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/* Sjaak, a program for playing chess
* Copyright (C) 2011, 2014 Evert Glebbeek
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#if 0
struct pawn_structure_t {
bitboard_t<kind> open;
bitboard_t<kind> passed;
bitboard_t<kind> stop;
bitboard_t<kind> weak;
bitboard_t<kind> attacked[NUM_SIDES];
};
#endif
template <typename kind>
void game_template_t<kind>::calculate_pawn_structure(pawn_structure_t<kind> *ps)
{
bitboard_t<kind> passed;
bitboard_t<kind> stop;
bitboard_t<kind> open;
bitboard_t<kind> weak;
bitboard_t<kind> pawns;
open = bitboard_t<kind>::board_all;
memset(ps, 0, sizeof *ps);
for (side_t side=WHITE; side<NUM_SIDES; side++) {
if (pt.pawn_index[side] < 0) continue;
pawns |= board.bbp[pt.pawn_index[side]] & board.bbc[side];
}
for (side_t side=WHITE; side<NUM_SIDES; side++) {
if (pt.pawn_index[side] < 0) continue;
bitboard_t<kind> bb = pawns & board.bbc[side];
bitboard_t<kind> ob = pawns & ~board.bbc[side];
/* Shelter score (0-8) */
for (int f = 0; f<bitboard_t<kind>::board_files; f++) {
int lf = (f == 0) ? f+1 : f-1;
int rf = (f == files-1) ? f-1 : f+1;
int r = 0;
if (side == BLACK) r = bitboard_t<kind>::board_ranks-1;
int square = pack_rank_file(r, f);
bitboard_t<kind> mask1 = bitboard_t<kind>::neighbour_board[square];
bitboard_t<kind> mask2 = bitboard_t<kind>::king_zone[side][square] ^ mask1;
bitboard_t<kind> mask3 = bitboard_t<kind>::board_file[f];
bitboard_t<kind> mask4 = bitboard_t<kind>::board_file[lf];
bitboard_t<kind> mask5 = bitboard_t<kind>::board_file[rf];
if (!(bb & mask1 & mask3).is_empty()) ps->shelter_score[side][f] += 4;
else if (!(bb & mask2 & mask3).is_empty()) ps->shelter_score[side][f] += 2;
if (!(bb & mask1 & mask4).is_empty()) ps->shelter_score[side][f] += 2;
else if (!(bb & mask2 & mask4).is_empty()) ps->shelter_score[side][f] += 1;
if (!(bb & mask1 & mask5).is_empty()) ps->shelter_score[side][f] += 2;
else if (!(bb & mask2 & mask5).is_empty()) ps->shelter_score[side][f] += 1;
}
/* Identify passers, open files, candidate weak pawns */
bitboard_t<kind> bp = bb;
while(!bp.is_empty()) {
int square = bp.bitscan();
bp.reset(square);
if (pt.piece_promotion_choice[pt.pawn_index[side]] && (pt.passer_mask[side][square] & ob).is_empty())
passed.set(square);
open &= ~bitboard_t<kind>::board_file[unpack_file(square)];
if (!pt.weak_mask[side][square].is_empty() && (pt.weak_mask[side][square] & bb).is_empty())
weak.set(square);
}
}
ps->passed = passed;
ps->open = open;
