mirror of
https://github.com/opelly27/Stockfish.git
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Merge NNUE (master) in the cluster branch.
fixes minor merge conflicts, and a first quick testing looks OK: 4mpix4th vs 4th at 30+0.3s: Score of cluster vs master: 3 - 0 - 37 [0.537] 40 Elo difference: 26.1 +/- 28.5, LOS: 95.8 %, DrawRatio: 92.5 % No functional change.
This commit is contained in:
+186
-100
@@ -1,8 +1,6 @@
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/*
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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) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
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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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@@ -20,15 +18,58 @@
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#include <algorithm>
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#include <cassert>
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#include <cstdlib>
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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 <iostream>
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#include "bitboard.h"
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#include "cluster.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 "uci.h"
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namespace Eval {
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bool useNNUE;
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std::string eval_file_loaded="None";
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void init_NNUE() {
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useNNUE = Options["Use NNUE"];
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std::string eval_file = std::string(Options["EvalFile"]);
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if (useNNUE && eval_file_loaded != eval_file)
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if (Eval::NNUE::load_eval_file(eval_file))
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eval_file_loaded = eval_file;
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}
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void verify_NNUE() {
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std::string eval_file = std::string(Options["EvalFile"]);
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if (useNNUE && eval_file_loaded != eval_file)
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{
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UCI::OptionsMap defaults;
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UCI::init(defaults);
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std::cerr << "NNUE evaluation used, but the network file " << eval_file << " was not loaded successfully. "
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<< "These network evaluation parameters must be available, and compatible with this version of the code. "
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<< "The UCI option EvalFile might need to specify the full path, including the directory/folder name, to the file. "
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<< "The default net can be downloaded from: https://tests.stockfishchess.org/api/nn/"+std::string(defaults["EvalFile"]) << std::endl;
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std::exit(EXIT_FAILURE);
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}
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if (Cluster::is_root())
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{
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if (useNNUE)
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sync_cout << "info string NNUE evaluation using " << eval_file << " enabled." << sync_endl;
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else
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sync_cout << "info string classical evaluation enabled." << sync_endl;
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}
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}
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}
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namespace Trace {
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@@ -74,17 +115,20 @@ 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 LazyThreshold1 = Value(1400);
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constexpr Value LazyThreshold2 = Value(1300);
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constexpr Value SpaceThreshold = Value(12222);
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constexpr Value NNUEThreshold1 = Value(550);
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constexpr Value NNUEThreshold2 = Value(150);
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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, 81, 52, 44, 10 };
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// Penalties for enemy's safe checks
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constexpr int QueenSafeCheck = 772;
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constexpr int RookSafeCheck = 1084;
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constexpr int BishopSafeCheck = 645;
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constexpr int KnightSafeCheck = 792;
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// SafeCheck[PieceType][single/multiple] contains safe check bonus by piece type,
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// higher if multiple safe checks are possible for that piece type.
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constexpr int SafeCheck[][2] = {
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{}, {}, {792, 1283}, {645, 967}, {1084, 1897}, {772, 1119}
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};
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#define S(mg, eg) make_score(mg, eg)
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@@ -106,6 +150,18 @@ namespace {
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S(110,182), S(114,182), S(114,192), S(116,219) }
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};
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// KingProtector[knight/bishop] contains penalty for each distance unit to own king
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constexpr Score KingProtector[] = { S(8, 9), S(6, 9) };
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// Outpost[knight/bishop] contains bonuses for each knight or bishop occupying a
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// pawn protected square on rank 4 to 6 which is also safe from a pawn attack.
