported by pawn] contains bonuses for minor
// pieces if they can reach an outpost square, bigger if that square is // pieces if they occupy or can reach an outpost square, bigger if that
// supported by a pawn. If the minor piece occupies an outpost square // square is supported by a pawn.
// then score is doubled.
const Score Outpost[][2] = { const Score Outpost[][2] = {
{ S(22, 6), S(36,12) }, // Knight { S(22, 6), S(36,12) }, // Knight
{ S( 9, 2), S(15, 5) } // Bishop { S( 9, 2), S(15, 5) } // Bishop
}; };
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no // RookOnFile[semiopen/open] contains bonuses for each rook when there is
// friendly pawn on the rook file. // no (friendly) pawn on the rook file.
const Score RookOnFile[] = { S(20, 7), S(45, 20) }; const Score RookOnFile[] = { S(20, 7), S(45, 20) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
@ -196,11 +145,9 @@ namespace {
// pawns or pieces which are not pawn-defended. // pawns or pieces which are not pawn-defended.
const Score ThreatByKing[] = { S(3, 65), S(9, 145) }; const Score ThreatByKing[] = { S(3, 65), S(9, 145) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns. // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
// We don't use a Score because we process the two components independently. const Score PassedRank[RANK_NB] = {
const Value Passed[][RANK_NB] = { S(0, 0), S(5, 7), S(5, 13), S(32, 42), S(70, 70), S(172, 170), S(217, 269)
{ V(0), V(5), V( 5), V(32), V(70), V(172), V(217) },
{ V(0), V(7), V(13), V(42), V(70), V(170), V(269) }
}; };
// PassedFile[File] contains a bonus according to the file of a passed pawn // PassedFile[File] contains a bonus according to the file of a passed pawn
@ -209,50 +156,95 @@ namespace {
S(-20,-12), S(1, -8), S(2, 10), S( 9, 10) S(-20,-12), S(1, -8), S(2, 10), S( 9, 10)
}; };
// Rank factor applied on some bonus for passed pawn on rank 4 or beyond // PassedDanger[Rank] contains a term to weight the passed score
const int RankFactor[RANK_NB] = {0, 0, 0, 2, 7, 12, 19}; const int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
// KingProtector[PieceType-2] contains a bonus according to distance from king // KingProtector[PieceType-2] contains a penalty according to distance from king
const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) }; const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };
// Assorted bonuses and penalties used by evaluation // Assorted bonuses and penalties
const Score MinorBehindPawn = S( 16, 0);
const Score BishopPawns = S( 8, 12); const Score BishopPawns = S( 8, 12);
const Score CloseEnemies = S( 7, 0);
const Score Hanging = S( 52, 30);
const Score HinderPassedPawn = S( 8, 1);
const Score LongRangedBishop = S( 22, 0); const Score LongRangedBishop = S( 22, 0);
const Score MinorBehindPawn = S( 16, 0);
const Score PawnlessFlank = S( 20, 80);
const Score RookOnPawn = S( 8, 24); const Score RookOnPawn = S( 8, 24);
const Score ThreatByPawnPush = S( 47, 26);
const Score ThreatByRank = S( 16, 3);
const Score ThreatBySafePawn = S(175,168);
const Score ThreatOnQueen = S( 42, 21);
const Score TrappedBishopA1H1 = S( 50, 50);
const Score TrappedRook = S( 92, 0); const Score TrappedRook = S( 92, 0);
const Score WeakQueen = S( 50, 10); const Score WeakQueen = S( 50, 10);
const Score CloseEnemies = S( 7, 0);
const Score PawnlessFlank = S( 20, 80);
const Score ThreatBySafePawn = S(175,168);
const Score ThreatByRank = S( 16, 3);
const Score Hanging = S( 52, 30);
const Score WeakUnopposedPawn = S( 5, 25); const Score WeakUnopposedPawn = S( 5, 25);
const Score ThreatByPawnPush = S( 47, 26);
const Score ThreatByAttackOnQueen = S( 42, 21);
const Score HinderPassedPawn = S( 8, 1);
const Score TrappedBishopA1H1 = S( 50, 50);
#undef S #undef S
#undef V
// KingAttackWeights[PieceType] contains king attack weights by piece type // Evaluation class computes and stores attacks tables and other working data
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; template<Tracing T>
class Evaluation {
// Penalties for enemy's safe checks public:
const int QueenSafeCheck = 780; Evaluation() = delete;
const int RookSafeCheck = 880; explicit Evaluation(const Position& p) : pos(p) {}
const int BishopSafeCheck = 435; Evaluation& operator=(const Evaluation&) = delete;
const int KnightSafeCheck = 790; Value value();
// Threshold for lazy and space evaluation private:
const Value LazyThreshold = Value(1500); template<Color Us> void initialize();
const Value SpaceThreshold = Value(12222); template<Color Us, PieceType Pt> Score pieces();
template<Color Us> Score king() const;
template<Color Us> Score threats() const;
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
ScaleFactor scale_factor(Value eg) const;
Score initiative(Value eg) const;
const Position& pos;
Material::Entry* me;
Pawns::Entry* pe;
Bitboard mobilityArea[COLOR_NB];
Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type. Special "piece types" which
// are also calculated are QUEEN_DIAGONAL and ALL_PIECES.
