mirror of
https://github.com/sockspls/badfish
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985 lines
35 KiB
C++
985 lines
35 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm>
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#include <cassert>
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#include <cstring> // For std::memset
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#include <iomanip>
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#include <sstream>
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#include "bitboard.h"
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#include "evaluate.h"
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#include "material.h"
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#include "pawns.h"
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#include "thread.h"
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#include "eval/nnue/evaluate_nnue.h"
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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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// Threshold for lazy and space evaluation
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constexpr Value LazyThreshold = Value(1400);
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constexpr Value SpaceThreshold = Value(12222);
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 };
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// Penalties for enemy's safe checks
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constexpr int QueenSafeCheck = 780;
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constexpr int RookSafeCheck = 1080;
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constexpr int BishopSafeCheck = 635;
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constexpr int KnightSafeCheck = 790;
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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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constexpr Score MobilityBonus[][32] = {
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{ S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights
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S( 22, 23), S( 28, 27), S( 33, 33) },
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{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
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S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
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S( 91, 88), S( 98, 97) },
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{ S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
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S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
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S( 46,166), S( 48,169), S( 58,171) },
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{ S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens
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S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
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S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
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S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
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S(106,184), S(109,191), S(113,206), S(116,212) }
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};
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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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constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) };
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// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
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// which piece type attacks which one. Attacks on lesser pieces which are
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// pawn-defended are not considered.
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constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
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S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120)
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};
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constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
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S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
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};
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// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
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constexpr Score PassedRank[RANK_NB] = {
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S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250)
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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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constexpr Score PassedFile[FILE_NB] = {
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S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14),
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S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7)
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};
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// Assorted bonuses and penalties
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constexpr Score BishopPawns = S( 3, 7);
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constexpr Score CorneredBishop = S( 50, 50);
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constexpr Score FlankAttacks = S( 8, 0);
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constexpr Score Hanging = S( 69, 36);
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constexpr Score KingProtector = S( 7, 8);
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constexpr Score KnightOnQueen = S( 16, 12);
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constexpr Score LongDiagonalBishop = S( 45, 0);
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constexpr Score MinorBehindPawn = S( 18, 3);
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constexpr Score Outpost = S( 9, 3);
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constexpr Score PawnlessFlank = S( 17, 95);
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constexpr Score RestrictedPiece = S( 7, 7);
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constexpr Score RookOnPawn = S( 10, 32);
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constexpr Score SliderOnQueen = S( 59, 18);
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constexpr Score ThreatByKing = S( 24, 89);
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constexpr Score ThreatByPawnPush = S( 48, 39);
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constexpr Score ThreatByRank = S( 13, 0);
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constexpr Score ThreatBySafePawn = S(173, 94);
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constexpr Score TrappedRook = S( 47, 4);
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constexpr Score WeakQueen = S( 49, 15);
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constexpr Score WeakUnopposedPawn = S( 12, 23);
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#undef S
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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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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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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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// is also calculated is ALL_PIECES.
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Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
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// attackedBy2[color] are the squares attacked by at least 2 units of a given
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// color, including x-rays. But diagonal x-rays through pawns are not computed.
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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.
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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
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// the given color which attack a square in the kingRing of the enemy king.
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// The weights of the individual piece types are given by the elements in
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// the KingAttackWeights array.
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int kingAttackersWeight[COLOR_NB];
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// kingAttacksCount[color] is the number of attacks by the given color to
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// squares directly adjacent to the enemy king. Pieces which attack more
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// 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 kingAttacksCount[WHITE].
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int kingAttacksCount[COLOR_NB];
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};
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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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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
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constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
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constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
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const Square ksq = pos.square<KING>(Us);
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Bitboard dblAttackByPawn = pawn_double_attacks_bb<Us>(pos.pieces(Us, PAWN));
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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 queen or controlled by
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// enemy pawns are excluded from the mobility area.
