Merge branch 'master' of github.com:official-stockfish/Stockfish

# Conflicts:
#	src/Makefile
#	src/position.cpp
#	src/position.h
#	src/search.cpp
#	src/types.h
#	src/uci.cpp
This commit is contained in:
nodchip
2020-06-08 23:09:51 +09:00
44 changed files with 2512 additions and 1705 deletions
+224 -214
View File
@@ -2,7 +2,7 @@
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
Copyright (C) 2015-2020 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
@@ -80,81 +80,81 @@ namespace {
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 };
constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
// Penalties for enemy's safe checks
constexpr int QueenSafeCheck = 780;
constexpr int RookSafeCheck = 1080;
constexpr int BishopSafeCheck = 635;
constexpr int KnightSafeCheck = 790;
constexpr int QueenSafeCheck = 772;
constexpr int RookSafeCheck = 1084;
constexpr int BishopSafeCheck = 645;
constexpr int KnightSafeCheck = 792;
#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(-62,-81), S(-53,-56), S(-12,-31), S( -4,-16), S( 3, 5), S( 13, 11), // Knight
S( 22, 17), S( 28, 20), S( 33, 25) },
{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishop
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) }
{ S(-60,-78), S(-20,-17), S( 2, 23), S( 3, 39), S( 3, 70), S( 11, 99), // Rook
S( 22,103), S( 31,121), S( 40,134), S( 40,139), S( 41,158), S( 48,164),
S( 57,168), S( 57,169), S( 62,172) },
{ S(-30,-48), S(-12,-30), S( -8, -7), S( -9, 19), S( 20, 40), S( 23, 55), // Queen
S( 23, 59), S( 35, 75), S( 38, 78), S( 53, 96), S( 64, 96), S( 65,100),
S( 65,121), S( 66,127), S( 67,131), S( 67,133), S( 72,136), S( 72,141),
S( 77,147), S( 79,150), S( 93,151), S(108,168), S(108,168), S(108,171),
S(110,182), S(114,182), S(114,192), S(116,219) }
};
// 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) };
constexpr Score RookOnFile[] = { S(19, 7), S(48, 29) };
// 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)
S(0, 0), S(5, 32), S(57, 41), S(77, 56), S(88, 119), S(79, 161)
};
constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
S(0, 0), S(3, 46), S(37, 68), S(42, 60), S(0, 38), S(58, 41)
};
// 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)
S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
};
// 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);
constexpr Score BishopPawns = S( 3, 7);
constexpr Score BishopOnKingRing = S( 24, 0);
constexpr Score BishopXRayPawns = S( 4, 5);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
constexpr Score Hanging = S( 69, 36);
constexpr Score BishopKingProtector = S( 6, 9);
constexpr Score KnightKingProtector = S( 8, 9);
constexpr Score KnightOnQueen = S( 16, 11);
constexpr Score LongDiagonalBishop = S( 45, 0);
constexpr Score MinorBehindPawn = S( 18, 3);
constexpr Score KnightOutpost = S( 56, 36);
constexpr Score BishopOutpost = S( 30, 23);
constexpr Score ReachableOutpost = S( 31, 22);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
constexpr Score RestrictedPiece = S( 7, 7);
constexpr Score RookOnKingRing = S( 16, 0);
constexpr Score RookOnQueenFile = S( 5, 9);
constexpr Score SliderOnQueen = S( 59, 18);
constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
constexpr Score ThreatBySafePawn = S(173, 94);
constexpr Score TrappedRook = S( 55, 13);
constexpr Score WeakQueen = S( 51, 14);
constexpr Score WeakQueenProtection = S( 15, 0);
#undef S
@@ -176,7 +176,7 @@ namespace {
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
ScaleFactor scale_factor(Value eg) const;
Score initiative(Value eg) const;
Score initiative(Score score) const;
const Position& pos;
Material::Entry* me;
@@ -193,10 +193,8 @@ namespace {
// 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.
// kingRing[color] are the squares adjacent to the king plus some other
// very near squares, depending on king position.
Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
@@ -223,10 +221,10 @@ namespace {
template<Tracing T> template<Color Us>
void Evaluation<T>::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);
constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
constexpr Direction Down = -Up;
constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB : Rank7BB | Rank6BB);
const Square ksq = pos.square<KING>(Us);
@@ -235,26 +233,20 @@ namespace {
// Find our pawns that are blocked or on the first two ranks
Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(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));
// Squares occupied by those pawns, by our king or queen, by blockers to attacks on our king
// or controlled by enemy pawns are excluded from the mobility area.
mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pos.blockers_for_king(Us) | pe->pawn_attacks(Them));
// Initialize attackedBy[] for king and pawns
attackedBy[Us][KING] = pos.attacks_from<KING>(ksq);
attackedBy[Us][KING] = attacks_bb<KING>(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<Up>(kingRing[Us]);
if (file_of(ksq) == FILE_H)
kingRing[Us] |= shift<WEST>(kingRing[Us]);
else if (file_of(ksq) == FILE_A)
kingRing[Us] |= shift<EAST>(kingRing[Us]);
Square s = make_square(Utility::clamp(file_of(ksq), FILE_B, FILE_G),
Utility::clamp(rank_of(ksq), RANK_2, RANK_7));
kingRing[Us] = attacks_bb<KING>(s) | s;
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
@@ -268,8 +260,8 @@ namespace {
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::pieces() {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
constexpr Color Them = ~Us;
constexpr Direction Down = -pawn_push(Us);
constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
: Rank5BB | Rank4BB | Rank3BB);
const Square* pl = pos.squares<Pt>(Us);
@@ -284,7 +276,7 @@ namespace {
// Find attacked squares, including x-ray attacks for bishops and rooks
b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
: pos.attacks_from<Pt>(s);
: attacks_bb<Pt>(s, pos.pieces());
if (pos.blockers_for_king(Us) & s)
b &= LineBB[pos.square<KING>(Us)][s];
@@ -300,6 +292,12 @@ namespace {
kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
}
else if (Pt == ROOK && (file_bb(s) & kingRing[Them]))
score += RookOnKingRing;
else if (Pt == BISHOP && (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & kingRing[Them]))
score += BishopOnKingRing;
int mob = popcount(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt - 2][mob];
@@ -307,60 +305,61 @@ namespace {
if (Pt == BISHOP || Pt == KNIGHT)
{
// Bonus if piece is on an outpost square or can reach one
bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
if (bb & s)
score += Outpost * (Pt == KNIGHT ? 4 : 2)
* ((attackedBy[Us][PAWN] & s) ? 2 : 1);
score += (Pt == KNIGHT) ? KnightOutpost : BishopOutpost;
else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
score += ReachableOutpost;
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
// Bonus for a knight or bishop shielded by pawn
if (shift<Down>(pos.pieces(PAWN)) & s)
score += MinorBehindPawn;
// Penalty if the piece is far from the king
score -= KingProtector * distance(s, pos.square<KING>(Us));
score -= (Pt == KNIGHT ? KnightKingProtector
: BishopKingProtector) * distance(pos.square<KING>(Us), s);
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.
// Penalty according to the number of our pawns on the same color square as the
// bishop, bigger when the center files are blocked with pawns and smaller
// when the bishop is outside the pawn chain.
Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s)
* (1 + popcount(blocked & CenterFiles));
* (!(attackedBy[Us][PAWN] & s) + popcount(blocked & CenterFiles));
// Penalty for all enemy pawns x-rayed
score -= BishopXRayPawns * popcount(attacks_bb<BISHOP>(s) & pos.pieces(Them, PAWN));
// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(attacks_bb<BISHOP>(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;
// 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 ( 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 the same file as a queen
if (file_bb(s) & pos.pieces(QUEEN))
score += RookOnQueenFile;
// 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))];
score += RookOnFile[pos.is_on_semiopen_file(Them, s)];
// Penalty when trapped by the king, even more if the king cannot castle
else if (mob <= 3)
@@ -390,11 +389,11 @@ namespace {
template<Tracing T> template<Color Us>
Score Evaluation<T>::king() const {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Color Them = ~Us;
constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
Bitboard weak, b1, b2, safe, unsafeChecks = 0;
Bitboard weak, b1, b2, b3, safe, unsafeChecks = 0;
Bitboard rookChecks, queenChecks, bishopChecks, knightChecks;
int kingDanger = 0;
const Square ksq = pos.square<KING>(Us);
@@ -416,9 +415,9 @@ namespace {
// Enemy rooks checks
rookChecks = b1 & safe & attackedBy[Them][ROOK];
if (rookChecks)
kingDanger += RookSafeCheck;
kingDanger += more_than_one(rookChecks) ? RookSafeCheck * 175/100
: RookSafeCheck;
else
unsafeChecks |= b1 & attackedBy[Them][ROOK];
@@ -429,9 +428,9 @@ namespace {
& safe
& ~attackedBy[Us][QUEEN]
& ~rookChecks;
if (queenChecks)
kingDanger += QueenSafeCheck;
kingDanger += more_than_one(queenChecks) ? QueenSafeCheck * 145/100
: 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.
@@ -439,42 +438,41 @@ namespace {
& attackedBy[Them][BISHOP]
& safe
& ~queenChecks;
if (bishopChecks)
kingDanger += BishopSafeCheck;
kingDanger += more_than_one(bishopChecks) ? BishopSafeCheck * 3/2
: BishopSafeCheck;
else
unsafeChecks |= b2 & attackedBy[Them][BISHOP];
// Enemy knights checks
knightChecks = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
knightChecks = attacks_bb<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
if (knightChecks & safe)
kingDanger += KnightSafeCheck;
kingDanger += more_than_one(knightChecks & safe) ? KnightSafeCheck * 162/100
: 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.
