| 1 | /* |
| 2 | Stockfish, a UCI chess playing engine derived from Glaurung 2.1 |
| 3 | Copyright (C) 2004-2008 Tord Romstad (Glaurung author) |
| 4 | Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad |
| 5 | Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad |
| 6 | |
| 7 | Stockfish is free software: you can redistribute it and/or modify |
| 8 | it under the terms of the GNU General Public License as published by |
| 9 | the Free Software Foundation, either version 3 of the License, or |
| 10 | (at your option) any later version. |
| 11 | |
| 12 | Stockfish is distributed in the hope that it will be useful, |
| 13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 15 | GNU General Public License for more details. |
| 16 | |
| 17 | You should have received a copy of the GNU General Public License |
| 18 | along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 19 | */ |
| 20 | |
| 21 | #include <algorithm> |
| 22 | #include <cassert> |
| 23 | #include <cstring> // For std::memset |
| 24 | #include <iomanip> |
| 25 | #include <sstream> |
| 26 | |
| 27 | #include "bitboard.h" |
| 28 | #include "evaluate.h" |
| 29 | #include "material.h" |
| 30 | #include "pawns.h" |
| 31 | #include "thread.h" |
| 32 | |
| 33 | namespace Trace { |
| 34 | |
| 35 | enum Tracing { NO_TRACE, TRACE }; |
| 36 | |
| 37 | enum Term { // The first 8 entries are reserved for PieceType |
| 38 | MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB |
| 39 | }; |
| 40 | |
| 41 | Score scores[TERM_NB][COLOR_NB]; |
| 42 | |
| 43 | double to_cp(Value v) { return double(v) / PawnValueEg; } |
| 44 | |
| 45 | void add(int idx, Color c, Score s) { |
| 46 | scores[idx][c] = s; |
| 47 | } |
| 48 | |
| 49 | void add(int idx, Score w, Score b = SCORE_ZERO) { |
| 50 | scores[idx][WHITE] = w; |
| 51 | scores[idx][BLACK] = b; |
| 52 | } |
| 53 | |
| 54 | std::ostream& operator<<(std::ostream& os, Score s) { |
| 55 | os << std::setw(5) << to_cp(mg_value(s)) << " " |
| 56 | << std::setw(5) << to_cp(eg_value(s)); |
| 57 | return os; |
| 58 | } |
| 59 | |
| 60 | std::ostream& operator<<(std::ostream& os, Term t) { |
| 61 | |
| 62 | if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL) |
| 63 | os << " ---- ----" << " | " << " ---- ----" ; |
| 64 | else |
| 65 | os << scores[t][WHITE] << " | " << scores[t][BLACK]; |
| 66 | |
| 67 | os << " | " << scores[t][WHITE] - scores[t][BLACK] << "\n" ; |
| 68 | return os; |
| 69 | } |
| 70 | } |
| 71 | |
| 72 | using namespace Trace; |
| 73 | |
| 74 | namespace { |
| 75 | |
| 76 | // Threshold for lazy and space evaluation |
| 77 | constexpr Value LazyThreshold = Value(1400); |
| 78 | constexpr Value SpaceThreshold = Value(12222); |
| 79 | |
| 80 | // KingAttackWeights[PieceType] contains king attack weights by piece type |
| 81 | constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 }; |
| 82 | |
| 83 | // Penalties for enemy's safe checks |
| 84 | constexpr int QueenSafeCheck = 780; |
| 85 | constexpr int RookSafeCheck = 1080; |
| 86 | constexpr int BishopSafeCheck = 635; |
| 87 | constexpr int KnightSafeCheck = 790; |
| 88 | |
| 89 | #define S(mg, eg) make_score(mg, eg) |
| 90 | |
| 91 | // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game, |
| 92 | // indexed by piece type and number of attacked squares in the mobility area. |
| 93 | constexpr Score MobilityBonus[][32] = { |
| 94 | { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights |
| 95 | S( 22, 23), S( 28, 27), S( 33, 33) }, |
| 96 | { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops |
| 97 | S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86), |
| 98 | S( 91, 88), S( 98, 97) }, |
| 99 | { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks |
| 100 | S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165), |
| 101 | S( 46,166), S( 48,169), S( 58,171) }, |
| 102 | { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens |
| 103 | S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104), |
| 104 | S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136), |
| 105 | S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175), |
| 106 | S(106,184), S(109,191), S(113,206), S(116,212) } |
| 107 | }; |
| 108 | |
| 109 | // RookOnFile[semiopen/open] contains bonuses for each rook when there is |
| 110 | // no (friendly) pawn on the rook file. |
| 111 | constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) }; |
| 112 | |
| 113 | // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to |
| 114 | // which piece type attacks which one. Attacks on lesser pieces which are |