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mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them));
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// Initialize attackedBy[] for king and pawns
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attackedBy[Us][KING] = pos.attacks_from<KING>(ksq);
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attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
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attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
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attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
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// Init our king safety tables
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kingRing[Us] = attackedBy[Us][KING];
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if (relative_rank(Us, ksq) == RANK_1)
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kingRing[Us] |= shift<Up>(kingRing[Us]);
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if (file_of(ksq) == FILE_H)
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kingRing[Us] |= shift<WEST>(kingRing[Us]);
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else if (file_of(ksq) == FILE_A)
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kingRing[Us] |= shift<EAST>(kingRing[Us]);
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kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
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kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
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// Remove from kingRing[] the squares defended by two pawns
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kingRing[Us] &= ~dblAttackByPawn;
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}
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// Evaluation::pieces() scores pieces of a given color and type
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template<Tracing T> template<Color Us, PieceType Pt>
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Score Evaluation<T>::pieces() {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
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constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
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: Rank5BB | Rank4BB | Rank3BB);
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const Square* pl = pos.squares<Pt>(Us);
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Bitboard b, bb;
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Score score = SCORE_ZERO;
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attackedBy[Us][Pt] = 0;
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for (Square s = *pl; s != SQ_NONE; s = *++pl)
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{
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// Find attacked squares, including x-ray attacks for bishops and rooks
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b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
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: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
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: pos.attacks_from<Pt>(s);
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if (pos.blockers_for_king(Us) & s)
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b &= LineBB[pos.square<KING>(Us)][s];
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attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
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attackedBy[Us][Pt] |= b;
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attackedBy[Us][ALL_PIECES] |= b;
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if (b & kingRing[Them])
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{
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kingAttackersCount[Us]++;
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kingAttackersWeight[Us] += KingAttackWeights[Pt];
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kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
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}
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int mob = popcount(b & mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt - 2][mob];
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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// Bonus if piece is on an outpost square or can reach one
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bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
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if (bb & s)
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score += Outpost * (Pt == KNIGHT ? 4 : 2)
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* ((attackedBy[Us][PAWN] & s) ? 2 : 1);
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else if (bb &= b & ~pos.pieces(Us))
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score += Outpost * (Pt == KNIGHT ? 2 : 1)
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* ((attackedBy[Us][PAWN] & bb) ? 2 : 1);
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// Knight and Bishop bonus for being right behind a pawn
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if (shift<Down>(pos.pieces(PAWN)) & s)
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score += MinorBehindPawn;
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// Penalty if the piece is far from the king
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score -= KingProtector * distance(s, pos.square<KING>(Us));
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if (Pt == BISHOP)
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{
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// Penalty according to number of pawns on the same color square as the
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// bishop, bigger when the center files are blocked with pawns.
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Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
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score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s)
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* (1 + popcount(blocked & CenterFiles));
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// Bonus for bishop on a long diagonal which can "see" both center squares
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if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
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score += LongDiagonalBishop;
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}
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// An important Chess960 pattern: A cornered bishop blocked by a friendly
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// pawn diagonally in front of it is a very serious problem, especially
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// when that pawn is also blocked.
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if ( Pt == BISHOP
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&& pos.is_chess960()
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&& (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
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{
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Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
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if (pos.piece_on(s + d) == make_piece(Us, PAWN))
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score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
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: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
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: CorneredBishop;
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}
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}
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if (Pt == ROOK)
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{
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// Bonus for aligning rook with enemy pawns on the same rank/file
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if (relative_rank(Us, s) >= RANK_5)
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score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
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// Bonus for rook on an open or semi-open file
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if (pos.is_on_semiopen_file(Us, s))
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score += RookOnFile[bool(pos.is_on_semiopen_file(Them, s))];
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// Penalty when trapped by the king, even more if the king cannot castle
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else if (mob <= 3)
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{
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File kf = file_of(pos.square<KING>(Us));
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if ((kf < FILE_E) == (file_of(s) < kf))
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score -= TrappedRook * (1 + !pos.castling_rights(Us));
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}
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}
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if (Pt == QUEEN)
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{
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// Penalty if any relative pin or discovered attack against the queen
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Bitboard queenPinners;
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if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
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score -= WeakQueen;
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}
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}
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if (T)
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Trace::add(Pt, Us, score);
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return score;
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}
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// Evaluation::king() assigns bonuses and penalties to a king of a given color
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template<Tracing T> template<Color Us>
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Score Evaluation<T>::king() const {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
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: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
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Bitboard weak, b1, b2, safe, unsafeChecks = 0;
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Bitboard rookChecks, queenChecks, bishopChecks, knightChecks;
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int kingDanger = 0;
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const Square ksq = pos.square<KING>(Us);
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// Init the score with king shelter and enemy pawns storm
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Score score = pe->king_safety<Us>(pos);
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// Attacked squares defended at most once by our queen or king
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weak = attackedBy[Them][ALL_PIECES]
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& ~attackedBy2[Us]
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& (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]);
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// Analyse the safe enemy's checks which are possible on next move
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safe = ~pos.pieces(Them);
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safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]);
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b1 = attacks_bb<ROOK >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
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b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
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// Enemy rooks checks
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rookChecks = b1 & safe & attackedBy[Them][ROOK];
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if (rookChecks)
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kingDanger += RookSafeCheck;
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else
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unsafeChecks |= b1 & attackedBy[Them][ROOK];
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// Enemy queen safe checks: we count them only if they are from squares from
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// which we can't give a rook check, because rook checks are more valuable.