ps->stop = stop;
ps->weak = weak;
}
template <typename kind>
template <bool print>
eval_t game_template_t<kind>::static_evaluation(side_t side_to_move, int /* alpha */, int /* beta */)
{
bitboard_t<kind> moves[8*sizeof(kind)];
bitboard_t<kind> attack[8*sizeof(kind)];
bitboard_t<kind> less_attacks[NUM_SIDES][MAX_PIECE_TYPES];
bitboard_t<kind> attacks[NUM_SIDES][MAX_PIECE_TYPES];
bitboard_t<kind> all_attacks[NUM_SIDES];
bitboard_t<kind> multi_attacks[NUM_SIDES];
bitboard_t<kind> pawn_attacks[NUM_SIDES];
bitboard_t<kind> pawns[NUM_SIDES];
bitboard_t<kind> minors[NUM_SIDES];
bitboard_t<kind> occ = board.get_occupied();
bitboard_t<kind> defence, castle;
bitboard_t<kind> defatk;
pawn_structure_t<kind> ps;
bool can_win[NUM_SIDES] = { false, false };
int mate_potential[NUM_SIDES] = { 0, 0 };
int num_pieces[NUM_SIDES] = { 0, 0 };
int num_royals[NUM_SIDES] = { 0, 0 };
int num_pawns[NUM_SIDES] = { 0, 0 };
int num_supers[NUM_SIDES] = { 0, 0 };
int num_def[NUM_SIDES] = { 0, 0 };
int num_light_bound[NUM_SIDES]= { 0, 0 };
int num_dark_bound[NUM_SIDES] = { 0, 0 };
uint32_t piece_ids[NUM_SIDES] = { 0, 0 };
int square_list[8*sizeof(kind)] = {0}, square_count = 0;
int king[NUM_SIDES] = { -1, -1 };
int shelter[2] = {0, 0};
eval_pair_t def[2] = { 0, 0 }; // Defensive pieces
eval_pair_t mat = 0; // Material balance
eval_pair_t psq = 0; // Piece square tables
eval_pair_t mob = 0; // Mobility
eval_pair_t pss = 0; // Pawn structure score
eval_pair_t kss = 0; // King safety score
eval_pair_t tp = 0; // Tempo bonus
eval_t ev = 0;
eval_t hash_ev = 0;
eval_t tempo = 0;
int phase = 0;
bool symmetric = true;
bool have_eval_hash = query_eval_table_entry(eval_table, board.hash, &hash_ev);
#ifndef DEBUG_EVHASH
if (have_eval_hash && !print) {
ev = hash_ev;
goto exit;
}
#endif
/* Randomised evaluation */
if (level == LEVEL_BEAL) {
ev = genrandui() & 0x7ff;
if (side_to_move == BLACK) ev = -ev;
goto exit;
}
calculate_pawn_structure(&ps);
for (side_t side = WHITE; side<NUM_SIDES; side++) {
int *perm = pt.val_perm;
bitboard_t<kind> less_attack; /* Accumulate attack bitmask of pieces less valuable than the current piece. */
if (board.rule_flags & RF_CAPTURE_ALL_FLAG) {
int flag_count = board.flag[side].popcount();
int cflag_count = (board.flag[side] & board.bbc[side]).popcount();
if (flag_count) {
psq += 5 * cflag_count*cflag_count / flag_count;
}
}
/* Evaluate pieces and collect mobility and attack information.
* Do the pieces in order of increasing value, so we can do safe
* mobility.
