Exemple #1
0
    internal override ScaleFactor GetScaleFactor(Position pos)
    {
        Debug.Assert(verify_material(pos, strongSide, Value.BishopValueMg, 2));
        Debug.Assert(verify_material(pos, weakSide, Value.BishopValueMg, 0));

        var wbsq = pos.square(PieceType.BISHOP, strongSide);
        var bbsq = pos.square(PieceType.BISHOP, weakSide);

        if (!Square.opposite_colors(wbsq, bbsq))
        {
            return ScaleFactor.SCALE_FACTOR_NONE;
        }

        var ksq = pos.square(PieceType.KING, weakSide);
        var psq1 = pos.square(PieceType.PAWN, strongSide, 0);
        var psq2 = pos.square(PieceType.PAWN, strongSide, 1);
        var r1 = Square.rank_of(psq1);
        var r2 = Square.rank_of(psq2);
        SquareT blockSq1, blockSq2;

        if (Rank.relative_rank_CtSt(strongSide, psq1) > Rank.relative_rank_CtSt(strongSide, psq2))
        {
            blockSq1 = psq1 + Square.pawn_push(strongSide);
            blockSq2 = Square.make_square(Square.file_of(psq2), Square.rank_of(psq1));
        }
        else
        {
            blockSq1 = psq2 + Square.pawn_push(strongSide);
            blockSq2 = Square.make_square(Square.file_of(psq1), Square.rank_of(psq2));
        }

        switch (Utils.distance_File(psq1, psq2))
        {
            case 0:
                // Both pawns are on the same file. It's an easy draw if the defender firmly
                // controls some square in the frontmost pawn's path.
                if (Square.file_of(ksq) == Square.file_of(blockSq1)
                    && Rank.relative_rank_CtSt(strongSide, ksq) >= Rank.relative_rank_CtSt(strongSide, blockSq1)
                    && Square.opposite_colors(ksq, wbsq))
                {
                    return ScaleFactor.SCALE_FACTOR_DRAW;
                }
                return ScaleFactor.SCALE_FACTOR_NONE;

            case 1:
                // Pawns on adjacent files. It's a draw if the defender firmly controls the
                // square in front of the frontmost pawn's path, and the square diagonally
                // behind this square on the file of the other pawn.
                if (ksq == blockSq1 && Square.opposite_colors(ksq, wbsq)
                    && (bbsq == blockSq2
                        || (pos.attacks_from_PtS(PieceType.BISHOP, blockSq2) & pos.pieces_CtPt(weakSide, PieceType.BISHOP))!=0
                        || Utils.distance_Rank(r1, r2) >= 2))
                {
                    return ScaleFactor.SCALE_FACTOR_DRAW;
                }

                if (ksq == blockSq2 && Square.opposite_colors(ksq, wbsq)
                    && (bbsq == blockSq1
                        || (pos.attacks_from_PtS(PieceType.BISHOP, blockSq1) & pos.pieces_CtPt(weakSide, PieceType.BISHOP))!=0))
                {
                    return ScaleFactor.SCALE_FACTOR_DRAW;
                }
                return ScaleFactor.SCALE_FACTOR_NONE;

            default:
                // The pawns are not on the same file or adjacent files. No scaling.
                return ScaleFactor.SCALE_FACTOR_NONE;
        }
    }
Exemple #2
0
    internal override ScaleFactor GetScaleFactor(Position pos)
    {
        Debug.Assert(pos.non_pawn_material(strongSide) == Value.VALUE_ZERO);
        Debug.Assert(pos.count(PieceType.PAWN, strongSide) >= 2);
        Debug.Assert(verify_material(pos, weakSide, Value.VALUE_ZERO, 0));

        var ksq = pos.square(PieceType.KING, weakSide);
        var pawns = pos.pieces_CtPt(strongSide, PieceType.PAWN);