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constexpr Score Outpost[] = { S(56, 36), S(30, 23) };
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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(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
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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(19, 7), S(48, 29) };
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@@ -121,28 +177,19 @@ namespace {
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S(0, 0), S(3, 46), S(37, 68), S(42, 60), S(0, 38), S(58, 41)
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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(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
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};
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// Assorted bonuses and penalties
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constexpr Score BishopKingProtector = S( 6, 9);
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constexpr Score BadOutpost = S( -7, 36);
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constexpr Score BishopOnKingRing = S( 24, 0);
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constexpr Score BishopOutpost = S( 30, 23);
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constexpr Score BishopPawns = S( 3, 7);
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constexpr Score BishopXRayPawns = S( 4, 5);
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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 KnightKingProtector = S( 8, 9);
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constexpr Score KnightOnQueen = S( 16, 11);
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constexpr Score KnightOutpost = S( 56, 36);
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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 PassedFile = S( 11, 8);
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constexpr Score PawnlessFlank = S( 17, 95);
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constexpr Score QueenInfiltration = S( -2, 14);
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constexpr Score ReachableOutpost = S( 31, 22);
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constexpr Score RestrictedPiece = S( 7, 7);
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constexpr Score RookOnKingRing = S( 16, 0);
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@@ -305,10 +352,19 @@ namespace {
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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 & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
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if (bb & s)
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score += (Pt == KNIGHT) ? KnightOutpost : BishopOutpost;
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// Bonus if the piece is on an outpost square or can reach one
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// Reduced bonus for knights (BadOutpost) if few relevant targets
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bb = OutpostRanks & (attackedBy[Us][PAWN] | shift<Down>(pos.pieces(PAWN)))
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& ~pe->pawn_attacks_span(Them);
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Bitboard targets = pos.pieces(Them) & ~pos.pieces(PAWN);
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if ( Pt == KNIGHT
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&& bb & s & ~CenterFiles // on a side outpost
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&& !(b & targets) // no relevant attacks
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&& (!more_than_one(targets & (s & QueenSide ? QueenSide : KingSide))))
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score += BadOutpost;
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else if (bb & s)
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score += Outpost[Pt == BISHOP];
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else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
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score += ReachableOutpost;
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@@ -317,8 +373,7 @@ namespace {
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score += MinorBehindPawn;
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// Penalty if the piece is far from the king
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score -= (Pt == KNIGHT ? KnightKingProtector
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: BishopKingProtector) * distance(pos.square<KING>(Us), s);
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score -= KingProtector[Pt == BISHOP] * distance(pos.square<KING>(Us), s);
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if (Pt == BISHOP)
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{
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@@ -377,10 +432,6 @@ namespace {
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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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// Bonus for queen on weak square in enemy camp
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if (relative_rank(Us, s) > RANK_4 && (~pe->pawn_attacks_span(Them) & s))
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score += QueenInfiltration;
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}
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}
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if (T)
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@@ -420,41 +471,33 @@ namespace {
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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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rookChecks = b1 & attackedBy[Them][ROOK] & safe;
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if (rookChecks)
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kingDanger += more_than_one(rookChecks) ? RookSafeCheck * 175/100
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: RookSafeCheck;
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kingDanger += SafeCheck[ROOK][more_than_one(rookChecks)];
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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]
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& ~rookChecks;
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// Enemy queen safe checks: count them only if the checks are from squares from
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// which opponent cannot give a rook check, because rook checks are more valuable.
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queenChecks = (b1 | b2) & attackedBy[Them][QUEEN] & safe
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& ~(attackedBy[Us][QUEEN] | rookChecks);
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if (queenChecks)
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kingDanger += more_than_one(queenChecks) ? QueenSafeCheck * 145/100
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: QueenSafeCheck;
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kingDanger += SafeCheck[QUEEN][more_than_one(queenChecks)];
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// Enemy bishops checks: we count them only if they are from squares from
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// which we can't give a queen check, because queen checks are more valuable.
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bishopChecks = b2
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& attackedBy[Them][BISHOP]
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& safe
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// Enemy bishops checks: count them only if they are from squares from which
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// opponent cannot give a queen check, because queen checks are more valuable.