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
// possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
// pawn or squares attacked by 2 pawns are not explicitly added.
Bitboard attackedBy2[COLOR_NB];
// kingRing[color] are the squares adjacent to the king, plus (only for a
// king on its first rank) the squares two ranks in front. For instance,
// if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
// and h6. It is set to 0 when king safety evaluation is skipped.
Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
// which attack a square in the kingRing of the enemy king.
int kingAttackersCount[COLOR_NB];
// kingAttackersWeight[color] is the sum of the "weights" of the pieces of the
// given color which attack a square in the kingRing of the enemy king. The
// weights of the individual piece types are given by the elements in the
// KingAttackWeights array.
int kingAttackersWeight[COLOR_NB];
// kingAdjacentZoneAttacksCount[color] is the number of attacks by the given
// color to squares directly adjacent to the enemy king. Pieces which attack
// more than one square are counted multiple times. For instance, if there is
// a white knight on g5 and black's king is on g8, this white knight adds 2
// to kingAdjacentZoneAttacksCount[WHITE].
int kingAdjacentZoneAttacksCount[COLOR_NB];
};
// initialize() computes king and pawn attacks, and the king ring bitboard // Evaluation::initialize() computes king and pawn attacks, and the king ring
// for a given color. This is done at the beginning of the evaluation. // bitboard for a given color. This is done at the beginning of the evaluation.
template<Tracing T> template<Color Us> template<Tracing T> template<Color Us>
void Evaluation<T>::initialize() { void Evaluation<T>::initialize() {
@ -261,28 +253,27 @@ namespace {
const Direction Down = (Us == WHITE ? SOUTH : NORTH); const Direction Down = (Us == WHITE ? SOUTH : NORTH);
const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
// Find our pawns on the first two ranks, and those which are blocked // Find our pawns that are blocked or on the first two ranks
Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks); Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
// Squares occupied by those pawns, by our king, or controlled by enemy pawns // Squares occupied by those pawns, by our king, or controlled by enemy pawns
// are excluded from the mobility area. // are excluded from the mobility area.
mobilityArea[Us] = ~(b | pos.square<KING>(Us) | pe->pawn_attacks(Them)); mobilityArea[Us] = ~(b | pos.square<KING>(Us) | pe->pawn_attacks(Them));
// Initialise the attack bitboards with the king and pawn information // Initialise attackedBy bitboards for kings and pawns
b = attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us)); attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
attackedBy[Us][PAWN] = pe->pawn_attacks(Us); attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
attackedBy2[Us] = b & attackedBy[Us][PAWN]; attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
attackedBy[Us][ALL_PIECES] = b | attackedBy[Us][PAWN];
// Init our king safety tables only if we are going to use them // Init our king safety tables only if we are going to use them
if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg) 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) 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; kingAdjacentZoneAttacksCount[Them] = kingAttackersWeight[Them] = 0;
} }
else else
@ -290,11 +281,9 @@ namespace {
} }
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given // Evaluation::pieces() scores pieces of a given color and type
// color and type.