        // If all pawns are ahead of the king, on a single rook file and
        // the king is within one file of the pawns, it's a draw.
        if ((pawns & ~Utils.in_front_bb(weakSide, Square.rank_of(ksq)))==0
            && !((pawns & ~Bitboard.FileABB)!=0 && (pawns & ~Bitboard.FileHBB)!=0)
            && Utils.distance_File(ksq, Utils.lsb(pawns)) <= 1)
        {
            return ScaleFactor.SCALE_FACTOR_DRAW;
        }

        return ScaleFactor.SCALE_FACTOR_NONE;
    }
Exemple #3
0
    internal override ScaleFactor GetScaleFactor(Position pos)
    {
        Debug.Assert(verify_material(pos, strongSide, Value.BishopValueMg, 1));
        Debug.Assert(verify_material(pos, weakSide, Value.BishopValueMg, 0));

        var pawnSq = pos.square(PieceType.PAWN, strongSide);
        var strongBishopSq = pos.square(PieceType.BISHOP, strongSide);
        var weakBishopSq = pos.square(PieceType.BISHOP, weakSide);
        var weakKingSq = pos.square(PieceType.KING, weakSide);

        // Case 1: Defending king blocks the pawn, and cannot be driven away
        if (Square.file_of(weakKingSq) == Square.file_of(pawnSq)
            && Rank.relative_rank_CtSt(strongSide, pawnSq) < Rank.relative_rank_CtSt(strongSide, weakKingSq)
            && (Square.opposite_colors(weakKingSq, strongBishopSq)
                || Rank.relative_rank_CtSt(strongSide, weakKingSq) <= Rank.RANK_6))
        {
            return ScaleFactor.SCALE_FACTOR_DRAW;
        }

        // Case 2: Opposite colored bishops
        if (Square.opposite_colors(strongBishopSq, weakBishopSq))
        {
            // We assume that the position is drawn in the following three situations:
            //
            //   a. The pawn is on rank 5 or further back.
            //   b. The defending king is somewhere in the pawn's path.
            //   c. The defending bishop attacks some square along the pawn's path,
            //      and is at least three squares away from the pawn.
            //
            // These rules are probably not perfect, but in practice they work
            // reasonably well.

            if (Rank.relative_rank_CtSt(strongSide, pawnSq) <= Rank.RANK_5)
            {
                return ScaleFactor.SCALE_FACTOR_DRAW;
            }
            var path = Utils.forward_bb(strongSide, pawnSq);

            if ((path & pos.pieces_CtPt(weakSide, PieceType.KING))!=0)
            {
                return ScaleFactor.SCALE_FACTOR_DRAW;
            }

            if ((pos.attacks_from_PtS(PieceType.BISHOP, weakBishopSq) & path)!=0
                && Utils.distance_Square(weakBishopSq, pawnSq) >= 3)
            {
                return ScaleFactor.SCALE_FACTOR_DRAW;
            }
        }
        return ScaleFactor.SCALE_FACTOR_NONE;
    }
Exemple #4
0
    internal override ScaleFactor GetScaleFactor(Position pos)
    {
        Debug.Assert(pos.non_pawn_material(strongSide) == Value.BishopValueMg);
        Debug.Assert(pos.count(PieceType.PAWN, strongSide) >= 1);

        // No assertions about the material of weakSide, because we want draws to
        // be detected even when the weaker side has some pawns.

        var pawns = pos.pieces_CtPt(strongSide, PieceType.PAWN);
        var pawnsFile = Square.file_of(Utils.lsb(pawns));

        // All pawns are on a single rook file?
        if ((pawnsFile == File.FILE_A || pawnsFile == File.FILE_H) && (pawns & ~Utils.file_bb_Ft(pawnsFile))==0)
        {
            var bishopSq = pos.square(PieceType.BISHOP, strongSide);
            var queeningSq = Square.relative_square(strongSide, Square.make_square(pawnsFile, Rank.RANK_8));
            var kingSq = pos.square(PieceType.KING, weakSide);

            if (Square.opposite_colors(queeningSq, bishopSq) && Utils.distance_Square(queeningSq, kingSq) <= 1)
            {
                return ScaleFactor.SCALE_FACTOR_DRAW;
            }
        }