*/
int gate_space = 0;
if (board.rule_flags & RF_GATE_DROPS) {
for (int n=0; n<pt.num_piece_types; n++)
gate_space += board.holdings[n][side];
}
/* Space advantage, * http://www.talkchess.com/forum/viewtopic.php?p=609260 */
psq.mg += PST_SPACE_MG*(bitboard_t<kind>::board_homeland[side] & ~occ).popcount();
for (int n=0; n<pt.num_piece_types; n++) {
int piece = perm[n];
bitboard_t<kind> bb = board.bbc[side] & board.bbp[piece];
if (board.rule_flags & RF_GATE_DROPS) {
if (gate_space) {
int gate_scale = files*(files-1);
int gate_score = (board.init & ~board.royal & board.bbc[side] & (bitboard_t<kind>::board_south_edge | bitboard_t<kind>::board_north_edge)).popcount();
int pst = PST_HOLDINGS;
float scale = (float)gate_score*(gate_score-1) / gate_scale;
if (gate_score > gate_space+2) {
scale = 1.0;
phase += pt.phase_weight[piece] * board.holdings[piece][side];
} else if (gate_score >= gate_space) {
gate_scale = gate_score*(gate_score-1) + 1;
scale = (float)gate_score*(gate_score-1) / gate_scale;
phase += pt.phase_weight[piece] * board.holdings[piece][side];
pst = 0;
} else {
phase += (int)(pt.phase_weight[piece] * board.holdings[piece][side] * scale);
pst = 0;
}
mat += pt.eval_value[piece] * board.holdings[piece][side] * scale;
psq += (int)(pst * board.holdings[piece][side] * scale);
}
} else {
mat += pt.eval_value[piece] * board.holdings[piece][side];
psq += PST_HOLDINGS * board.holdings[piece][side];
}
if (bb.is_empty()) continue;
if (!(pt.piece_flags[piece] & PF_ROYAL)) piece_ids[side] |= 1<<piece;
/* Pair bonus */
if (pt.piece_flags[piece] & PF_PAIRBONUS) {
if ( !(bb & bitboard_t<kind>::board_light).is_empty() && !(bb & bitboard_t<kind>::board_dark).is_empty())
mat += pt.eval_pair_bonus[piece];
else if ( (pt.defensive_pieces & (1 << piece)) && !bb.onebit())
mat += pt.eval_pair_bonus[piece];
}
/* Piece square tables/material evaluation */
while(!bb.is_empty()) {
int square = bb.bitscan();
bb.reset(square);
square_list[square_count++] = square;
if (pt.defensive_pieces & (1<<piece)) {
def[side] += pt.eval_value[piece];
defence.set(square);
num_def[side]++;
}
mat += pt.eval_value[piece];
psq += pt.eval_pst[piece][psq_map[side][square]];
phase += pt.phase_weight[piece];
num_pieces[side]++;
if (pt.pawn_index[side] == piece) num_pawns[side]++;
if (pt.piece_flags[piece] & PF_ROYAL) {
king[side] = square;
num_royals[side]++;
castle |= bitboard_t<kind>::board_homeland[side] & pt.prison[side][piece];
}
if (pt.piece_flags[piece] & PF_COLOURBOUND) {
if (bitboard_t<kind>::board_light.test(square))
num_light_bound[side]++;
else
num_dark_bound[side]++;
}
if (!(pt.piece_flags[piece] & PF_CANTMATE))
mate_potential[side]++;
moves[square] = movegen.generate_move_bitboard_for_flags(pt.piece_move_flags[piece], square, occ, side);
/* Collect attack bitmasks
* TODO: for pawns it is more efficient to do this for all pawns
* at once (in bulk) after the loop is done.
*/
bitboard_t<kind> atk = moves[square];
if (pt.piece_move_flags[piece] != pt.piece_capture_flags[piece])
atk = movegen.generate_move_bitboard_for_flags(pt.piece_capture_flags[piece], square, occ, side);
multi_attacks[side] |= all_attacks[side] & atk;
attacks[side][piece] |= atk;
all_attacks[side] |= atk;
attack[square] = atk;
moves[square] &= ~occ;
if (pt.defensive_pieces & (1<<piece))
defatk |= attacks[side][piece];
if (pt.minor_pieces & (1<<piece))
minors[side].set(square);
if (pt.super_pieces & (1<<piece))
num_supers[side]++;
if (pt.pawn_pieces & (1<<piece)) {
pawn_attacks[side] |= atk;
pawns[side].set(square);
}
/* Bonus for attacking flag squares */
if (!(atk & (board.flag[WHITE]|board.flag[BLACK])).is_empty()) {
psq += 2 * (atk & (board.flag[WHITE]|board.flag[BLACK])).popcount();
}
/* Open files */
if ((pt.piece_move_flags[piece] & MF_SLIDER_V) && ps.open.test(square)) {
psq.mg += SLIDER_OPENFILE_MG;
psq.eg += SLIDER_OPENFILE_EG;
}
}
//printf("%s\n", pt.piece_name[piece]);
//less_attack.print();
less_attacks[side][piece] |= less_attack;
less_attack |= attacks[side][piece];
}
/* Flip evaluation values for side to move.