template<Tracing T> template<Color Us, PieceType Pt> template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::evaluate_pieces() { Score Evaluation<T>::pieces() {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
@ -321,7 +310,8 @@ namespace {
b &= LineBB[pos.square<KING>(Us)][s]; b &= LineBB[pos.square<KING>(Us)][s];
attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b; 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) if (Pt == QUEEN)
attackedBy[Us][QUEEN_DIAGONAL] |= b & PseudoAttacks[BISHOP][s]; attackedBy[Us][QUEEN_DIAGONAL] |= b & PseudoAttacks[BISHOP][s];
@ -337,21 +327,18 @@ namespace {
mobility[Us] += MobilityBonus[Pt - 2][mob]; mobility[Us] += MobilityBonus[Pt - 2][mob];
// Bonus for this piece as a king protector // Penalty if the piece is far from the king
score += KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us)); score -= KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
if (Pt == BISHOP || Pt == KNIGHT) 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); bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
if (bb & s) if (bb & s)
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2; score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
else
{ else if (bb &= b & ~pos.pieces(Us))
bb &= b & ~pos.pieces(Us);
if (bb)
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)]; score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
}
// Bonus when behind a pawn // Bonus when behind a pawn
if ( relative_rank(Us, s) < RANK_5 if ( relative_rank(Us, s) < RANK_5
@ -360,7 +347,7 @@ namespace {
if (Pt == BISHOP) 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); score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s);
// Bonus for bishop on a long diagonal which can "see" both center squares // Bonus for bishop on a long diagonal which can "see" both center squares
@ -385,11 +372,11 @@ namespace {
if (Pt == ROOK) 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) if (relative_rank(Us, s) >= RANK_5)
score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]); 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))) if (pe->semiopen_file(Us, file_of(s)))
score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))]; score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
@ -397,7 +384,6 @@ namespace {
else if (mob <= 3) else if (mob <= 3)
{ {
File kf = file_of(pos.square<KING>(Us)); File kf = file_of(pos.square<KING>(Us));
if ((kf < FILE_E) == (file_of(s) < kf)) if ((kf < FILE_E) == (file_of(s) < kf))
score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us)); score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
} }
@ -411,7 +397,6 @@ namespace {
score -= WeakQueen; score -= WeakQueen;
} }
} }
if (T) if (T)
Trace::add(Pt, Us, score); Trace::add(Pt, Us, score);
@ -419,10 +404,9 @@ 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> template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_king() { Score Evaluation<T>::king() const {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
@ -435,14 +419,14 @@ namespace {
Score score = pe->king_safety<Us>(pos, ksq); Score score = pe->king_safety<Us>(pos, ksq);
// Main king safety evaluation // 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 // Attacked squares defended at most once by our queen or king
weak = attackedBy[Them][ALL_PIECES] weak = attackedBy[Them][ALL_PIECES]
& ~attackedBy2[Us] & ~attackedBy2[Us]
& (attackedBy[Us][KING] | attackedBy[Us][QUEEN] | ~attackedBy[Us][ALL_PIECES]); & (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]);
int kingDanger = unsafeChecks = 0;
// Analyse the safe enemy's checks which are possible on next move // Analyse the safe enemy's checks which are possible on next move
safe = ~pos.pieces(Them); safe = ~pos.pieces(Them);
@ -497,10 +481,12 @@ namespace {
score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); 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 // King tropism: firstly, find attacked squares in our king flank
File kf = file_of(ksq); b = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
b = attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0); assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b)); assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
@ -512,10 +498,6 @@ namespace {
score -= CloseEnemies * popcount(b); score -= CloseEnemies * popcount(b);
// Penalty when our king is on a pawnless flank
if (!(pos.pieces(PAWN) & KingFlank[kf]))
score -= PawnlessFlank;
if (T) if (T)
Trace::add(KING, Us, score); Trace::add(KING, Us, score);
@ -523,11 +505,10 @@ namespace {
} }
// evaluate_threats() assigns bonuses according to the types of the attacking // Evaluation::threats() assigns bonuses according to the types of the
// and the attacked pieces. // attacking and the attacked pieces.