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queenChecks = (b1 | b2)
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& attackedBy[Them][QUEEN]
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& safe
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& ~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<KNIGHT>(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<QUEEN>(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<Tracing T> template<Color Us>
|
||
Score Evaluation<T>::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<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
|
||
b |= shift<Up>(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<Us>(b) & pos.pieces(Them);
|
||
score += ThreatByPawnPush * popcount(b);
|
||
|
||
// Our safe or protected pawns
|
||
b = pos.pieces(Us, PAWN) & safe;
|
||
|
||
b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
|
||
score += ThreatBySafePawn * popcount(b);
|
||
|
||
// Bonus for threats on the next moves against enemy queen
|
||
if (pos.count<QUEEN>(Them) == 1)
|
||
{
|
||
Square s = pos.square<QUEEN>(Them);
|
||
safe = mobilityArea[Us] & ~stronglyProtected;
|
||
|
||
b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
|
||
|
||
score += KnightOnQueen * popcount(b & safe);
|
||
|
||
b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
|
||
| (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(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<Tracing T> template<Color Us>
|
||
Score Evaluation<T>::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<KING>(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<Tracing T> template<Color Us>
|
||
Score Evaluation<T>::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<Down>(behind);
|
||
behind |= shift<Down+Down>(behind);
|
||
|
||
int bonus = popcount(safe) + popcount(behind & safe);
|
||
int weight = pos.count<ALL_PIECES>(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<Tracing T>
|
||
Score Evaluation<T>::initiative(Value eg) const {
|
||
|
||
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 complexity = 9 * pe->passed_count()
|
||
+ 11 * pos.count<PAWN>()
|
||
+ 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<Tracing T>
|
||
ScaleFactor Evaluation<T>::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<PAWN>(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<Tracing T>
|
||
Value Evaluation<T>::value() {
|
||
|
||
assert(!pos.checkers());
|
||
|
||
// Probe the material hash table
|
||
me = Material::probe(pos);
|
||
|
||
// If we have a specialized evaluation function for the current material
|
||
// configuration, call it and return.
|
||
if (me->specialized_eval_exists())
|
||
return me->evaluate(pos);
|
||
|
||
// Initialize score by reading the incrementally updated scores included in
|
||
// the position object (material + piece square tables) and the material
|
||
// imbalance. Score is computed internally from the white point of view.