* Idea from Senpai.
*/
mat = -mat;
psq = -psq;
}
/* Take into account defensive material */
// FIXME: doing it this way allows the program to drop a piece, which it
// thinks is "fine" because it still has its defensive pieces.
//if (mat.mg < 0) mat.mg = std::min(0, mat.mg + def[WHITE].mg/2);
//if (mat.eg < 0) mat.eg = std::min(0, mat.eg + def[WHITE].eg/2);
//if (mat.mg > 0) mat.mg = std::max(0, mat.mg - def[BLACK].mg/2);
//if (mat.eg > 0) mat.eg = std::max(0, mat.eg - def[BLACK].eg/2);
/* Gather data for shelter and assess winning chances. */
for (side_t side = WHITE; side<NUM_SIDES; side++) {
side_t oside = next_side[side];
/* Pawn shelter/castle position */
if (num_royals[side] == 1) {
assert(king[side] >= 0);
int piece = board.get_piece(king[side]);
eval_t score = 0;
eval_t cscore = 0;
int f = unpack_file(king[side]);
score = ps.shelter_score[side][f]; /* 0-8 */
shelter[side] = 4*score; /* 0-32 */
for (int c = SHORT; c<NUM_CASTLE_MOVES; c++)
if ((board.init & movegen.castle_mask[c][side] & board.bbc[side]) == movegen.castle_mask[c][side]) {
bitboard_t<kind> bb = movegen.castle_king_dest[c][side];
while (!bb.is_empty()) {
int square = bb.bitscan();
int f = unpack_file(square);
bb.reset(square);
cscore = std::max(cscore, ps.shelter_score[side][f]);
}
}
//printf("Shelter: %d %d\n", score, cscore);
if (cscore > score) score = (score + cscore) / 2;
kss.mg += 4*score;
/* Defensive pieces */
if ( !(defence & castle).is_empty() ) {
eval_t score = 0;
score += 2*(bitboard_t<kind>::board_file[f] & defence & castle & bitboard_t<kind>::board_homeland[side]).popcount();
score += ((bitboard_t<kind>::board_file[f-1]|bitboard_t<kind>::board_file[f+1]) & defence & castle & bitboard_t<kind>::board_homeland[side]).popcount();
score += (defatk & castle).popcount();
score += (defatk & defence & castle).popcount();
shelter[side] = std::min(2*score, KS_SHELTER_WEIGHT);
kss.mg += shelter[side];
}
/* Shelter score for drop-games */
if ( pt.defensive_pieces == 0 && (board.rule_flags & RF_USE_CAPTURE) ) {
bitboard_t<kind> king_zone = bitboard_t<kind>::neighbour_board[king[side]];
eval_t score = 0;
score = ps.shelter_score[side][f];
score += 2*(king_zone & board.bbc[side]).popcount();
score += (king_zone & less_attacks[side][piece]).popcount();
shelter[side] = std::min(1*score, KS_SHELTER_WEIGHT);
if ((king_zone & (multi_attacks[oside]|(all_attacks[oside]&~less_attacks[side][piece]))).is_empty())
shelter[side] /= 2;
kss.mg += shelter[side] / 2;
}
}
/* King safety */
/* TODO */
/* Winning chances
* TODO: test if pawns can promote to something with mate potential.
*/
if (mate_potential[side] >= 1)
can_win[side] = true;
else {
int non_pawn_non_royal = num_pieces[side]-num_pawns[side]-num_royals[side] - num_def[side];
if (num_pawns[side] >= 1 || non_pawn_non_royal > 2)
can_win[side] = true;
if (non_pawn_non_royal == 2 && !can_win[side]) {
uint32_t p = piece_ids[side];
int n1, n2;
n1 = n2 = bitscan32(p);
p ^= 1<<n2;
if (pt.pieces_can_win[n1][n2])
can_win[side] = true;
while (p && !can_win[side]) {
n1 = n2;
n2 = bitscan32(p);
p ^= 1<<n2;
if (pt.pieces_can_win[n1][n2])
can_win[side] = true;
}
}
/* If we only have colour-bound pieces on the same colour, we
* cannot win.