        // If all the pawns are on the same B or G file, then it's potentially a draw
        if ((pawnsFile == File.FILE_B || pawnsFile == File.FILE_G)
            && (pos.pieces_Pt(PieceType.PAWN) & ~Utils.file_bb_Ft(pawnsFile))==0 && pos.non_pawn_material(weakSide) == 0
            && pos.count(PieceType.PAWN, weakSide) >= 1)
        {
            // Get weakSide pawn that is closest to the home rank
            var weakPawnSq = Utils.backmost_sq(weakSide, pos.pieces_CtPt(weakSide, PieceType.PAWN));

            var strongKingSq = pos.square(PieceType.KING, strongSide);
            var weakKingSq = pos.square(PieceType.KING, weakSide);
            var bishopSq = pos.square(PieceType.BISHOP, strongSide);

            // There's potential for a draw if our pawn is blocked on the 7th rank,
            // the bishop cannot attack it or they only have one pawn left
            if (Rank.relative_rank_CtSt(strongSide, weakPawnSq) == Rank.RANK_7
                && Bitboard.AndWithSquare(pos.pieces_CtPt(strongSide, PieceType.PAWN), (weakPawnSq + Square.pawn_push(weakSide)))!=0
                && (Square.opposite_colors(bishopSq, weakPawnSq) || pos.count(PieceType.PAWN, strongSide) == 1))
            {
                var strongKingDist = Utils.distance_Square(weakPawnSq, strongKingSq);
                var weakKingDist = Utils.distance_Square(weakPawnSq, weakKingSq);

                // It's a draw if the weak king is on its back two ranks, within 2
                // squares of the blocking pawn and the strong king is not
                // closer. (I think this rule only fails in practically
                // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w
                // and positions where qsearch will immediately correct the
                // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w)
                if (Rank.relative_rank_CtSt(strongSide, weakKingSq) >= Rank.RANK_7 && weakKingDist <= 2
                    && weakKingDist <= strongKingDist)
                {
                    return ScaleFactor.SCALE_FACTOR_DRAW;
                }
            }
        }

        return ScaleFactor.SCALE_FACTOR_NONE;
    }
Exemple #5
0
    internal override ScaleFactor GetScaleFactor(Position pos)
    {
        Debug.Assert(verify_material(pos, strongSide, Value.QueenValueMg, 0));
        Debug.Assert(pos.count(PieceType.ROOK, weakSide) == 1);
        Debug.Assert(pos.count(PieceType.PAWN, weakSide) >= 1);

        var kingSq = pos.square(PieceType.KING, weakSide);
        var rsq = pos.square(PieceType.ROOK, weakSide);

        if (Rank.relative_rank_CtSt(weakSide, kingSq) <= Rank.RANK_2
            && Rank.relative_rank_CtSt(weakSide, pos.square(PieceType.KING, strongSide)) >= Rank.RANK_4
            && Rank.relative_rank_CtSt(weakSide, rsq) == Rank.RANK_3
            && (pos.pieces_CtPt(weakSide, PieceType.PAWN) & pos.attacks_from_PtS(PieceType.KING, kingSq)
                & pos.attacks_from_PS(PieceType.PAWN, rsq, strongSide))!=0)
        {
            return ScaleFactor.SCALE_FACTOR_DRAW;
        }

        return ScaleFactor.SCALE_FACTOR_NONE;
    }
Exemple #6
0
    internal static ScoreT evaluate(ColorT Us, Position pos, Entry e)
    {
        var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE);
        var Up = (Us == Color.WHITE ? Square.DELTA_N : Square.DELTA_S);
        var Right = (Us == Color.WHITE ? Square.DELTA_NE : Square.DELTA_SW);
        var Left = (Us == Color.WHITE ? Square.DELTA_NW : Square.DELTA_SE);