| 115 | // pawn-defended are not considered. |
| 116 | constexpr Score ThreatByMinor[PIECE_TYPE_NB] = { |
| 117 | S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120) |
| 118 | }; |
| 119 | |
| 120 | constexpr Score ThreatByRook[PIECE_TYPE_NB] = { |
| 121 | S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38) |
| 122 | }; |
| 123 | |
| 124 | // PassedRank[Rank] contains a bonus according to the rank of a passed pawn |
| 125 | constexpr Score PassedRank[RANK_NB] = { |
| 126 | S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260) |
| 127 | }; |
| 128 | |
| 129 | // Assorted bonuses and penalties |
| 130 | constexpr Score BishopPawns = S( 3, 7); |
| 131 | constexpr Score CorneredBishop = S( 50, 50); |
| 132 | constexpr Score FlankAttacks = S( 8, 0); |
| 133 | constexpr Score Hanging = S( 69, 36); |
| 134 | constexpr Score KingProtector = S( 7, 8); |
| 135 | constexpr Score KnightOnQueen = S( 16, 12); |
| 136 | constexpr Score LongDiagonalBishop = S( 45, 0); |
| 137 | constexpr Score MinorBehindPawn = S( 18, 3); |
| 138 | constexpr Score Outpost = S( 18, 6); |
| 139 | constexpr Score PassedFile = S( 11, 8); |
| 140 | constexpr Score PawnlessFlank = S( 17, 95); |
| 141 | constexpr Score RestrictedPiece = S( 7, 7); |
| 142 | constexpr Score RookOnPawn = S( 10, 32); |
| 143 | constexpr Score SliderOnQueen = S( 59, 18); |
| 144 | constexpr Score ThreatByKing = S( 24, 89); |
| 145 | constexpr Score ThreatByPawnPush = S( 48, 39); |
| 146 | constexpr Score ThreatByRank = S( 13, 0); |
| 147 | constexpr Score ThreatBySafePawn = S(173, 94); |
| 148 | constexpr Score TrappedRook = S( 47, 4); |
| 149 | constexpr Score WeakQueen = S( 49, 15); |
| 150 | |
| 151 | #undef S |
| 152 | |
| 153 | // Evaluation class computes and stores attacks tables and other working data |
| 154 | template<Tracing T> |
| 155 | class Evaluation { |
| 156 | |
| 157 | public: |
| 158 | Evaluation() = delete; |
| 159 | explicit Evaluation(const Position& p) : pos(p) {} |
| 160 | Evaluation& operator=(const Evaluation&) = delete; |
| 161 | Value value(); |
| 162 | |
| 163 | private: |
| 164 | template<Color Us> void initialize(); |
| 165 | template<Color Us, PieceType Pt> Score pieces(); |
| 166 | template<Color Us> Score king() const; |
| 167 | template<Color Us> Score threats() const; |
| 168 | template<Color Us> Score passed() const; |
| 169 | template<Color Us> Score space() const; |
| 170 | ScaleFactor scale_factor(Value eg) const; |
| 171 | Score initiative(Value eg) const; |
| 172 | |
| 173 | const Position& pos; |
| 174 | Material::Entry* me; |
| 175 | Pawns::Entry* pe; |
| 176 | Bitboard mobilityArea[COLOR_NB]; |
| 177 | Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO }; |
| 178 | |
| 179 | // attackedBy[color][piece type] is a bitboard representing all squares |
| 180 | // attacked by a given color and piece type. Special "piece types" which |
| 181 | // is also calculated is ALL_PIECES. |
| 182 | Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; |
| 183 | |
| 184 | // attackedBy2[color] are the squares attacked by at least 2 units of a given |
| 185 | // color, including x-rays. But diagonal x-rays through pawns are not computed. |
| 186 | Bitboard attackedBy2[COLOR_NB]; |
| 187 | |
| 188 | // kingRing[color] are the squares adjacent to the king plus some other |
| 189 | // very near squares, depending on king position. |
| 190 | Bitboard kingRing[COLOR_NB]; |
| 191 | |
| 192 | // kingAttackersCount[color] is the number of pieces of the given color |
| 193 | // which attack a square in the kingRing of the enemy king. |
| 194 | int kingAttackersCount[COLOR_NB]; |
| 195 | |
| 196 | // kingAttackersWeight[color] is the sum of the "weights" of the pieces of |
| 197 | // the given color which attack a square in the kingRing of the enemy king. |
| 198 | // The weights of the individual piece types are given by the elements in |
| 199 | // the KingAttackWeights array. |
| 200 | int kingAttackersWeight[COLOR_NB]; |
| 201 | |
| 202 | // kingAttacksCount[color] is the number of attacks by the given color to |
| 203 | // squares directly adjacent to the enemy king. Pieces which attack more |
| 204 | // than one square are counted multiple times. For instance, if there is |
| 205 | // a white knight on g5 and black's king is on g8, this white knight adds 2 |
| 206 | // to kingAttacksCount[WHITE]. |
| 207 | int kingAttacksCount[COLOR_NB]; |
| 208 | }; |
| 209 | |
| 210 | |
| 211 | // Evaluation::initialize() computes king and pawn attacks, and the king ring |