template<Tracing T> template<Color Us> template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_threats() { Score Evaluation<T>::threats() const {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
const Direction Up = (Us == WHITE ? NORTH : SOUTH); const Direction Up = (Us == WHITE ? NORTH : SOUTH);
@ -535,37 +516,35 @@ namespace {
const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
Bitboard b, weak, defended, stronglyProtected, safeThreats; Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats;
Score score = SCORE_ZERO; Score score = SCORE_ZERO;
// Non-pawn enemies attacked by a pawn // 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) if (weak)
{ {
b = pos.pieces(Us, PAWN) & ( ~attackedBy[Them][ALL_PIECES] // Our safe or protected pawns
| attackedBy[Us][ALL_PIECES]); b = pos.pieces(Us, PAWN)
& (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]);
safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak; safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
score += ThreatBySafePawn * popcount(safeThreats); score += ThreatBySafePawn * popcount(safeThreats);
} }
// Squares strongly protected by the opponent, either because they attack the // Squares strongly protected by the enemy, either because they defend the
// square with a pawn, or because they attack the square twice and we don't. // square with a pawn, or because they defend the square twice and we don't.
stronglyProtected = attackedBy[Them][PAWN] stronglyProtected = attackedBy[Them][PAWN]
| (attackedBy2[Them] & ~attackedBy2[Us]); | (attackedBy2[Them] & ~attackedBy2[Us]);
// Non-pawn enemies, strongly protected // Non-pawn enemies, strongly protected
defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) defended = nonPawnEnemies & stronglyProtected;
& stronglyProtected;
// Enemies not strongly protected and under our attack // Enemies not strongly protected and under our attack
weak = pos.pieces(Them) weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
& ~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) if (defended | weak)
{ {
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]); b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
@ -593,7 +572,7 @@ namespace {
score += ThreatByKing[more_than_one(b)]; score += ThreatByKing[more_than_one(b)];
} }
// Bonus for opponent unopposed weak pawns // Bonus for enemy unopposed weak pawns
if (pos.pieces(Us, ROOK, QUEEN)) if (pos.pieces(Us, ROOK, QUEEN))
score += WeakUnopposedPawn * pe->weak_unopposed(Them); score += WeakUnopposedPawn * pe->weak_unopposed(Them);
@ -605,19 +584,19 @@ namespace {
b &= ~attackedBy[Them][PAWN] b &= ~attackedBy[Them][PAWN]
& (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]); & (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)) b = (shift<Left>(b) | shift<Right>(b))
& pos.pieces(Them) & pos.pieces(Them)
& ~attackedBy[Us][PAWN]; & ~attackedBy[Us][PAWN];
score += ThreatByPawnPush * popcount(b); 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]; safeThreats = ~pos.pieces(Us) & ~attackedBy2[Them] & attackedBy2[Us];
b = (attackedBy[Us][BISHOP] & attackedBy[Them][QUEEN_DIAGONAL]) b = (attackedBy[Us][BISHOP] & attackedBy[Them][QUEEN_DIAGONAL])
| (attackedBy[Us][ROOK ] & attackedBy[Them][QUEEN] & ~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) if (T)
Trace::add(THREAT, Us, score); Trace::add(THREAT, Us, score);
@ -625,22 +604,19 @@ namespace {
return score; return score;
} }
// king_distance() returns an estimate of the distance that the king // Evaluation::passed() evaluates the passed pawns and candidate passed
// 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
// pawns of the given color. // pawns of the given color.
