diff --git a/src/evaluate.cpp b/src/evaluate.cpp new file mode 100644 index 00000000..d211db64 --- /dev/null +++ b/src/evaluate.cpp @@ -0,0 +1,909 @@ +/* + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) + Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad + + Stockfish is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + Stockfish is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . +*/ + +#include +#include +#include // For std::memset +#include +#include + +#include "bitboard.h" +#include "evaluate.h" +#include "material.h" +#include "pawns.h" +#include "thread.h" + +namespace Trace { + + enum Tracing { NO_TRACE, TRACE }; + + enum Term { // The first 8 entries are reserved for PieceType + MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB + }; + + Score scores[TERM_NB][COLOR_NB]; + + double to_cp(Value v) { return double(v) / PawnValueEg; } + + void add(int idx, Color c, Score s) { + scores[idx][c] = s; + } + + void add(int idx, Score w, Score b = SCORE_ZERO) { + 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) { + + if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL) + os << " ---- ----" << " | " << " ---- ----"; + else + os << scores[t][WHITE] << " | " << scores[t][BLACK]; + + os << " | " << scores[t][WHITE] - scores[t][BLACK] << "\n"; + return os; + } +} + +using namespace Trace; + +namespace { + + // Threshold for lazy and space evaluation + constexpr Value LazyThreshold = Value(1400); + constexpr Value SpaceThreshold = Value(12222); + + // KingAttackWeights[PieceType] contains king attack weights by piece type + constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 }; + + // Penalties for enemy's safe checks + constexpr int QueenSafeCheck = 780; + constexpr int RookSafeCheck = 1080; + constexpr int BishopSafeCheck = 635; + constexpr int KnightSafeCheck = 790; + +#define S(mg, eg) make_score(mg, eg) + + // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game, + // indexed by piece type and number of attacked squares in the mobility area. + constexpr Score MobilityBonus[][32] = { + { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights + S( 22, 23), S( 28, 27), S( 33, 33) }, + { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops + S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86), + S( 91, 88), S( 98, 97) }, + { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks + S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165), + S( 46,166), S( 48,169), S( 58,171) }, + { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens + S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104), + S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136), + S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175), + S(106,184), S(109,191), S(113,206), S(116,212) } + }; + + // RookOnFile[semiopen/open] contains bonuses for each rook when there is + // no (friendly) pawn on the rook file. + constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) }; + + // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to + // which piece type attacks which one. Attacks on lesser pieces which are + // pawn-defended are not considered. + constexpr Score ThreatByMinor[PIECE_TYPE_NB] = { + S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120) + }; + + constexpr Score ThreatByRook[PIECE_TYPE_NB] = { + S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38) + }; + + // PassedRank[Rank] contains a bonus according to the rank of a passed pawn + constexpr Score PassedRank[RANK_NB] = { + S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250) + }; + + // PassedFile[File] contains a bonus according to the file of a passed pawn + constexpr Score PassedFile[FILE_NB] = { + S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14), + S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7) + }; + + // Assorted bonuses and penalties + constexpr Score BishopPawns = S( 3, 7); + constexpr Score CorneredBishop = S( 50, 50); + constexpr Score FlankAttacks = S( 8, 0); + constexpr Score Hanging = S( 69, 36); + constexpr Score KingProtector = S( 7, 8); + constexpr Score KnightOnQueen = S( 16, 12); + constexpr Score LongDiagonalBishop = S( 45, 0); + constexpr Score MinorBehindPawn = S( 18, 3); + constexpr Score Outpost = S( 9, 3); + constexpr Score PawnlessFlank = S( 17, 95); + constexpr Score RestrictedPiece = S( 7, 7); + constexpr Score RookOnPawn = S( 10, 32); + constexpr Score SliderOnQueen = S( 59, 18); + constexpr Score ThreatByKing = S( 24, 89); + constexpr Score ThreatByPawnPush = S( 48, 39); + constexpr Score ThreatByRank = S( 13, 0); + constexpr Score ThreatBySafePawn = S(173, 94); + constexpr Score TrappedRook = S( 47, 4); + constexpr Score WeakQueen = S( 49, 15); + constexpr Score WeakUnopposedPawn = S( 12, 23); + +#undef S + + // Evaluation class computes and stores attacks tables and other working data + template + class