| 212 | // bitboard for a given color. This is done at the beginning of the evaluation. |
| 213 | template<Tracing T> template<Color Us> |
| 214 | void Evaluation<T>::initialize() { |
| 215 | |
| 216 | constexpr Color Them = (Us == WHITE ? BLACK : WHITE); |
| 217 | constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); |
| 218 | constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); |
| 219 | constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB : Rank7BB | Rank6BB); |
| 220 | |
| 221 | const Square ksq = pos.square<KING>(Us); |
| 222 | |
| 223 | Bitboard dblAttackByPawn = pawn_double_attacks_bb<Us>(pos.pieces(Us, PAWN)); |
| 224 | |
| 225 | // Find our pawns that are blocked or on the first two ranks |
| 226 | Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks); |
| 227 | |
| 228 | // Squares occupied by those pawns, by our king or queen or controlled by |
| 229 | // enemy pawns are excluded from the mobility area. |
| 230 | mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them)); |
| 231 | |
| 232 | // Initialize attackedBy[] for king and pawns |
| 233 | attackedBy[Us][KING] = pos.attacks_from<KING>(ksq); |
| 234 | attackedBy[Us][PAWN] = pe->pawn_attacks(Us); |
| 235 | attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN]; |
| 236 | attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]); |
| 237 | |
| 238 | // Init our king safety tables |
| 239 | kingRing[Us] = attackedBy[Us][KING]; |
| 240 | if (relative_rank(Us, ksq) == RANK_1) |
| 241 | kingRing[Us] |= shift<Up>(kingRing[Us]); |
| 242 | |
| 243 | if (file_of(ksq) == FILE_H) |
| 244 | kingRing[Us] |= shift<WEST>(kingRing[Us]); |
| 245 | |
| 246 | else if (file_of(ksq) == FILE_A) |
| 247 | kingRing[Us] |= shift<EAST>(kingRing[Us]); |
| 248 | |
| 249 | kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); |
| 250 | kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; |
| 251 | |
| 252 | // Remove from kingRing[] the squares defended by two pawns |
| 253 | kingRing[Us] &= ~dblAttackByPawn; |
| 254 | } |
| 255 | |
| 256 | |
| 257 | // Evaluation::pieces() scores pieces of a given color and type |
| 258 | template<Tracing T> template<Color Us, PieceType Pt> |
| 259 | Score Evaluation<T>::pieces() { |
| 260 | |
| 261 | constexpr Color Them = (Us == WHITE ? BLACK : WHITE); |
| 262 | constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); |
| 263 | constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB |
| 264 | : Rank5BB | Rank4BB | Rank3BB); |
| 265 | const Square* pl = pos.squares<Pt>(Us); |
| 266 | |
| 267 | Bitboard b, bb; |
| 268 | Score score = SCORE_ZERO; |
| 269 | |
| 270 | attackedBy[Us][Pt] = 0; |
| 271 | |
| 272 | for (Square s = *pl; s != SQ_NONE; s = *++pl) |
| 273 | { |
| 274 | // Find attacked squares, including x-ray attacks for bishops and rooks |
| 275 | b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN)) |
| 276 | : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK)) |
| 277 | : pos.attacks_from<Pt>(s); |
| 278 | |
| 279 | if (pos.blockers_for_king(Us) & s) |
| 280 | b &= LineBB[pos.square<KING>(Us)][s]; |
| 281 | |
| 282 | attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b; |
| 283 | attackedBy[Us][Pt] |= b; |
| 284 | attackedBy[Us][ALL_PIECES] |= b; |
| 285 | |
| 286 | if (b & kingRing[Them]) |
| 287 | { |
| 288 | kingAttackersCount[Us]++; |
| 289 | kingAttackersWeight[Us] += KingAttackWeights[Pt]; |
| 290 | kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]); |
| 291 | } |
| 292 | |
| 293 | int mob = popcount(b & mobilityArea[Us]); |
| 294 | |
| 295 | mobility[Us] += MobilityBonus[Pt - 2][mob]; |
| 296 | |
| 297 | if (Pt == BISHOP || Pt == KNIGHT) |
| 298 | { |
| 299 | // Bonus if piece is on an outpost square or can reach one |
| 300 | bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them); |
| 301 | if (bb & s) |
| 302 | score += Outpost * (Pt == KNIGHT ? 4 : 2); |
| 303 | |
| 304 | else if (bb & b & ~pos.pieces(Us)) |
| 305 | score += Outpost * (Pt == KNIGHT ? 2 : 1); |
| 306 | |
| 307 | // Knight and Bishop bonus for being right behind a pawn |
| 308 | if (shift<Down>(pos.pieces(PAWN)) & s) |
| 309 | score += MinorBehindPawn; |
| 310 | |
| 311 | // Penalty if the piece is far from the king |
| 312 | score -= KingProtector * distance(s, pos.square<KING>(Us)); |
| 313 | |
| 314 | if (Pt == BISHOP) |
| 315 | { |
| 316 | // Penalty according to number of pawns on the same color square as the |
| 317 | // bishop, bigger when the center files are blocked with pawns. |