*/
if (non_pawn_non_royal == num_light_bound[side] && num_pawns[side] == 0) can_win[side] = false;
if (non_pawn_non_royal == num_dark_bound[side] && num_pawns[side] == 0) can_win[side] = false;
}
/* No pawns and no pieces that can give mate - can't win */
if ((piece_ids[side] & (pt.shak_pieces | pt.pawn_pieces)) == 0)
can_win[side] = false;
/* Mop-up evaluation:
* - drive the lone king to a corner
* - keep the king and the attacking pieces close
* - keep the attacking king closer to the centre
* This is mainly for the benefit of colour-bound pieces, which may
* have special requirements with respect to the mating corner.
*/
if (num_royals[side] == 1 && num_pieces[side] == 1 && can_win[oside]) {
int piece = board.get_piece(king[side]);
int ocb = num_light_bound[oside] + num_dark_bound[oside];
int opc = num_pieces[oside] - num_pawns[oside] - num_royals[oside] - num_def[oside];
if (ocb && opc - ocb <= 1) {
int df = abs(unpack_file(king[side]) - unpack_file(king[oside]));
int dr = abs(unpack_rank(king[side]) - unpack_rank(king[oside]));
psq = 4*(std::max(dr*dr, df*df) - 4);
bitboard_t<kind> bb = board.bbc[oside];
while (!bb.is_empty()) {
int square = bb.bitscan();
bb.reset(square);
int score = (ranks + files)/2 - pt.tropism[piece][king[side]][square];
psq += 4*score*abs(score);
}
psq += 8*(all_attacks[side] & ~all_attacks[oside]).popcount();
int weight = num_light_bound[oside] - num_dark_bound[oside];
for (int n = 0; n<2; n++) {
if (weight > 0) {
bitboard_t<kind> avoid = (n == 0 ? bitboard_t<kind>::board_light
: bitboard_t<kind>::board_dark ) & bitboard_t<kind>::board_corner;
while (!avoid.is_empty()) {
int square = avoid.bitscan();
avoid.reset(square);
int score = (ranks + files)/2 - pt.tropism[piece][king[side]][square];
psq -= 2*weight * score * abs(score);
psq += 1*abs(centre_table[king[side]]) * centre_table[king[side]] -
3*abs(centre_table[king[oside]])* centre_table[king[oside]];
psq -= pt.tropism[piece][king[oside]][square]/2;
}
}
weight = -weight;
}
}
}
/* Flip evaluation values for side to move.
* Idea from Senpai.