Evaluation { + + public: + Evaluation() = delete; + explicit Evaluation(const Position& p) : pos(p) {} + Evaluation& operator=(const Evaluation&) = delete; + Value value(); + + private: + template void initialize(); + template Score pieces(); + template Score king() const; + template Score threats() const; + template Score passed() const; + template 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 + // is also calculated is ALL_PIECES. + Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; + + // attackedBy2[color] are the squares attacked by at least 2 units of a given + // color, including x-rays. But diagonal x-rays through pawns are not computed. + 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. + 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]; + + // kingAttacksCount[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 kingAttacksCount[WHITE]. + int kingAttacksCount[COLOR_NB]; + }; + + + // Evaluation::initialize() computes king and pawn attacks, and the king ring + // bitboard for a given color. This is done at the beginning of the evaluation. + template template + void Evaluation::initialize() { + + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); + + const Square ksq = pos.square(Us); + + Bitboard dblAttackByPawn = pawn_double_attacks_bb(pos.pieces(Us, PAWN)); + + // Find our pawns that are blocked or on the first two ranks + Bitboard b = pos.pieces(Us, PAWN) & (shift(pos.pieces()) | LowRanks); + + // Squares occupied by those pawns, by our king or queen or controlled by + // enemy pawns are excluded from the mobility area. + mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them)); + + // Initialize attackedBy[] for king and pawns + attackedBy[Us][KING] = pos.attacks_from(ksq); + attackedBy[Us][PAWN] = pe->pawn_attacks(Us); + attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN]; + attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]); + + // Init our king safety tables + kingRing[Us] = attackedBy[Us][KING]; + if (relative_rank(Us, ksq) == RANK_1) + kingRing[Us] |= shift(kingRing[Us]); + + if (file_of(ksq) == FILE_H) + kingRing[Us] |= shift(kingRing[Us]); + + else if (file_of(ksq) == FILE_A) + kingRing[Us] |= shift(kingRing[Us]); + + kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); + kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; + + // Remove from kingRing[] the squares defended by two pawns + kingRing[Us] &= ~dblAttackByPawn; + } + + + // Evaluation::pieces() scores pieces of a given color and type + template template + Score Evaluation::pieces() { + + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB + : Rank5BB | Rank4BB | Rank3BB); + const Square* pl = pos.squares(Us); + + Bitboard b, bb; + Score score = SCORE_ZERO; + + attackedBy[Us][Pt] = 0; + + for (Square s = *pl; s != SQ_NONE; s = *++pl) + { + // Find attacked squares, including x-ray attacks for bishops and rooks + b = Pt == BISHOP ? attacks_bb(s, pos.pieces() ^ pos.pieces(QUEEN)) + : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK)) + : pos.attacks_from(s); + + if (pos.blockers_for_king(Us) & s) + b &= LineBB[pos.square(Us)][s]; + + attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b; + attackedBy[Us][Pt] |= b; + attackedBy[Us][ALL_PIECES] |= b; + + if (b & kingRing[Them]) + { + kingAttackersCount[Us]++; + kingAttackersWeight[Us] += KingAttackWeights[Pt]; + kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]); + } + + int mob = popcount(b & mobilityArea[Us]); + + mobility[Us] += MobilityBonus[Pt - 2][mob]; + + if (Pt == BISHOP || Pt == KNIGHT) + { + // 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 == KNIGHT ? 4 : 2) + * ((attackedBy[Us][PAWN] & s) ? 2 : 1); + + else if (bb &= b & ~pos.pieces(Us)) + score += Outpost * (Pt == KNIGHT ? 2 : 1) + * ((attackedBy[Us][PAWN] & bb) ? 2 : 1); + + // Knight and Bishop bonus for being right behind a pawn + if (shift(pos.pieces(PAWN)) & s) + score += MinorBehindPawn; + + // Penalty if the piece is far from the king + score -= KingProtector * distance(s, pos.square(Us)); + + if (Pt == BISHOP) + { + // Penalty according to number of pawns on the same color square as the + // bishop, bigger when the center files are blocked with pawns. + Bitboard blocked = pos.pieces(Us, PAWN) & shift(pos.pieces()); + + score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s) + * (1 + popcount(blocked & CenterFiles)); + + // Bonus for bishop on a long diagonal which can "see" both center squares + if (more_than_one(attacks_bb(s, pos.pieces(PAWN)) & Center)) + score += LongDiagonalBishop; + } + + // An important Chess960 pattern: A cornered bishop blocked by a friendly + // pawn diagonally in front of it is a very serious problem, especially + // when that pawn is also blocked. + if ( Pt == BISHOP + && pos.is_chess960() + && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) + { + Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); + if (pos.piece_on(s + d) == make_piece(Us, PAWN)) + score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4 + : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2 + : CorneredBishop; + } + } + + if (Pt == ROOK) + { + // Bonus for aligning rook 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 for rook on an open or semi-open file + if (pos.is_on_semiopen_file(Us, s)) + score += RookOnFile[bool(pos.is_on_semiopen_file(Them, s))]; + + // Penalty when trapped by the king, even more if the king cannot castle + else if (mob <= 3) + { + File kf = file_of(pos.square(Us)); + if ((kf < FILE_E) == (file_of(s) < kf)) + score -= TrappedRook * (1 + !pos.castling_rights(Us)); + } + } + + if (Pt == QUEEN) + { + // Penalty if any relative pin or discovered attack against the queen + Bitboard queenPinners; + if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners)) + score -= WeakQueen; + } + } + if (T) + Trace::add(Pt, Us, score); + + return score; + } + + + // Evaluation::king() assigns bonuses and penalties to a king of a given color + template template + Score Evaluation::king() const { + + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB + : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); + + Bitboard weak, b1, b2, safe, unsafeChecks = 0; + Bitboard rookChecks, queenChecks, bishopChecks, knightChecks; + int kingDanger = 0; + const Square ksq = pos.square(Us); + + // Init the score with king shelter and enemy pawns storm + Score score = pe->king_safety(pos); + + // Attacked squares defended at most once by our queen or king + weak = attackedBy[Them][ALL_PIECES] + & ~attackedBy2[Us] + & (~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); + safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]); + + b1 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); + b2 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); + + // Enemy rooks checks + rookChecks = b1 & safe & attackedBy[Them][ROOK]; + + if (rookChecks) + kingDanger += RookSafeCheck; + else + unsafeChecks |= b1 & attackedBy[Them][ROOK]; + + // Enemy queen safe checks: we count them only if they are from squares from + // which we can't give a rook check, because rook checks are more valuable. + queenChecks = (b1 | b2) + & attackedBy[Them][QUEEN] + & safe + & ~attackedBy[Us][QUEEN] + & ~rookChecks; + + if (queenChecks) + kingDanger += QueenSafeCheck; + + // Enemy bishops checks: we count them only if they are from squares from + // which we can't give a queen check, because queen checks are more valuable. + bishopChecks = b2 + & attackedBy[Them][BISHOP] + & safe + & ~queenChecks; + + if (bishopChecks) + kingDanger += BishopSafeCheck; + else + unsafeChecks |= b2 & attackedBy[Them][BISHOP]; + + // Enemy knights checks + knightChecks = pos.attacks_from(ksq) & attackedBy[Them][KNIGHT]; + + if (knightChecks & safe) + kingDanger += KnightSafeCheck; + else + unsafeChecks |= knightChecks; + + // Unsafe or occupied checking squares will also be considered, as long as + // the square is in the attacker's mobility area. + unsafeChecks &= mobilityArea[Them]; + + // Find the squares that opponent attacks in our king flank, and the squares + // which are attacked twice in that flank. + b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp; + b2 = b1 & attackedBy2[Them]; + + int kingFlankAttacks = popcount(b1) + popcount(b2); + + kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] + + 69 * kingAttacksCount[Them] + + 185 * popcount(kingRing[Us] & weak) + - 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING]) + - 35 * bool(attackedBy[Us][BISHOP] & attackedBy[Us][KING]) + + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + - 873 * !pos.count(Them) + - 6 * mg_value(score) / 8 + + mg_value(mobility[Them] - mobility[Us]) + + 5 * kingFlankAttacks * kingFlankAttacks / 16 + - 7; + + // Transform the kingDanger units into a Score, and subtract it from the evaluation + if (kingDanger > 100) + 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; + + // Penalty if king flank is under attack, potentially moving toward the king + score -= FlankAttacks * kingFlankAttacks; + + if (T) + Trace::add(KING, Us, score); + + return score; + } + + + // Evaluation::threats() assigns bonuses according to the types of the + // attacking and the attacked pieces. + template template + Score Evaluation::threats() const { + + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); + + Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe; + Score score = SCORE_ZERO; + + // Non-pawn enemies + nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(PAWN); + + // 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 = nonPawnEnemies & stronglyProtected; + + // Enemies not strongly protected and under our attack + weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES]; + + // Safe or protected