| 318 | Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces()); |
| 319 | |
| 320 | score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s) |
| 321 | * (1 + popcount(blocked & CenterFiles)); |
| 322 | |
| 323 | // Bonus for bishop on a long diagonal which can "see" both center squares |
| 324 | if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center)) |
| 325 | score += LongDiagonalBishop; |
| 326 | } |
| 327 | |
| 328 | // An important Chess960 pattern: A cornered bishop blocked by a friendly |
| 329 | // pawn diagonally in front of it is a very serious problem, especially |
| 330 | // when that pawn is also blocked. |
| 331 | if ( Pt == BISHOP |
| 332 | && pos.is_chess960() |
| 333 | && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) |
| 334 | { |
| 335 | Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); |
| 336 | if (pos.piece_on(s + d) == make_piece(Us, PAWN)) |
| 337 | score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4 |
| 338 | : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2 |
| 339 | : CorneredBishop; |
| 340 | } |
| 341 | } |
| 342 | |
| 343 | if (Pt == ROOK) |
| 344 | { |
| 345 | // Bonus for aligning rook with enemy pawns on the same rank/file |
| 346 | if (relative_rank(Us, s) >= RANK_5) |
| 347 | score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]); |
| 348 | |
| 349 | // Bonus for rook on an open or semi-open file |
| 350 | if (pos.is_on_semiopen_file(Us, s)) |
| 351 | score += RookOnFile[bool(pos.is_on_semiopen_file(Them, s))]; |
| 352 | |
| 353 | // Penalty when trapped by the king, even more if the king cannot castle |
| 354 | else if (mob <= 3) |
| 355 | { |
| 356 | File kf = file_of(pos.square<KING>(Us)); |
| 357 | if ((kf < FILE_E) == (file_of(s) < kf)) |
| 358 | score -= TrappedRook * (1 + !pos.castling_rights(Us)); |
| 359 | } |
| 360 | } |
| 361 | |
| 362 | if (Pt == QUEEN) |
| 363 | { |
| 364 | // Penalty if any relative pin or discovered attack against the queen |
| 365 | Bitboard queenPinners; |
| 366 | if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners)) |
| 367 | score -= WeakQueen; |
| 368 | } |
| 369 | } |
| 370 | if (T) |
| 371 | Trace::add(Pt, Us, score); |
| 372 | |
| 373 | return score; |
| 374 | } |
| 375 | |
| 376 | |
| 377 | // Evaluation::king() assigns bonuses and penalties to a king of a given color |
| 378 | template<Tracing T> template<Color Us> |
| 379 | Score Evaluation<T>::king() const { |
| 380 | |
| 381 | constexpr Color Them = (Us == WHITE ? BLACK : WHITE); |
| 382 | constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB |
| 383 | : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); |
| 384 | |
| 385 | Bitboard weak, b1, b2, safe, unsafeChecks = 0; |
| 386 | Bitboard rookChecks, queenChecks, bishopChecks, knightChecks; |
| 387 | int kingDanger = 0; |
| 388 | const Square ksq = pos.square<KING>(Us); |
| 389 | |
| 390 | // Init the score with king shelter and enemy pawns storm |
| 391 | Score score = pe->king_safety<Us>(pos); |
| 392 | |
| 393 | // Attacked squares defended at most once by our queen or king |
| 394 | weak = attackedBy[Them][ALL_PIECES] |
| 395 | & ~attackedBy2[Us] |
| 396 | & (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]); |
| 397 | |
| 398 | // Analyse the safe enemy's checks which are possible on next move |
| 399 | safe = ~pos.pieces(Them); |
| 400 | safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]); |
| 401 | |
| 402 | b1 = attacks_bb<ROOK >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); |
| 403 | b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); |
| 404 | |
| 405 | // Enemy rooks checks |
| 406 | rookChecks = b1 & safe & attackedBy[Them][ROOK]; |
| 407 | |
| 408 | if (rookChecks) |
| 409 | kingDanger += RookSafeCheck; |
| 410 | else |
| 411 | unsafeChecks |= b1 & attackedBy[Them][ROOK]; |
| 412 | |
| 413 | // Enemy queen safe checks: we count them only if they are from squares from |
| 414 | // which we can't give a rook check, because rook checks are more valuable. |
| 415 | queenChecks = (b1 | b2) |
| 416 | & attackedBy[Them][QUEEN] |
| 417 | & safe |
| 418 | & ~attackedBy[Us][QUEEN] |
| 419 | & ~rookChecks; |
| 420 | |
| 421 | if (queenChecks) |
| 422 | kingDanger += QueenSafeCheck; |
| 423 | |
| 424 | // Enemy bishops checks: we count them only if they are from squares from |
| 425 | // which we can't give a queen check, because queen checks are more valuable. |
| 426 | bishopChecks = b2 |
| 427 | & attackedBy[Them][BISHOP] |
| 428 | & safe |