*/
psq = -psq;
kss = -kss;
pss = -pss;
}
/* Draw-ish material combinations */
if (num_pawns[WHITE] == 0 && num_pawns[BLACK] == 0) {
if (mate_potential[WHITE] == mate_potential[BLACK] && mate_potential[WHITE] == 1 && abs(num_pieces[WHITE]-num_pieces[BLACK]) <= 1)
mat /= 4;
if (num_pieces[WHITE] == num_pieces[BLACK] && num_pieces[WHITE] == 1 && mate_potential[WHITE]+mate_potential[BLACK] == 1)
mat /= 8;
}
/* Mobility, piece safety */
{
int wa_weight[NUM_SIDES][8*sizeof(kind)] = { { 0 } };
int wa_count[NUM_SIDES][8*sizeof(kind)] = { { 0 } };
int si = 0;
for (side_t side = WHITE; side<NUM_SIDES; side++) {
int ka_scale = (KS_SHELTER_WEIGHT*KS_ATTACK_WEIGHT*pt.phase_scale);
int ka_weight = 0;
int ka_count = 0;
bitboard_t<kind> king_zone;
side_t oside = next_side[side];
if (num_royals[oside] == 1) {
king_zone = bitboard_t<kind>::king_zone[oside][king[oside]];
if ( board.rule_flags & RF_USE_HOLDINGS ) {
for (int piece = 0; piece<pt.num_piece_types; piece++) {
if (board.holdings[piece][side]) {
ka_weight += std::max(1, pt.king_safety_weight[piece]);
ka_count++;
}
}
}
}
while (board.bbc[side].test(square_list[si]) && si < square_count) {
int square = square_list[si];
int piece = board.get_piece(square);
/* King attack pattern */
if ((!(attack[square] & ~less_attacks[oside][piece] & king_zone).is_empty())) {
ka_weight += std::max(1, pt.king_safety_weight[piece]);
ka_count++;
}
/* Attacks on weak pawns */
bitboard_t<kind> wpa = attack[square] & ps.weak;
while (!wpa.is_empty()) {
int square = wpa.bitscan();
wpa.reset(square);
wa_weight[side][square] += std::max(1, pt.phase_weight[piece]);
wa_count[side][square]++;
}
/* Attack on base of pawn structure */
if ((pt.major_pieces & (1<<piece)) && !pawns[oside].is_empty() && (pt.piece_move_flags[piece] & MF_SLIDER_V)) {
int br = (side == WHITE) ? pawns[BLACK].msb()
: pawns[WHITE].lsb();
br = unpack_rank(br);
if (br == unpack_rank(square)) {
psq.mg += ROOK_BASE_PAWN_MG;
psq.eg += ROOK_BASE_PAWN_EG;
}
}
/* Pawn terms */
if (pt.pawn_pieces & (1<<piece)) {
/* Passed pawns */
if (ps.passed.test(square)) {
/* TODO: distance to promotion square. Properly. */
int rank = unpack_rank(square);
if (side == BLACK) rank = (bitboard_t<kind>::board_ranks - 1) - rank;
eval_t scale = PASSER_RANK_BASE;
bitboard_t<kind> fs = pt.front_span[side][square];
if ((fs & occ).is_empty()) scale++;
fs.set(square);
if (all_attacks[side].test(square)) scale++;
if ((fs & all_attacks[side]) == fs) scale++;
if ((fs & all_attacks[oside]).is_empty()) scale++;
scale *= PASSER_RANK_SCALE;
scale /= 128;
pss.eg += scale*rank*rank;
}
}
/* Kings should stay put until the end game, so don't score king
* mobility in the middle game.
*/
if (pt.piece_flags[piece] & PF_ROYAL) {
bitboard_t<kind> safe = moves[square] & ~all_attacks[oside];
bitboard_t<kind> unsafe = moves[square] ^ safe;
mob.eg += pt.eval_mobility[piece][safe.popcount()].eg * SAFE_MOB_WEIGHT / 128;
} else {
bitboard_t<kind> up_attacks = all_attacks[oside] ^ less_attacks[oside][piece];
bitboard_t<kind> safe = (moves[square] & ~less_attacks[oside][piece]) |
(moves[square] & up_attacks & all_attacks[side]);
bitboard_t<kind> unsafe = moves[square] ^ safe;
mob += pt.eval_mobility[piece][safe.popcount()] * SAFE_MOB_WEIGHT / 128;
bitboard_t<kind> forward = (side == WHITE) ? bitboard_t<kind>::board_northward[unpack_rank(square)]
: bitboard_t<kind>::board_southward[unpack_rank(square)];
if ((moves[square] & forward & ~pawns[side]).is_empty())
psq.mg -= MOB_FORWARD_BLOCKED;
}
/* Board control
* Important squares to control in the middle game are in the
* centre and the opponent side of the board.
* In the end game focus changes to pawns and blocking passers.