squares + safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]; + + // Bonus according to the kind of attacking pieces + if (defended | weak) + { + b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]); + while (b) + { + Square s = pop_lsb(&b); + score += ThreatByMinor[type_of(pos.piece_on(s))]; + if (type_of(pos.piece_on(s)) != PAWN) + score += ThreatByRank * (int)relative_rank(Them, s); + } + + b = weak & attackedBy[Us][ROOK]; + while (b) + { + Square s = pop_lsb(&b); + score += ThreatByRook[type_of(pos.piece_on(s))]; + if (type_of(pos.piece_on(s)) != PAWN) + score += ThreatByRank * (int)relative_rank(Them, s); + } + + if (weak & attackedBy[Us][KING]) + score += ThreatByKing; + + b = ~attackedBy[Them][ALL_PIECES] + | (nonPawnEnemies & attackedBy2[Us]); + score += Hanging * popcount(weak & b); + } + + // Bonus for restricting their piece moves + b = attackedBy[Them][ALL_PIECES] + & ~stronglyProtected + & attackedBy[Us][ALL_PIECES]; + + score += RestrictedPiece * popcount(b); + + // Bonus for enemy unopposed weak pawns + if (pos.pieces(Us, ROOK, QUEEN)) + score += WeakUnopposedPawn * pe->weak_unopposed(Them); + + // Find squares where our pawns can push on the next move + b = shift(pos.pieces(Us, PAWN)) & ~pos.pieces(); + b |= shift(b & TRank3BB) & ~pos.pieces(); + + // Keep only the squares which are relatively safe + b &= ~attackedBy[Them][PAWN] & safe; + + // Bonus for safe pawn threats on the next move + b = pawn_attacks_bb(b) & pos.pieces(Them); + score += ThreatByPawnPush * popcount(b); + + // Our safe or protected pawns + b = pos.pieces(Us, PAWN) & safe; + + b = pawn_attacks_bb(b) & nonPawnEnemies; + score += ThreatBySafePawn * popcount(b); + + // Bonus for threats on the next moves against enemy queen + if (pos.count(Them) == 1) + { + Square s = pos.square(Them); + safe = mobilityArea[Us] & ~stronglyProtected; + + b = attackedBy[Us][KNIGHT] & pos.attacks_from(s); + + score += KnightOnQueen * popcount(b & safe); + + b = (attackedBy[Us][BISHOP] & pos.attacks_from(s)) + | (attackedBy[Us][ROOK ] & pos.attacks_from(s)); + + score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]); + } + + if (T) + Trace::add(THREAT, Us, score); + + return score; + } + + // Evaluation::passed() evaluates the passed pawns and candidate passed + // pawns of the given color. + + template template + Score Evaluation::passed() const { + + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + + auto king_proximity = [&](Color c, Square s) { + return std::min(distance(pos.square(c), s), 5); + }; + + Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares; + Score score = SCORE_ZERO; + + b = pe->passed_pawns(Us); + + while (b) + { + Square s = pop_lsb(&b); + + assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); + + int r = relative_rank(Us, s); + + Score bonus = PassedRank[r]; + + if (r > RANK_3) + { + int w = (r-2) * (r-2) + 2; + Square blockSq = s + Up; + + // Adjust bonus based on the king's proximity + 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) + 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)) + { + // If there is a rook or queen attacking/defending the pawn from behind, + // consider all the squaresToQueen. Otherwise consider only the squares + // in the pawn's path attacked or occupied by the enemy. + defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s); + + bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN); + + if (!(pos.pieces(Us) & bb)) + defendedSquares &= attackedBy[Us][ALL_PIECES]; + + if (!(pos.pieces(Them) & bb)) + unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them); + + // If there aren't any enemy attacks, assign a big bonus. Otherwise + // assign a smaller bonus if the block square isn't attacked. + int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0; + + // If the path to the queen is fully defended, assign a big bonus. + // Otherwise assign a smaller bonus if the block square is defended. + if (defendedSquares == squaresToQueen) + k += 6; + + else if (defendedSquares & blockSq) + k += 4; + + bonus += make_score(k * w, k * w); + } + } // r > RANK_3 + + // 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))) + bonus = bonus / 2; + + score += bonus + PassedFile[file_of(s)]; + } + + if (T) + Trace::add(PASSED, Us, score); + + return score; + } + + + // 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 template + Score Evaluation::space() const { + + if (pos.non_pawn_material() < SpaceThreshold) + return SCORE_ZERO; + + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard SpaceMask = + Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) + : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); + + // Find the available squares for our pieces inside the area defined by SpaceMask + Bitboard safe = SpaceMask + & ~pos.pieces(Us, PAWN) + & ~attackedBy[Them][PAWN]; + + // Find all squares which are at most