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 | |