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bishopChecks = b2 & attackedBy[Them][BISHOP] & safe
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& ~queenChecks;
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if (bishopChecks)
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kingDanger += more_than_one(bishopChecks) ? BishopSafeCheck * 3/2
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: BishopSafeCheck;
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kingDanger += SafeCheck[BISHOP][more_than_one(bishopChecks)];
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else
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unsafeChecks |= b2 & attackedBy[Them][BISHOP];
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// Enemy knights checks
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knightChecks = attacks_bb<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
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if (knightChecks & safe)
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kingDanger += more_than_one(knightChecks & safe) ? KnightSafeCheck * 162/100
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: KnightSafeCheck;
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kingDanger += SafeCheck[KNIGHT][more_than_one(knightChecks & safe)];
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else
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unsafeChecks |= knightChecks;
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@@ -464,7 +507,7 @@ namespace {
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b2 = b1 & attackedBy2[Them];
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b3 = attackedBy[Us][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
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int kingFlankAttack = popcount(b1) + popcount(b2);
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int kingFlankAttack = popcount(b1) + popcount(b2);
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int kingFlankDefense = popcount(b3);
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kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
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@@ -575,17 +618,21 @@ namespace {
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// Bonus for threats on the next moves against enemy queen
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if (pos.count<QUEEN>(Them) == 1)
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{
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bool queenImbalance = pos.count<QUEEN>() == 1;
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Square s = pos.square<QUEEN>(Them);
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safe = mobilityArea[Us] & ~stronglyProtected;
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safe = mobilityArea[Us]
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& ~pos.pieces(Us, PAWN)
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& ~stronglyProtected;
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b = attackedBy[Us][KNIGHT] & attacks_bb<KNIGHT>(s);
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score += KnightOnQueen * popcount(b & safe);
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score += KnightOnQueen * popcount(b & safe) * (1 + queenImbalance);
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b = (attackedBy[Us][BISHOP] & attacks_bb<BISHOP>(s, pos.pieces()))
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| (attackedBy[Us][ROOK ] & attacks_bb<ROOK >(s, pos.pieces()));
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|
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score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]);
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score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]) * (1 + queenImbalance);
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}
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if (T)
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@@ -725,9 +772,9 @@ namespace {
|
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}
|
||||
|
||||
|
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// Evaluation::winnable() adjusts the mg and eg score components based on the
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// known attacking/defending status of the players. A single value is derived
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// by interpolation from the mg and eg values and returned.
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// Evaluation::winnable() adjusts the midgame and endgame score components, based on
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// the known attacking/defending status of the players. The final value is derived
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// by interpolation from the midgame and endgame values.
|
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|
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template<Tracing T>
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Value Evaluation<T>::winnable(Score score) const {
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@@ -741,8 +788,8 @@ namespace {
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bool almostUnwinnable = outflanking < 0
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&& !pawnsOnBothFlanks;
|
||||
|
||||
bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
|
||||