template<Tracing T> template<Color Us> template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_passed_pawns() { Score Evaluation<T>::passed() const {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
const Direction Up = (Us == WHITE ? NORTH : SOUTH); 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; Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Score score = SCORE_ZERO; Score score = SCORE_ZERO;
@ -656,20 +632,21 @@ namespace {
score -= HinderPassedPawn * popcount(bb); score -= HinderPassedPawn * popcount(bb);
int r = relative_rank(Us, s); 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; Square blockSq = s + Up;
// Adjust bonus based on the king's proximity // 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 blockSq is not the queening square then consider also a second push
if (r != RANK_7) 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 the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq)) if (pos.empty(blockSq))
@ -699,18 +676,19 @@ namespace {
else if (defendedSquares & blockSq) else if (defendedSquares & blockSq)
k += 4; k += 4;
mbonus += k * rr, ebonus += k * rr; bonus += make_score(k * w, k * w);
} }
else if (pos.pieces(Us) & blockSq) 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 } // rr != 0
// Scale down bonus for candidate passers which need more than one // Scale down bonus for candidate passers which need more than one
// pawn push to become passed or have a pawn in front of them. // 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))) if ( !pos.pawn_passed(Us, s + Up)
mbonus /= 2, ebonus /= 2; || (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) if (T)
@ -720,7 +698,7 @@ 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 // 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 // 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 // squares one, two or three squares behind a friendly pawn are counted
@ -728,13 +706,16 @@ namespace {
// improve play on game opening. // improve play on game opening.
template<Tracing T> template<Color Us> template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_space() { Score Evaluation<T>::space() const {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard SpaceMask = const Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
: CenterFiles & (Rank7BB | Rank6BB | Rank5BB); : 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 // Find the safe squares for our pieces inside the area defined by
// SpaceMask. A square is unsafe if it is attacked by an enemy // SpaceMask. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece. // 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. // ...count safe + (behind & safe) with a single popcount.
int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files(); 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 // Evaluation::initiative() computes the initiative correction value
// position, i.e., second order bonus/malus based on the known attacking/defending // for the position. It is a second order bonus/malus based on the
// status of the players. // known attacking/defending status of the players.
template<Tracing T> 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)) int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(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);
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
// Compute the initiative bonus for the attacking side // 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 // 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 // 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> 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; 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 // If we don't already have an unusual scale factor, check for certain
// types of endgames, and use a lower scale for those. // 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. // is almost a draw, in case of KBP vs KB, it is even more a draw.
if ( pos.non_pawn_material(WHITE) == BishopValueMg if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == 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 // Endgame with opposite-colored bishops, but also other pieces. Still
// a bit drawish, but not as drawish as with only the two bishops. // 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. // pawns are drawish.
else if ( abs(eg) <= BishopValueEg else if ( abs(eg) <= BishopValueEg
&& pos.count<PAWN>(strongSide) <= 2 && pos.count<PAWN>(strongSide) <= 2
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide))) && !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 // Evaluation::value() is the main function of the class. It computes the various
// the evaluation and returns the value of the position from the point of view // parts of the evaluation and returns the value of the position from the point
// of the side to move. // of view of the side to move.
template<Tracing T> template<Tracing T>
Value Evaluation<T>::value() { Value Evaluation<T>::value() {
@ -845,7 +837,7 @@ namespace {
// Probe the pawn hash table // Probe the pawn hash table
pe = Pawns::probe(pos); pe = Pawns::probe(pos);
score += pe->pawns_score(); score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
// Early exit if score is high // Early exit if score is high
Value v = (mg_value(score) + eg_value(score)) / 2; Value v = (mg_value(score) + eg_value(score)) / 2;
@ -857,30 +849,23 @@ namespace {
initialize<WHITE>(); initialize<WHITE>();
initialize<BLACK>(); initialize<BLACK>();
score += evaluate_pieces<WHITE, KNIGHT>() - evaluate_pieces<BLACK, KNIGHT>(); // Pieces should be evaluated first (populate attack tables)
score += evaluate_pieces<WHITE, BISHOP>() - evaluate_pieces<BLACK, BISHOP>(); score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
score += evaluate_pieces<WHITE, ROOK >() - evaluate_pieces<BLACK, ROOK >(); + pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
score += evaluate_pieces<WHITE, QUEEN >() - evaluate_pieces<BLACK, QUEEN >(); + pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
+ pieces<WHITE, QUEEN >() - pieces<BLACK, QUEEN >();
score += mobility[WHITE] - mobility[BLACK]; score += mobility[WHITE] - mobility[BLACK];
score += evaluate_king<WHITE>() score += king< WHITE>() - king< BLACK>()
- evaluate_king<BLACK>(); + threats<WHITE>() - threats<BLACK>()
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
score += evaluate_threats<WHITE>() score += initiative(eg_value(score));
- 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));
// Interpolate between a middlegame and a (scaled by 'sf') endgame 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()) v = mg_value(score) * int(me->game_phase())
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL; + 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(MATERIAL, pos.psq_score());
Trace::add(IMBALANCE, me->imbalance()); 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]); 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); Trace::add(TOTAL, score);
} }
@ -904,16 +886,15 @@ namespace {
} // namespace } // namespace
std::atomic<Score> Eval::Contempt;
/// evaluate() is the evaluator for the outer world. It returns a static evaluation /// evaluate() is the evaluator for the outer world. It returns a static
/// of the position from the point of view of the side to move. /// evaluation of the position from the point of view of the side to move.