// Find the squares that opponent attacks in our king flank, the squares
// which they attack twice in that flank, and the squares that we defend.
b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
b2 = b1 & attackedBy2[Them];
b3 = attackedBy[Us][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
int kingFlankAttacks = popcount(b1) + popcount(b2);
int kingFlankAttack = popcount(b1) + popcount(b2);
int kingFlankDefense = popcount(b3);
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
+ 148 * popcount(unsafeChecks)
+ 98 * popcount(pos.blockers_for_king(Us))
+ 69 * kingAttacksCount[Them]
+ 3 * kingFlankAttack * kingFlankAttack / 8
+ mg_value(mobility[Them] - mobility[Us])
+ 5 * kingFlankAttacks * kingFlankAttacks / 16
- 7;
- 873 * !pos.count<QUEEN>(Them)
- 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING])
- 6 * mg_value(score) / 8
- 4 * kingFlankDefense
+ 37;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 100)
@@ -485,7 +483,7 @@ namespace {
score -= PawnlessFlank;
// Penalty if king flank is under attack, potentially moving toward the king
score -= FlankAttacks * kingFlankAttacks;
score -= FlankAttacks * kingFlankAttack;
if (T)
Trace::add(KING, Us, score);
@@ -499,8 +497,8 @@ namespace {
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 Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe;
@@ -520,29 +518,16 @@ namespace {
// 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);
}
score += ThreatByMinor[type_of(pos.piece_on(pop_lsb(&b)))];
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);
}
score += ThreatByRook[type_of(pos.piece_on(pop_lsb(&b)))];
if (weak & attackedBy[Us][KING])
score += ThreatByKing;
@@ -550,18 +535,24 @@ namespace {
b = ~attackedBy[Them][ALL_PIECES]
| (nonPawnEnemies & attackedBy2[Us]);
score += Hanging * popcount(weak & b);
// Additional bonus if weak piece is only protected by a queen
score += WeakQueenProtection * popcount(weak & attackedBy[Them][QUEEN]);
}
// 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);
// Protected or unattacked squares
safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
// Bonus for attacking enemy pieces with our relatively safe pawns
b = pos.pieces(Us, PAWN) & safe;
b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
score += ThreatBySafePawn * popcount(b);
// Find squares where our pawns can push on the next move
b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
@@ -571,14 +562,8 @@ namespace {
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);
score += ThreatByPawnPush * popcount(b);
// Bonus for threats on the next moves against enemy queen
if (pos.count<QUEEN>(Them) == 1)
@@ -586,12 +571,12 @@ namespace {
Square s = pos.square<QUEEN>(Them);
safe = mobilityArea[Us] & ~stronglyProtected;
b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
b = attackedBy[Us][KNIGHT] & attacks_bb<KNIGHT>(s);
score += KnightOnQueen * popcount(b & safe);
b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
| (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s));
b = (attackedBy[Us][BISHOP] & attacks_bb<BISHOP>(s, pos.pieces()))
| (attackedBy[Us][ROOK ] & attacks_bb<ROOK >(s, pos.pieces()));
score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]);
}
@@ -608,18 +593,32 @@ namespace {
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);
constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
constexpr Direction Down = -Up;
auto king_proximity = [&](Color c, Square s) {
return std::min(distance(pos.square<KING>(c), s), 5);
};
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Bitboard b, bb, squaresToQueen, unsafeSquares, blockedPassers, helpers;
Score score = SCORE_ZERO;
b = pe->passed_pawns(Us);
blockedPassers = b & shift<Down>(pos.pieces(Them, PAWN));
if (blockedPassers)
{
helpers = shift<Up>(pos.pieces(Us, PAWN))
& ~pos.pieces(Them)
& (~attackedBy2[Them] | attackedBy[Us][ALL_PIECES]);
// Remove blocked candidate passers that don't have help to pass
b &= ~blockedPassers
| shift<WEST>(helpers)
| shift<EAST>(helpers);
}
while (b)
{
Square s = pop_lsb(&b);
@@ -632,12 +631,12 @@ namespace {
if (r > RANK_3)
{
int w = (r-2) * (r-2) + 2;
int w = 5 * r - 13;
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);
bonus += make_score(0, ( (king_proximity(Them, blockSq) * 19) / 4
- king_proximity(Us, blockSq) * 2) * w);
// If blockSq is not the queening square then consider also a second push
if (r != RANK_7)
@@ -646,42 +645,31 @@ namespace {
// 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);
squaresToQueen = forward_file_bb(Us, s);
unsafeSquares = passed_pawn_span(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);
unsafeSquares &= attackedBy[Them][ALL_PIECES];
// 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 there are no enemy attacks on passed pawn span, assign a big bonus.