| 429 | & ~queenChecks; |
| 430 | |
| 431 | if (bishopChecks) |
| 432 | kingDanger += BishopSafeCheck; |
| 433 | else |
| 434 | unsafeChecks |= b2 & attackedBy[Them][BISHOP]; |
| 435 | |
| 436 | // Enemy knights checks |
| 437 | knightChecks = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT]; |
| 438 | |
| 439 | if (knightChecks & safe) |
| 440 | kingDanger += KnightSafeCheck; |
| 441 | else |
| 442 | unsafeChecks |= knightChecks; |
| 443 | |
| 444 | // Find the squares that opponent attacks in our king flank, and the squares |
| 445 | // which are attacked twice in that flank. |
| 446 | b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp; |
| 447 | b2 = b1 & attackedBy2[Them]; |
| 448 | |
| 449 | int kingFlankAttacks = popcount(b1) + popcount(b2); |
| 450 | |
| 451 | kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] |
| 452 | + 69 * kingAttacksCount[Them] |
| 453 | + 185 * popcount(kingRing[Us] & weak) |
| 454 | - 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING]) |
| 455 | - 35 * bool(attackedBy[Us][BISHOP] & attackedBy[Us][KING]) |
| 456 | + 148 * popcount(unsafeChecks) |
| 457 | + 98 * popcount(pos.blockers_for_king(Us)) |
| 458 | - 873 * !pos.count<QUEEN>(Them) |
| 459 | - 6 * mg_value(score) / 8 |
| 460 | + mg_value(mobility[Them] - mobility[Us]) |
| 461 | + 5 * kingFlankAttacks * kingFlankAttacks / 16 |
| 462 | - 7; |
| 463 | |
| 464 | // Transform the kingDanger units into a Score, and subtract it from the evaluation |
| 465 | if (kingDanger > 100) |
| 466 | score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); |
| 467 | |
| 468 | // Penalty when our king is on a pawnless flank |
| 469 | if (!(pos.pieces(PAWN) & KingFlank[file_of(ksq)])) |
| 470 | score -= PawnlessFlank; |
| 471 | |
| 472 | // Penalty if king flank is under attack, potentially moving toward the king |
| 473 | score -= FlankAttacks * kingFlankAttacks; |
| 474 | |
| 475 | if (T) |
| 476 | Trace::add(KING, Us, score); |
| 477 | |
| 478 | return score; |
| 479 | } |
| 480 | |
| 481 | |
| 482 | // Evaluation::threats() assigns bonuses according to the types of the |
| 483 | // attacking and the attacked pieces. |
| 484 | template<Tracing T> template<Color Us> |
| 485 | Score Evaluation<T>::threats() const { |
| 486 | |
| 487 | constexpr Color Them = (Us == WHITE ? BLACK : WHITE); |
| 488 | constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); |
| 489 | constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); |
| 490 | |
| 491 | Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe; |
| 492 | Score score = SCORE_ZERO; |
| 493 | |
| 494 | // Non-pawn enemies |
| 495 | nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(PAWN); |
| 496 | |
| 497 | // Squares strongly protected by the enemy, either because they defend the |
| 498 | // square with a pawn, or because they defend the square twice and we don't. |
| 499 | stronglyProtected = attackedBy[Them][PAWN] |
| 500 | | (attackedBy2[Them] & ~attackedBy2[Us]); |
| 501 | |
| 502 | // Non-pawn enemies, strongly protected |
| 503 | defended = nonPawnEnemies & stronglyProtected; |
| 504 | |
| 505 | // Enemies not strongly protected and under our attack |
| 506 | weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES]; |
| 507 | |
| 508 | // Bonus according to the kind of attacking pieces |
| 509 | if (defended | weak) |
| 510 | { |
| 511 | b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]); |
| 512 | while (b) |
| 513 | { |
| 514 | Square s = pop_lsb(&b); |
| 515 | score += ThreatByMinor[type_of(pos.piece_on(s))]; |
| 516 | if (type_of(pos.piece_on(s)) != PAWN) |
| 517 | score += ThreatByRank * (int)relative_rank(Them, s); |
| 518 | } |
| 519 | |
| 520 | b = weak & attackedBy[Us][ROOK]; |
| 521 | while (b) |
| 522 | { |
| 523 | Square s = pop_lsb(&b); |
| 524 | score += ThreatByRook[type_of(pos.piece_on(s))]; |
| 525 | if (type_of(pos.piece_on(s)) != PAWN) |
| 526 | score += ThreatByRank * (int)relative_rank(Them, s); |
| 527 | } |
| 528 | |
| 529 | if (weak & attackedBy[Us][KING]) |
| 530 | score += ThreatByKing; |
| 531 | |
| 532 | b = ~attackedBy[Them][ALL_PIECES] |
| 533 | | (nonPawnEnemies & attackedBy2[Us]); |
| 534 | score += Hanging * popcount(weak & b); |
| 535 | } |
| 536 | |
| 537 | // Bonus for restricting their piece moves |
| 538 | b = attackedBy[Them][ALL_PIECES] |
| 539 | & ~stronglyProtected |
| 540 | & attackedBy[Us][ALL_PIECES]; |
| 541 | |
| 542 | score += RestrictedPiece * popcount(b); |
| 543 | |
| 544 | // Protected or unattacked squares |