*/
bitboard_t<kind> control = attack[square] & ~pawn_attacks[oside];
int cw = 0;
if ( pt.minor_pieces & (1 << piece) ) cw = 4;
if ( pt.major_pieces & (1 << piece) ) cw = 2;
if ( pt.super_pieces & (1 << piece) ) cw = 1;
eval_t score = 3*(control & bitboard_t<kind>::board_centre).popcount()
+ 2*(control & bitboard_t<kind>::board_xcentre).popcount()
+ 1*(control & bitboard_t<kind>::board_xxcentre).popcount()
+ 1*(control & bitboard_t<kind>::board_homeland[oside]).popcount();
mob.mg += MOB_SCALE * cw * (score - 4);
if ( pt.royal_pieces & (1 << piece) ) cw = 4;
mob.eg += MOB_SCALE * cw * 4 * (control & (ps.weak | ps.passed) & board.bbc[side]).popcount();
/* Piece placement */
if (pt.minor_pieces & (1<<piece)) {
/* Unprotected minor */
if (!pawn_attacks[side].test(square)) psq.mg -= ((1+num_supers[oside])*LOOSE_MINOR_PENALTY)/2;
//if (less_attacks[side][piece].test(square)) psq.mg -= 10;
//if (less_attacks[oside][piece].test(square)) psq.mg -= pt.piece_value[piece]/16;
//else if (!all_attacks[oside].test(square)) psq.mg -= pt.piece_value[piece]/32;
/* Outpost */
//if ( (pawn_attacks[side] & ~bitboard_t<kind>::board_edge & bitboard_t<kind>::board_homeland[oside]).test(square) ) {
// psq.mg += 5;
//}
}
/* In the end game the king should move towards enemy pawns */
/* TODO */
/* Defensive pieces should defend eachother
* By definition, defensive pieces cannot attack squares on the
* opponent's side of the board, so if they are ever attacked,
* it's by one of their own pieces.
*/
if (pt.defensive_pieces & (1<<piece)) {
if (defatk.test(square))
psq += DEF_PROTECT;
int rank = unpack_rank(square);
if (!(board.royal & board.bbc[side] & bitboard_t<kind>::board_rank[rank]).is_empty())
psq += DEF_SHIELD_FILE;
}
/* Hoppers on same file as king (unblocked) */
if (is_hopper(pt.piece_capture_flags[piece]) &&
unpack_file(square) == unpack_file(king[oside]) &&
bitboard_t<kind>::board_between[square][king[oside]].is_empty()) {
kss.mg += HOPPER_KINGFILE_MG;
kss.eg += HOPPER_KINGFILE_EG;
}
si++;
}
/* King attack pattern: the (safe) attack count causes the score
* to increase exponentially, while a good shelter causes it to
* decrease linearly. The exact form of the expression is
* based on Senpai's implementation of the idea.
* TODO: tune the overall constant scale factor.
*/
assert(KS_SHELTER_WEIGHT - shelter[oside] >= 0);
ka_weight *= (KS_ATTACK_WEIGHT - (KS_ATTACK_WEIGHT >> ka_count)) * (KS_SHELTER_WEIGHT - shelter[oside]);
if (ka_scale) kss.mg += KING_SAFETY_WEIGHT * ka_weight / ka_scale;
mob = -mob;
psq = -psq;
kss = -kss;
pss = -pss;
}
/* Pressure against weak pawns */
for (side_t side = WHITE; side<NUM_SIDES; side++) {
int wa_scale = pt.phase_scale;
side_t oside = next_side[side];
eval_pair_t base;
base.mg = WEAK_PAWN_BASE_MG;
base.eg = WEAK_PAWN_BASE_EG;
bitboard_t<kind> wp = ps.weak & board.bbc[side];
while (!wp.is_empty()) {
int square = wp.bitscan();
wp.reset(square);
int weight = (8 - (8 >> wa_count[oside][square])) * std::max(0, 8 - wa_count[side][square]);
pss -= base;
pss -= base * weight / 64;
}
pss = -pss;
}
mob /= MOB_SCALE;
assert(si == square_count);
}
/* Disable phase-scaling in variants where captured pieces are returned:
* there material does not represent game phase.