three squares behind some friendly pawn + Bitboard behind = pos.pieces(Us, PAWN); + behind |= shift(behind); + behind |= shift(behind); + + int bonus = popcount(safe) + popcount(behind & safe); + int weight = pos.count(Us) - 1; + Score score = make_score(bonus * weight * weight / 16, 0); + + if (T) + Trace::add(SPACE, Us, score); + + return score; + } + + + // 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 + Score Evaluation::initiative(Value eg) const { + + int outflanking = distance(pos.square(WHITE), pos.square(BLACK)) + - distance(pos.square(WHITE), pos.square(BLACK)); + + bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide) + && (pos.pieces(PAWN) & KingSide); + + // Compute the initiative bonus for the attacking side + int complexity = 9 * pe->passed_count() + + 11 * pos.count() + + 9 * outflanking + + 18 * pawnsOnBothFlanks + + 49 * !pos.non_pawn_material() + -103 ; + + // Now apply the bonus: note that we find the attacking side by extracting + // the sign of the endgame value, and that we carefully cap the bonus so + // that the endgame score will never change sign after the bonus. + int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg)); + + if (T) + Trace::add(INITIATIVE, make_score(0, v)); + + return make_score(0, v); + } + + + // Evaluation::scale_factor() computes the scale factor for the winning side + + template + ScaleFactor Evaluation::scale_factor(Value eg) const { + + Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK; + int sf = me->scale_factor(pos, strongSide); + + // If scale is not already specific, scale down the endgame via general heuristics + if (sf == SCALE_FACTOR_NORMAL) + { + if ( pos.opposite_bishops() + && pos.non_pawn_material() == 2 * BishopValueMg) + sf = 16 + 4 * pe->passed_count(); + else + sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count(strongSide), sf); + + } + + return ScaleFactor(sf); + } + + + // 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 + Value Evaluation::value() { + + assert(!pos.checkers()); + + // Probe the material hash table + me = Material::probe(pos); + + // If we have a specialized evaluation function for the current material + // configuration, call it and return. + if (me->specialized_eval_exists()) + return me->evaluate(pos); + + // Initialize score by reading the incrementally updated scores included in + // the position object (material + piece square tables) and the material + // imbalance. Score is computed internally from the white point of view. + Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt; + + // Probe the pawn hash table + pe = Pawns::probe(pos); + score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK); + + // Early exit if score is high + Value v = (mg_value(score) + eg_value(score)) / 2; + if (abs(v) > (LazyThreshold + pos.non_pawn_material() / 64)) + return pos.side_to_move() == WHITE ? v : -v; + + // Main evaluation begins here + + initialize(); + initialize(); + + // Pieces should be evaluated first (populate attack tables) + score += pieces() - pieces() + + pieces() - pieces() + + pieces() - pieces() + + pieces() - pieces(); + + score += mobility[WHITE] - mobility[BLACK]; + + score += king< WHITE>() - king< BLACK>() + + threats() - threats() + + passed< WHITE>() - passed< BLACK>() + + space< WHITE>() - space< BLACK>(); + + score += initiative(eg_value(score)); + + // Interpolate between a middlegame and a (scaled by 'sf') endgame 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; + + v /= PHASE_MIDGAME; + + // In case of tracing add all remaining individual evaluation terms + if (T) + { + Trace::add(MATERIAL, pos.psq_score()); + Trace::add(IMBALANCE, me->imbalance()); + Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK)); + Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]); + Trace::add(TOTAL, score); + } + + return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view + + Eval::Tempo; + } + +} // namespace + + +/// 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(); +} + + +/// 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. + +std::string Eval::trace(const Position& pos) { + + std::memset(scores, 0, sizeof(scores)); + + pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt + + Value v = Evaluation(pos).value(); + + v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view + + std::stringstream ss; + ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2) + << " Term | White | Black | Total \n" + << " | MG EG | MG EG | MG EG \n" + << " ------------+-------------+-------------+------------\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 | " << Term(PASSED) + << " Space | " << Term(SPACE) + << " Initiative | " << Term(INITIATIVE) + << " ------------+-------------+-------------+------------\n" + << " Total | " << Term(TOTAL); + + ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n"; + + return ss.str(); +}