| 545 | safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]; |
| 546 | |
| 547 | // Bonus for attacking enemy pieces with our relatively safe pawns |
| 548 | b = pos.pieces(Us, PAWN) & safe; |
| 549 | b = pawn_attacks_bb<Us>(b) & nonPawnEnemies; |
| 550 | score += ThreatBySafePawn * popcount(b); |
| 551 | |
| 552 | // Find squares where our pawns can push on the next move |
| 553 | b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces(); |
| 554 | b |= shift<Up>(b & TRank3BB) & ~pos.pieces(); |
| 555 | |
| 556 | // Keep only the squares which are relatively safe |
| 557 | b &= ~attackedBy[Them][PAWN] & safe; |
| 558 | |
| 559 | // Bonus for safe pawn threats on the next move |
| 560 | b = pawn_attacks_bb<Us>(b) & nonPawnEnemies; |
| 561 | score += ThreatByPawnPush * popcount(b); |
| 562 | |
| 563 | // Bonus for threats on the next moves against enemy queen |
| 564 | if (pos.count<QUEEN>(Them) == 1) |
| 565 | { |
| 566 | Square s = pos.square<QUEEN>(Them); |
| 567 | safe = mobilityArea[Us] & ~stronglyProtected; |
| 568 | |
| 569 | b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s); |
| 570 | |
| 571 | score += KnightOnQueen * popcount(b & safe); |
| 572 | |
| 573 | b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s)) |
| 574 | | (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s)); |
| 575 | |
| 576 | score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]); |
| 577 | } |
| 578 | |
| 579 | if (T) |
| 580 | Trace::add(THREAT, Us, score); |
| 581 | |
| 582 | return score; |
| 583 | } |
| 584 | |
| 585 | // Evaluation::passed() evaluates the passed pawns and candidate passed |
| 586 | // pawns of the given color. |
| 587 | |
| 588 | template<Tracing T> template<Color Us> |
| 589 | Score Evaluation<T>::passed() const { |
| 590 | |
| 591 | constexpr Color Them = (Us == WHITE ? BLACK : WHITE); |
| 592 | constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); |
| 593 | |
| 594 | auto king_proximity = [&](Color c, Square s) { |
| 595 | return std::min(distance(pos.square<KING>(c), s), 5); |
| 596 | }; |
| 597 | |
| 598 | Bitboard b, bb, squaresToQueen, unsafeSquares; |
| 599 | Score score = SCORE_ZERO; |
| 600 | |
| 601 | b = pe->passed_pawns(Us); |
| 602 | |
| 603 | while (b) |
| 604 | { |
| 605 | Square s = pop_lsb(&b); |
| 606 | |
| 607 | assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); |
| 608 | |
| 609 | int r = relative_rank(Us, s); |
| 610 | File f = file_of(s); |
| 611 | |
| 612 | Score bonus = PassedRank[r]; |
| 613 | |
| 614 | if (r > RANK_3) |
| 615 | { |
| 616 | int w = 5 * r - 13; |
| 617 | Square blockSq = s + Up; |
| 618 | |
| 619 | // Adjust bonus based on the king's proximity |
| 620 | bonus += make_score(0, ( king_proximity(Them, blockSq) * 5 |
| 621 | - king_proximity(Us, blockSq) * 2) * w); |
| 622 | |
| 623 | // If blockSq is not the queening square then consider also a second push |
| 624 | if (r != RANK_7) |
| 625 | bonus -= make_score(0, king_proximity(Us, blockSq + Up) * w); |
| 626 | |
| 627 | // If the pawn is free to advance, then increase the bonus |
| 628 | if (pos.empty(blockSq)) |
| 629 | { |
| 630 | squaresToQueen = forward_file_bb(Us, s); |
| 631 | unsafeSquares = passed_pawn_span(Us, s); |
| 632 | |
| 633 | bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN); |
| 634 | |
| 635 | if (!(pos.pieces(Them) & bb)) |
| 636 | unsafeSquares &= attackedBy[Them][ALL_PIECES]; |
| 637 | |
| 638 | // If there are no enemy attacks on passed pawn span, assign a big bonus. |
| 639 | // Otherwise assign a smaller bonus if the path to queen is not attacked |
| 640 | // and even smaller bonus if it is attacked but block square is not. |
| 641 | int k = !unsafeSquares ? 35 : |
| 642 | !(unsafeSquares & squaresToQueen) ? 20 : |
| 643 | !(unsafeSquares & blockSq) ? 9 : |
| 644 | 0 ; |
| 645 | |
| 646 | // Assign a larger bonus if the block square is defended |
| 647 | if ((pos.pieces(Us) & bb) || (attackedBy[Us][ALL_PIECES] & blockSq)) |
| 648 | k += 5; |
| 649 | |
| 650 | bonus += make_score(k * w, k * w); |
| 651 | } |
| 652 | } // r > RANK_3 |
| 653 | |
| 654 | // Scale down bonus for candidate passers which need more than one |
| 655 | // pawn push to become passed, or have a pawn in front of them. |
| 656 | if ( !pos.pawn_passed(Us, s + Up) |
| 657 | || (pos.pieces(PAWN) & (s + Up))) |
| 658 | bonus = bonus / 2; |
| 659 | |
| 660 | score += bonus - PassedFile * std::min(f, ~f); |
| 661 | } |
| 662 | |
| 663 | if (T) |
| 664 | Trace::add(PASSED, Us, score); |
| 665 | |
| 666 | return score; |
| 667 | } |