|
||
Score score = pos.psq_score() + me->imbalance() + 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<WHITE>();
|
||
initialize<BLACK>();
|
||
|
||
// 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 += king< WHITE>() - king< BLACK>()
|
||
+ threats<WHITE>() - threats<BLACK>()
|
||
+ 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) {
|
||
#if defined(EVAL_NNUE)
|
||
return Eval::NNUE::evaluate(pos);
|
||
#else
|
||
return Evaluation<NO_TRACE>(pos).value();
|
||
#endif // defined(EVAL_NNUE)
|
||
}
|
||
|
||
|
||
/// 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<TRACE>(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();
|
||
}
|
||
|
||
#if defined(EVAL_NNUE)
|
||
namespace Eval {
|
||
ExtBonaPiece kpp_board_index[PIECE_NB] = {
|
||
{ BONA_PIECE_ZERO, BONA_PIECE_ZERO },
|
||
{ f_pawn, e_pawn },
|
||
{ f_knight, e_knight },
|
||
{ f_bishop, e_bishop },
|
||
{ f_rook, e_rook },
|
||
{ f_queen, e_queen },
|
||
{ f_king, e_king },
|
||
{ BONA_PIECE_ZERO, BONA_PIECE_ZERO },
|
||
|
||
// <20><><EFBFBD>肩<EFBFBD>猩<EFBFBD><E78CA9><EFBFBD>ꍇ<EFBFBD>Bf<42><66>e<EFBFBD><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ւ<EFBFBD><D682><EFBFBD><EFBFBD>B
|
||
{ BONA_PIECE_ZERO, BONA_PIECE_ZERO },
|
||
{ e_pawn, f_pawn },
|
||
{ e_knight, f_knight },
|
||
{ e_bishop, f_bishop },
|
||
{ e_rook, f_rook },
|
||
{ e_queen, f_queen },
|
||
{ e_king, f_king },
|
||
{ BONA_PIECE_ZERO, BONA_PIECE_ZERO }, // <20><><EFBFBD>̐<EFBFBD><CC90><EFBFBD><EFBFBD>͂Ȃ<CD82>
|
||
};
|
||
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD>ŕێ<C595><DB8E><EFBFBD><EFBFBD>Ă<EFBFBD><C482><EFBFBD>pieceListFw[]<5D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>BonaPiece<63>ł<EFBFBD><C582>邩<EFBFBD><E982A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>B
|
||
// <20><> : <20>f<EFBFBD>o<EFBFBD>b<EFBFBD>O<EFBFBD>p<EFBFBD>B<EFBFBD>x<EFBFBD><78><EFBFBD>B
|
||
bool EvalList::is_valid(const Position& pos)
|
||
{
|
||
for (int i = 0; i < length(); ++i)
|
||
{
|
||
BonaPiece fw = pieceListFw[i];
|
||
// <20><><EFBFBD><EFBFBD>fw<66><77><EFBFBD>{<7B><><EFBFBD>ɑ<EFBFBD><C991>݂<EFBFBD><DD82>邩<EFBFBD><E982A9>Position<6F>N<EFBFBD><4E><EFBFBD>X<EFBFBD>̂ق<CC82><D982>ɒ<EFBFBD><C992>ׂɍs<C98D><73><EFBFBD>B
|
||
|
||
if (fw == Eval::BONA_PIECE_ZERO) {
|
||
continue;
|
||
}
|
||
|
||
// <20>͈͊O
|
||
if (!(0 <= fw && fw < fe_end))
|
||
return false;
|
||
|
||
// <20>Տ<EFBFBD><D58F>̋<EFBFBD><CC8B>Ȃ̂ł<CC82><C582>̋<CC8B>{<7B><><EFBFBD>ɑ<EFBFBD><C991>݂<EFBFBD><DD82>邩<EFBFBD><E982A9><EFBFBD>ׂɂ<D782><C982><EFBFBD><EFBFBD>B
|
||
for (Piece pc = NO_PIECE; pc < PIECE_NB; ++pc)
|
||
{
|
||
auto pt = type_of(pc);
|
||
if (pt == NO_PIECE || pt == 7) // <20><><EFBFBD>݂<EFBFBD><DD82>Ȃ<EFBFBD><C882><EFBFBD>
|
||
continue;
|
||
|
||
// <20><>pc<70><63>BonaPiece<63>̊J<CC8A>n<EFBFBD>ԍ<EFBFBD>
|
||
auto s = BonaPiece(kpp_board_index[pc].fw);
|
||
if (s <= fw && fw < s + SQUARE_NB)
|
||
{
|
||
// <20><><EFBFBD><EFBFBD><C282><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̂ł<CC82><C582>̋sq<73>̒n<CC92>_<EFBFBD>ɂ<EFBFBD><C982>邩<EFBFBD>ׂ<F092B282><D782>B
|
||
Square sq = (Square)(fw - s);
|
||
Piece pc2 = pos.piece_on(sq);
|
||
|
||
if (pc2 != pc)
|
||
return false;
|
||
|
||
goto Found;
|
||
}
|
||
}
|
||
// <20><><EFBFBD>̂<EFBFBD><CC82><EFBFBD><EFBFBD>݂<EFBFBD><DD82>Ȃ<EFBFBD><C882><EFBFBD><EFBFBD>ł<EFBFBD><C582><EFBFBD><EFBFBD><EFBFBD>..
|
||
return false;
|
||
Found:;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
}
|
||
#endif // defined(EVAL_NNUE)
|