// Otherwise assign a smaller bonus if the path to queen is not attacked
// and even smaller bonus if it is attacked but block square is not.
int k = !unsafeSquares ? 35 :
!(unsafeSquares & squaresToQueen) ? 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;
// Assign a larger bonus if the block square is defended
if ((pos.pieces(Us) & bb) || (attackedBy[Us][ALL_PIECES] & blockSq))
k += 5;
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)];
score += bonus - PassedFile * edge_distance(file_of(s));
}
if (T)
@@ -704,8 +692,8 @@ namespace {
if (pos.non_pawn_material() < SpaceThreshold)
return SCORE_ZERO;
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
constexpr Color Them = ~Us;
constexpr Direction Down = -pawn_push(Us);
constexpr Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
: CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
@@ -720,8 +708,8 @@ namespace {
behind |= shift<Down>(behind);
behind |= shift<Down+Down>(behind);
int bonus = popcount(safe) + popcount(behind & safe);
int weight = pos.count<ALL_PIECES>(Us) - 1;
int bonus = popcount(safe) + popcount(behind & safe & ~attackedBy[Them][ALL_PIECES]);
int weight = pos.count<ALL_PIECES>(Us) - 3 + std::min(pe->blocked_count(), 9);
Score score = make_score(bonus * weight * weight / 16, 0);
if (T)
@@ -736,7 +724,7 @@ namespace {
// known attacking/defending status of the players.
template<Tracing T>
Score Evaluation<T>::initiative(Value eg) const {
Score Evaluation<T>::initiative(Score score) const {
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
@@ -744,23 +732,36 @@ namespace {
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
bool almostUnwinnable = outflanking < 0
&& !pawnsOnBothFlanks;
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
int complexity = 9 * pe->passed_count()
+ 11 * pos.count<PAWN>()
+ 12 * pos.count<PAWN>()
+ 9 * outflanking
+ 18 * pawnsOnBothFlanks
+ 49 * !pos.non_pawn_material()
-103 ;
+ 21 * pawnsOnBothFlanks
+ 24 * infiltration
+ 51 * !pos.non_pawn_material()
- 43 * almostUnwinnable
- 2 * pos.rule50_count()
-110 ;
// 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.
Value mg = mg_value(score);
Value eg = eg_value(score);
// Now apply the bonus: note that we find the attacking side by extracting the
// sign of the midgame or endgame values, and that we carefully cap the bonus
// so that the midgame and endgame scores do not change sign after the bonus.
int u = ((mg > 0) - (mg < 0)) * Utility::clamp(complexity + 50, -abs(mg), 0);
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
if (T)
Trace::add(INITIATIVE, make_score(0, v));
Trace::add(INITIATIVE, make_score(u, v));
return make_score(0, v);
return make_score(u, v);
}
@@ -775,12 +776,16 @@ namespace {
// 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();
if (pos.opposite_bishops())
{
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
sf = 18 + 4 * popcount(pe->passed_pawns(strongSide));
else
sf = 22 + 3 * pos.count<ALL_PIECES>(strongSide);
}
else
sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);
sf = std::min(sf, 36 + 7 * pos.count<PAWN>(strongSide));
}
return ScaleFactor(sf);
@@ -815,7 +820,7 @@ namespace {
// Early exit if score is high
Value v = (mg_value(score) + eg_value(score)) / 2;
if (abs(v) > (LazyThreshold + pos.non_pawn_material() / 64))
if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64)
return pos.side_to_move() == WHITE ? v : -v;
// Main evaluation begins here
@@ -823,7 +828,8 @@ namespace {
initialize<WHITE>();
initialize<BLACK>();
// Pieces should be evaluated first (populate attack tables)
// Pieces evaluated first (also populates attackedBy, attackedBy2).
// Note that the order of evaluation of the terms is left unspecified
score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
+ pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
+ pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
@@ -831,12 +837,13 @@ namespace {
score += mobility[WHITE] - mobility[BLACK];
// More complex interactions that require fully populated attack bitboards
score += king< WHITE>() - king< BLACK>()
+ threats<WHITE>() - threats<BLACK>()
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
score += initiative(eg_value(score));
score += initiative(score);
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
ScaleFactor sf = scale_factor(eg_value(score));
@@ -855,8 +862,8 @@ namespace {
Trace::add(TOTAL, score);
}
return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view
+ Eval::Tempo;
// Side to move point of view
return (pos.side_to_move() == WHITE ? v : -v) + Tempo;
}
} // namespace
@@ -878,6 +885,9 @@ Value Eval::evaluate(const Position& pos) {
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