| 668 | |
| 669 | |
| 670 | // Evaluation::space() computes the space evaluation for a given side. The |
| 671 | // space evaluation is a simple bonus based on the number of safe squares |
| 672 | // available for minor pieces on the central four files on ranks 2--4. Safe |
| 673 | // squares one, two or three squares behind a friendly pawn are counted |
| 674 | // twice. Finally, the space bonus is multiplied by a weight. The aim is to |
| 675 | // improve play on game opening. |
| 676 | |
| 677 | template<Tracing T> template<Color Us> |
| 678 | Score Evaluation<T>::space() const { |
| 679 | |
| 680 | if (pos.non_pawn_material() < SpaceThreshold) |
| 681 | return SCORE_ZERO; |
| 682 | |
| 683 | constexpr Color Them = (Us == WHITE ? BLACK : WHITE); |
| 684 | constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); |
| 685 | constexpr Bitboard SpaceMask = |
| 686 | Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) |
| 687 | : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); |
| 688 | |
| 689 | // Find the available squares for our pieces inside the area defined by SpaceMask |
| 690 | Bitboard safe = SpaceMask |
| 691 | & ~pos.pieces(Us, PAWN) |
| 692 | & ~attackedBy[Them][PAWN]; |
| 693 | |
| 694 | // Find all squares which are at most three squares behind some friendly pawn |
| 695 | Bitboard behind = pos.pieces(Us, PAWN); |
| 696 | behind |= shift<Down>(behind); |
| 697 | behind |= shift<Down+Down>(behind); |
| 698 | |
| 699 | int bonus = popcount(safe) + popcount(behind & safe & ~attackedBy[Them][ALL_PIECES]); |
| 700 | int weight = pos.count<ALL_PIECES>(Us) - 1; |
| 701 | Score score = make_score(bonus * weight * weight / 16, 0); |
| 702 | |
| 703 | if (T) |
| 704 | Trace::add(SPACE, Us, score); |
| 705 | |
| 706 | return score; |
| 707 | } |
| 708 | |
| 709 | |
| 710 | // Evaluation::initiative() computes the initiative correction value |
| 711 | // for the position. It is a second order bonus/malus based on the |
| 712 | // known attacking/defending status of the players. |
| 713 | |
| 714 | template<Tracing T> |
| 715 | Score Evaluation<T>::initiative(Value eg) const { |
| 716 | |
| 717 | int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK)) |
| 718 | - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK)); |
| 719 | |
| 720 | bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide) |
| 721 | && (pos.pieces(PAWN) & KingSide); |
| 722 | |
| 723 | // Compute the initiative bonus for the attacking side |
| 724 | int complexity = 9 * pe->passed_count() |
| 725 | + 11 * pos.count<PAWN>() |
| 726 | + 9 * outflanking |
| 727 | + 18 * pawnsOnBothFlanks |
| 728 | + 49 * !pos.non_pawn_material() |
| 729 | -103 ; |
| 730 | |
| 731 | // Now apply the bonus: note that we find the attacking side by extracting |
| 732 | // the sign of the endgame value, and that we carefully cap the bonus so |
| 733 | // that the endgame score will never change sign after the bonus. |
| 734 | int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg)); |
| 735 | |
| 736 | if (T) |
| 737 | Trace::add(INITIATIVE, make_score(0, v)); |
| 738 | |
| 739 | return make_score(0, v); |
| 740 | } |
| 741 | |
| 742 | |
| 743 | // Evaluation::scale_factor() computes the scale factor for the winning side |
| 744 | |
| 745 | template<Tracing T> |
| 746 | ScaleFactor Evaluation<T>::scale_factor(Value eg) const { |
| 747 | |
| 748 | Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK; |
| 749 | int sf = me->scale_factor(pos, strongSide); |
| 750 | |
| 751 | // If scale is not already specific, scale down the endgame via general heuristics |
| 752 | if (sf == SCALE_FACTOR_NORMAL) |
| 753 | { |
| 754 | if ( pos.opposite_bishops() |
| 755 | && pos.non_pawn_material() == 2 * BishopValueMg) |
| 756 | sf = 16 + 4 * pe->passed_count(); |
| 757 | else |
| 758 | sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf); |
| 759 | |
| 760 | } |
| 761 | |
| 762 | return ScaleFactor(sf); |
| 763 | } |
| 764 | |
| 765 | |
| 766 | // Evaluation::value() is the main function of the class. It computes the various |
| 767 | // parts of the evaluation and returns the value of the position from the point |
| 768 | // of view of the side to move. |
| 769 | |
| 770 | template<Tracing T> |
| 771 | Value Evaluation<T>::value() { |
| 772 | |
| 773 | assert(!pos.checkers()); |
| 774 | |
| 775 | // Probe the material hash table |
| 776 | me = Material::probe(pos); |
| 777 | |
| 778 | // If we have a specialized evaluation function for the current material |
