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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:
+224
-214
@@ -2,7 +2,7 @@
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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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Copyright (C) 2015-2020 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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@@ -80,81 +80,81 @@ namespace {
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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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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 = 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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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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#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(-62,-81), S(-53,-56), S(-12,-31), S( -4,-16), S( 3, 5), S( 13, 11), // Knight
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S( 22, 17), S( 28, 20), S( 33, 25) },
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{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishop
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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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{ S(-60,-78), S(-20,-17), S( 2, 23), S( 3, 39), S( 3, 70), S( 11, 99), // Rook
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S( 22,103), S( 31,121), S( 40,134), S( 40,139), S( 41,158), S( 48,164),
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S( 57,168), S( 57,169), S( 62,172) },
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{ S(-30,-48), S(-12,-30), S( -8, -7), S( -9, 19), S( 20, 40), S( 23, 55), // Queen
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S( 23, 59), S( 35, 75), S( 38, 78), S( 53, 96), S( 64, 96), S( 65,100),
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S( 65,121), S( 66,127), S( 67,131), S( 67,133), S( 72,136), S( 72,141),
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S( 77,147), S( 79,150), S( 93,151), S(108,168), S(108,168), S(108,171),
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S(110,182), S(114,182), S(114,192), S(116,219) }
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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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constexpr Score RookOnFile[] = { S(19, 7), S(48, 29) };
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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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S(0, 0), S(5, 32), S(57, 41), S(77, 56), S(88, 119), S(79, 161)
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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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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(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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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 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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constexpr Score BishopPawns = S( 3, 7);
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constexpr Score BishopOnKingRing = S( 24, 0);
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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 BishopKingProtector = S( 6, 9);
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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 LongDiagonalBishop = S( 45, 0);
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constexpr Score MinorBehindPawn = S( 18, 3);
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constexpr Score KnightOutpost = S( 56, 36);
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constexpr Score BishopOutpost = S( 30, 23);
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constexpr Score ReachableOutpost = S( 31, 22);
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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 RestrictedPiece = S( 7, 7);
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constexpr Score RookOnKingRing = S( 16, 0);
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constexpr Score RookOnQueenFile = S( 5, 9);
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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 ThreatBySafePawn = S(173, 94);
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constexpr Score TrappedRook = S( 55, 13);
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constexpr Score WeakQueen = S( 51, 14);
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constexpr Score WeakQueenProtection = S( 15, 0);
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#undef S
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@@ -176,7 +176,7 @@ namespace {
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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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Score initiative(Score score) const;
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const Position& pos;
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Material::Entry* me;
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@@ -193,10 +193,8 @@ namespace {
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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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// kingRing[color] are the squares adjacent to the king plus some other
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// very near squares, depending on king position.
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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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@@ -223,10 +221,10 @@ namespace {
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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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constexpr Color Them = ~Us;
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constexpr Direction Up = pawn_push(Us);
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constexpr Direction Down = -Up;
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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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@@ -235,26 +233,20 @@ namespace {
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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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// Squares occupied by those pawns, by our king or queen, by blockers to attacks on our king
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// or controlled by enemy pawns are excluded from the mobility area.
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mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pos.blockers_for_king(Us) | 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][KING] = attacks_bb<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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Square s = make_square(Utility::clamp(file_of(ksq), FILE_B, FILE_G),
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Utility::clamp(rank_of(ksq), RANK_2, RANK_7));
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kingRing[Us] = attacks_bb<KING>(s) | s;
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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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@@ -268,8 +260,8 @@ namespace {
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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 Color Them = ~Us;
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constexpr Direction Down = -pawn_push(Us);
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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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@@ -284,7 +276,7 @@ namespace {
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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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: attacks_bb<Pt>(s, pos.pieces());
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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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@@ -300,6 +292,12 @@ namespace {
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kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
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}
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else if (Pt == ROOK && (file_bb(s) & kingRing[Them]))
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score += RookOnKingRing;
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else if (Pt == BISHOP && (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & kingRing[Them]))
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score += BishopOnKingRing;
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int mob = popcount(b & mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt - 2][mob];
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@@ -307,60 +305,61 @@ 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 & ~pe->pawn_attacks_span(Them);
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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 += Outpost * (Pt == KNIGHT ? 4 : 2)
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* ((attackedBy[Us][PAWN] & s) ? 2 : 1);
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score += (Pt == KNIGHT) ? KnightOutpost : BishopOutpost;
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else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
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score += ReachableOutpost;
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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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// Bonus for a knight or bishop shielded by pawn
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if (shift<Down>(pos.pieces(PAWN)) & s)
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score += MinorBehindPawn;
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|
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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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score -= (Pt == KNIGHT ? KnightKingProtector
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: BishopKingProtector) * distance(pos.square<KING>(Us), s);
|
||||
|
||||
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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// Penalty according to the number of our pawns on the same color square as the
|
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// bishop, bigger when the center files are blocked with pawns and smaller
|
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// when the bishop is outside the pawn chain.
|
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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
|
||||
|
||||
Reference in New Issue
Block a user