*/
if (board.rule_flags & RF_USE_CAPTURE) phase = pt.phase_scale;
if ( board.rule_flags & (RF_USE_CAPTURE | RF_ALLOW_PICKUP) ) {
int t = 0;
for (int piece = 0; piece<pt.num_piece_types; piece++) {
if (board.holdings[piece][side_to_move]) {
t += TEMPO_DROP_WEIGHT*std::max(1, pt.king_safety_weight[piece]);
}
}
tp.mg = t;
tp.eg = 0;
/* Calculate tempo bonus */
tempo = std::min((eval_t)TEMPO_DROP_MAX, tp.interpolate(phase, pt.phase_scale));
if (tempo) symmetric = false;
}
if (print) {
printf("Component: MG: EG:\n");
printf("Material: % 4d % 4d\n", mat.mg, mat.eg);
printf("Piece square: % 4d % 4d\n", psq.mg, psq.eg);
printf("Mobility: % 4d % 4d\n", mob.mg, mob.eg);
printf("Pawn structure: % 4d % 4d\n", pss.mg, pss.eg);
printf("King safety: % 4d % 4d\n", kss.mg, kss.eg);
printf("Tempo: % 4d % 4d\n", tp.mg, tp.eg);
}
/* Interpolate evaluation score. */
ev = (mat + psq + mob + pss + kss).interpolate(phase, pt.phase_scale);
if (check_limit)
ev += -(board.check_count[WHITE] - board.check_count[BLACK])*check_score / (20*check_limit);
/* Adjust the score: if the side that is nominally ahead can't win, drop the score to 0(ish) */
phase = std::min(phase, pt.phase_scale);
if (!can_win[WHITE] && !can_win[BLACK]) ev = 0;
if (ev > 0 && !can_win[WHITE]) { symmetric = false; ev = psq.interpolate(phase, pt.phase_scale); }
if (ev < 0 && !can_win[BLACK]) { symmetric = false; ev = psq.interpolate(phase, pt.phase_scale); }
#ifdef DEBUG_EVHASH
/* Sanity check: the hashed score should equal the current score.
* We only ever get here if we're debugging the evaluation hash.
*/
if (symmetric) {
if (!(!have_eval_hash || (hash_ev == ev))) {
printf("%d %d %d %d\n", have_eval_hash, hash_ev, ev, symmetric);
printf("0x%016llx\n", board.hash);
board.print_bitboards();
//printf("%s\n", make_fen_string(game, NULL));
}
assert(!have_eval_hash || (hash_ev == ev));
}
#endif
/* Store the results of the evaluation in the evaluation hash table.
* If the evaluation is symmetric, we can store it for the other side
* to move as well, which will safe an evaluation after null-move.
*/
store_eval_hash_entry(eval_table, board.hash, ev);
if (symmetric)
store_eval_hash_entry(eval_table, side_to_move_key^board.hash, ev);
exit:
/* Tapered evaluation when we're about to hit the 50 move counter */
if (fifty_scale_limit && board.fifty_counter > fifty_scale_limit)
ev = ev * (fifty_limit - board.fifty_counter) / (fifty_limit - fifty_scale_limit);
/* Add a pseudo-random contribution to the opening moves */
if (random_ok && random_amplitude && (start_move_count + moves_played) < random_ply_count) {
unsigned int rand = (unsigned int)(board.hash ^ random_key);
int amp = int(random_amplitude * (random_ply_count - start_move_count - moves_played) / random_ply_count);
int r = ((int)(rand & 0xff) - 0x7f) * amp / 0x7f;
if (print)
printf("Random factor: % 4d\n", r);
ev += r;
}
return ((side_to_move == WHITE) ? ev : -ev) + tempo;
}
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