| 779 | // configuration, call it and return. |
| 780 | if (me->specialized_eval_exists()) |
| 781 | return me->evaluate(pos); |
| 782 | |
| 783 | // Initialize score by reading the incrementally updated scores included in |
| 784 | // the position object (material + piece square tables) and the material |
| 785 | // imbalance. Score is computed internally from the white point of view. |
| 786 | Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt; |
| 787 | |
| 788 | // Probe the pawn hash table |
| 789 | pe = Pawns::probe(pos); |
| 790 | score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK); |
| 791 | |
| 792 | // Early exit if score is high |
| 793 | Value v = (mg_value(score) + eg_value(score)) / 2; |
| 794 | if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64) |
| 795 | return pos.side_to_move() == WHITE ? v : -v; |
| 796 | |
| 797 | // Main evaluation begins here |
| 798 | |
| 799 | initialize<WHITE>(); |
| 800 | initialize<BLACK>(); |
| 801 | |
| 802 | // Pieces should be evaluated first (populate attack tables) |
| 803 | score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>() |
| 804 | + pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>() |
| 805 | + pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >() |
| 806 | + pieces<WHITE, QUEEN >() - pieces<BLACK, QUEEN >(); |
| 807 | |
| 808 | score += mobility[WHITE] - mobility[BLACK]; |
| 809 | |
| 810 | score += king< WHITE>() - king< BLACK>() |
| 811 | + threats<WHITE>() - threats<BLACK>() |
| 812 | + passed< WHITE>() - passed< BLACK>() |
| 813 | + space< WHITE>() - space< BLACK>(); |
| 814 | |
| 815 | score += initiative(eg_value(score)); |
| 816 | |
| 817 | // Interpolate between a middlegame and a (scaled by 'sf') endgame score |
| 818 | ScaleFactor sf = scale_factor(eg_value(score)); |
| 819 | v = mg_value(score) * int(me->game_phase()) |
| 820 | + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL; |
| 821 | |
| 822 | v /= PHASE_MIDGAME; |
| 823 | |
| 824 | // In case of tracing add all remaining individual evaluation terms |
| 825 | if (T) |
| 826 | { |
| 827 | Trace::add(MATERIAL, pos.psq_score()); |
| 828 | Trace::add(IMBALANCE, me->imbalance()); |
| 829 | Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK)); |
| 830 | Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]); |
| 831 | Trace::add(TOTAL, score); |
| 832 | } |
| 833 | |
| 834 | return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view |
| 835 | + Eval::Tempo; |
| 836 | } |
| 837 | |
| 838 | } // namespace |
| 839 | |
| 840 | |
| 841 | /// evaluate() is the evaluator for the outer world. It returns a static |
| 842 | /// evaluation of the position from the point of view of the side to move. |
| 843 | |
| 844 | Value Eval::evaluate(const Position& pos) { |
| 845 | return Evaluation<NO_TRACE>(pos).value(); |
| 846 | } |
| 847 | |
| 848 | |
| 849 | /// trace() is like evaluate(), but instead of returning a value, it returns |
| 850 | /// a string (suitable for outputting to stdout) that contains the detailed |
| 851 | /// descriptions and values of each evaluation term. Useful for debugging. |
| 852 | |
| 853 | std::string Eval::trace(const Position& pos) { |
| 854 | |
| 855 | std::memset(scores, 0, sizeof(scores)); |
| 856 | |
| 857 | pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt |
| 858 | |
| 859 | Value v = Evaluation<TRACE>(pos).value(); |
| 860 | |
| 861 | v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view |
| 862 | |
| 863 | std::stringstream ss; |
| 864 | ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2) |
| 865 | << " Term | White | Black | Total \n" |
| 866 | << " | MG EG | MG EG | MG EG \n" |
| 867 | << " ------------+-------------+-------------+------------\n" |
| 868 | << " Material | " << Term(MATERIAL) |
| 869 | << " Imbalance | " << Term(IMBALANCE) |
| 870 | << " Pawns | " << Term(PAWN) |
| 871 | << " Knights | " << Term(KNIGHT) |
| 872 | << " Bishops | " << Term(BISHOP) |
| 873 | << " Rooks | " << Term(ROOK) |
| 874 | << " Queens | " << Term(QUEEN) |
| 875 | << " Mobility | " << Term(MOBILITY) |
| 876 | << " King safety | " << Term(KING) |
| 877 | << " Threats | " << Term(THREAT) |
| 878 | << " Passed | " << Term(PASSED) |
| 879 | << " Space | " << Term(SPACE) |
| 880 | << " Initiative | " << Term(INITIATIVE) |
| 881 | << " ------------+-------------+-------------+------------\n" |
| 882 | << " Total | " << Term(TOTAL); |
| 883 | |
| 884 | ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n" ; |
| 885 | |
| 886 | return ss.str(); |
| 887 | } |
| 888 | |