|| rank_of(pos.square<KING>(BLACK)) < RANK_5;
|
||||
bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4
|
||||
|| rank_of(pos.square<KING>(BLACK)) < RANK_5;
|
||||
|
||||
// Compute the initiative bonus for the attacking side
|
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int complexity = 9 * pe->passed_count()
|
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@@ -767,11 +814,10 @@ namespace {
|
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eg += v;
|
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|
||||
// Compute the scale factor for the winning side
|
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|
||||
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
|
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// If scale factor is not already specific, scale down via general heuristics
|
||||
if (sf == SCALE_FACTOR_NORMAL)
|
||||
{
|
||||
if (pos.opposite_bishops())
|
||||
@@ -782,6 +828,15 @@ namespace {
|
||||
else
|
||||
sf = 22 + 3 * pos.count<ALL_PIECES>(strongSide);
|
||||
}
|
||||
else if ( pos.non_pawn_material(WHITE) == RookValueMg
|
||||
&& pos.non_pawn_material(BLACK) == RookValueMg
|
||||
&& pos.count<PAWN>(strongSide) - pos.count<PAWN>(~strongSide) <= 1
|
||||
&& bool(KingSide & pos.pieces(strongSide, PAWN)) != bool(QueenSide & pos.pieces(strongSide, PAWN))
|
||||
&& (attacks_bb<KING>(pos.square<KING>(~strongSide)) & pos.pieces(~strongSide, PAWN)))
|
||||
sf = 36;
|
||||
else if (pos.count<QUEEN>() == 1)
|
||||
sf = 37 + 3 * (pos.count<QUEEN>(WHITE) == 1 ? pos.count<BISHOP>(BLACK) + pos.count<KNIGHT>(BLACK)
|
||||
: pos.count<BISHOP>(WHITE) + pos.count<KNIGHT>(WHITE));
|
||||
else
|
||||
sf = std::min(sf, 36 + 7 * pos.count<PAWN>(strongSide));
|
||||
}
|
||||
@@ -828,9 +883,12 @@ namespace {
|
||||
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;
|
||||
auto lazy_skip = [&](Value lazyThreshold) {
|
||||
return abs(mg_value(score) + eg_value(score)) / 2 > lazyThreshold + pos.non_pawn_material() / 64;
|
||||
};
|
||||
|
||||
if (lazy_skip(LazyThreshold1))
|
||||
goto make_v;
|
||||
|
||||
// Main evaluation begins here
|
||||
initialize<WHITE>();
|
||||
@@ -847,12 +905,17 @@ namespace {
|
||||
|
||||
// More complex interactions that require fully populated attack bitboards
|
||||
score += king< WHITE>() - king< BLACK>()
|
||||
+ threats<WHITE>() - threats<BLACK>()
|
||||
+ passed< WHITE>() - passed< BLACK>()
|
||||
+ passed< WHITE>() - passed< BLACK>();
|
||||
|
||||
if (lazy_skip(LazyThreshold2))
|
||||
goto make_v;
|
||||
|
||||
score += threats<WHITE>() - threats<BLACK>()
|
||||
+ space< WHITE>() - space< BLACK>();
|
||||
|
||||
make_v:
|
||||
// Derive single value from mg and eg parts of score
|
||||
v = winnable(score);
|
||||
Value v = winnable(score);
|
||||
|
||||
// In case of tracing add all remaining individual evaluation terms
|
||||
if (T)
|
||||
@@ -869,9 +932,6 @@ namespace {
|
||||
// Side to move point of view
|
||||
v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;
|
||||
|
||||
// Damp down the evaluation linearly when shuffling
|
||||
v = v * (100 - pos.rule50_count()) / 100;
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
@@ -882,47 +942,73 @@ namespace {
|
||||
/// evaluation of the position from the point of view of the side to move.
|
||||
|
||||
Value Eval::evaluate(const Position& pos) {
|
||||
return Evaluation<NO_TRACE>(pos).value();
|
||||
}
|
||||
|
||||
bool classical = !Eval::useNNUE
|
||||
|| abs(eg_value(pos.psq_score())) * 16 > NNUEThreshold1 * (16 + pos.rule50_count());
|
||||
Value v = classical ? Evaluation<NO_TRACE>(pos).value()
|
||||
: NNUE::evaluate(pos) * 5 / 4 + Tempo;
|
||||
|
||||
if (classical && Eval::useNNUE && abs(v) * 16 < NNUEThreshold2 * (16 + pos.rule50_count()))
|
||||
v = NNUE::evaluate(pos) * 5 / 4 + Tempo;
|
||||
|
||||
// Damp down the evaluation linearly when shuffling
|
||||
v = v * (100 - pos.rule50_count()) / 100;
|
||||
|
||||
// Guarantee evalution outside of TB range
|
||||
v = Utility::clamp(v, VALUE_TB_LOSS_IN_MAX_PLY + 1, VALUE_TB_WIN_IN_MAX_PLY - 1);
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
/// 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.
|
||||
/// Trace scores are from white's point of view
|
||||
|
||||
std::string Eval::trace(const Position& pos) {
|
||||
|
||||
if (pos.checkers())
|
||||
return "Total evaluation: none (in check)";
|
||||
|
||||
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
|
||||
return "Final evaluation: none (in check)";
|
||||
|
||||
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)
|
||||
<< " Winnable | " << Term(WINNABLE)
|
||||
<< " ------------+-------------+-------------+------------\n"
|
||||
<< " Total | " << Term(TOTAL);
|
||||
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2);
|
||||
|
||||
Value v;
|
||||
|
||||
if (Eval::useNNUE)
|
||||
{
|
||||
v = NNUE::evaluate(pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::memset(scores, 0, sizeof(scores));
|
||||
|
||||
pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
|
||||
|
||||
v = Evaluation<TRACE>(pos).value();
|
||||
|
||||
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)
|
||||
<< " Winnable | " << Term(WINNABLE)
|
||||
<< " ------------+-------------+-------------+------------\n"
|
||||
<< " Total | " << Term(TOTAL);
|
||||
}
|
||||
|
||||
v = pos.side_to_move() == WHITE ? v : -v;
|
||||
|
||||
ss << "\nFinal evaluation: " << to_cp(v) << " (white side)\n";
|
||||
|
||||
|
||||
Reference in New Issue
Block a user