Value Eval::evaluate(const Position& pos) Value Eval::evaluate(const Position& pos) {
{ return Evaluation<NO_TRACE>(pos).value() + Eval::Tempo;
return Evaluation<>(pos).value() + Eval::Tempo;
} }
/// trace() is like evaluate(), but instead of returning a value, it returns /// trace() is like evaluate(), but instead of returning a value, it returns
/// a string (suitable for outputting to stdout) that contains the detailed /// a string (suitable for outputting to stdout) that contains the detailed
/// descriptions and values of each evaluation term. Useful for debugging. /// descriptions and values of each evaluation term. Useful for debugging.
@ -922,19 +903,20 @@ std::string Eval::trace(const Position& pos) {
std::memset(scores, 0, sizeof(scores)); 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; std::stringstream ss;
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2) ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
<< " Eval term | White | Black | Total \n" << " Term | White | Black | Total \n"
<< " | MG EG | MG EG | MG EG \n" << " | MG EG | MG EG | MG EG \n"
<< "----------------+-------------+-------------+-------------\n" << " ------------+-------------+-------------+------------\n"
<< " Material | " << Term(MATERIAL) << " Material | " << Term(MATERIAL)
<< " Imbalance | " << Term(IMBALANCE) << " Imbalance | " << Term(IMBALANCE)
<< " Initiative | " << Term(INITIATIVE)
<< " Pawns | " << Term(PAWN) << " Pawns | " << Term(PAWN)
<< " Knights | " << Term(KNIGHT) << " Knights | " << Term(KNIGHT)
<< " Bishops | " << Term(BISHOP) << " Bishops | " << Term(BISHOP)
@ -943,13 +925,12 @@ std::string Eval::trace(const Position& pos) {
<< " Mobility | " << Term(MOBILITY) << " Mobility | " << Term(MOBILITY)
<< " King safety | " << Term(KING) << " King safety | " << Term(KING)
<< " Threats | " << Term(THREAT) << " Threats | " << Term(THREAT)
<< " Passed pawns | " << Term(PASSED) << " Passed | " << Term(PASSED)
<< " Space | " << Term(SPACE) << " Space | " << Term(SPACE)
<< " Initiative | " << Term(INITIATIVE) << " ------------+-------------+-------------+------------\n"
<< "----------------+-------------+-------------+-------------\n"
<< " Total | " << Term(TOTAL); << " Total | " << Term(TOTAL);
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n"; ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";
return ss.str(); return ss.str();
} }

View file

@ -222,9 +222,11 @@ Entry* probe(const Position& pos) {
return e; return e;
e->key = key; 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->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]); e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
return e; return e;
} }

View file

@ -33,7 +33,7 @@ namespace Pawns {
struct Entry { 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 pawn_attacks(Color c) const { return pawnAttacks[c]; }
Bitboard passed_pawns(Color c) const { return passedPawns[c]; } Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
Bitboard pawn_attacks_span(Color c) const { return pawnAttacksSpan[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); Value shelter_storm(const Position& pos, Square ksq);
Key key; Key key;
Score score; Score scores[COLOR_NB];
Bitboard passedPawns[COLOR_NB]; Bitboard passedPawns[COLOR_NB];
Bitboard pawnAttacks[COLOR_NB]; Bitboard pawnAttacks[COLOR_NB];
Bitboard pawnAttacksSpan[COLOR_NB]; Bitboard pawnAttacksSpan[COLOR_NB];