        BitboardT b;

        var score = Score.SCORE_ZERO;
        
        var ourPawns = pos.pieces_CtPt(Us, PieceType.PAWN);
        var theirPawns = pos.pieces_CtPt(Them, PieceType.PAWN);

        e.passedPawns[Us] = Bitboard.Create(0);
        e.kingSquares[Us] = Square.SQ_NONE;
        e.semiopenFiles[Us] = 0xFF;
        e.pawnAttacks[Us] = Bitboard.shift_bb(Right, ourPawns) | Bitboard.shift_bb(Left, ourPawns);
        e.pawnsOnSquares[Us, Color.BLACK] = Bitcount.popcount_Max15(ourPawns & Bitboard.DarkSquares);
        e.pawnsOnSquares[Us, Color.WHITE] = pos.count(PieceType.PAWN, Us) - e.pawnsOnSquares[Us, Color.BLACK];

        // Loop through all pawns of the current color and score each pawn
        for (var idx = 0; idx < 16; idx++)
        {
            var s = pos.square(PieceType.PAWN, Us, idx);
            if (s == Square.SQ_NONE)
            {
                break;
            }

            Debug.Assert(pos.piece_on(s) == Piece.make_piece(Us, PieceType.PAWN));

            var f = Square.file_of(s);

            // This file cannot be semi-open
            e.semiopenFiles[Us] &= ~(1 << f);

            // Flag the pawn
            var neighbours = ourPawns & Utils.adjacent_files_bb(f);
            var doubled = ourPawns & Utils.forward_bb(Us, s);
            bool opposed = (theirPawns & Utils.forward_bb(Us, s)) != 0;
            var passed = (theirPawns & Utils.passed_pawn_mask(Us, s)) == 0;
            bool lever = (theirPawns & Utils.StepAttacksBB[Piece.make_piece(Us, PieceType.PAWN), s]) != 0;
            var phalanx = neighbours & Utils.rank_bb_St(s);
            var supported = neighbours & Utils.rank_bb_St(s - Up);
            bool connected = (supported | phalanx) != 0;
            var isolated = neighbours == 0;

            // Test for backward pawn.
            // If the pawn is passed, isolated, lever or connected it cannot be
            // backward. If there are friendly pawns behind on adjacent files
            // or if it is sufficiently advanced, it cannot be backward either.
            bool backward;
            if ((passed | isolated | lever | connected) || (ourPawns & Utils.pawn_attack_span(Them, s)) != 0
                || (Rank.relative_rank_CtSt(Us, s) >= Rank.RANK_5))
            {
                backward = false;
            }
            else
            {
                // We now know there are no friendly pawns beside or behind this
                // pawn on adjacent files. We now check whether the pawn is
                // backward by looking in the forward direction on the adjacent
                // files, and picking the closest pawn there.
                b = Utils.pawn_attack_span(Us, s) & (ourPawns | theirPawns);
                b = Utils.pawn_attack_span(Us, s) & Utils.rank_bb_St(Utils.backmost_sq(Us, b));

                // If we have an enemy pawn in the same or next rank, the pawn is
                // backward because it cannot advance without being captured.
                backward = ((b | Bitboard.shift_bb(Up, b)) & theirPawns) != 0;
            }

            Debug.Assert(opposed | passed | (Utils.pawn_attack_span(Us, s) & theirPawns) != 0);

            // Passed pawns will be properly scored in evaluation because we need
            // full attack info to evaluate passed pawns. Only the frontmost passed
            // pawn on each file is considered a true passed pawn.
            if (passed && doubled == 0)
            {
                e.passedPawns[Us] = Bitboard.OrWithSquare(e.passedPawns[Us], s);
            }

            // Score this pawn
            if (isolated)
            {
                score -= Isolated[opposed ? 1 : 0][f];
            }

            else if (backward)
            {
                score -= Backward[opposed ? 1 : 0];
            }

            else if (supported == 0)
            {
                score -= UnsupportedPawnPenalty;
            }

            if (connected)
            {
                score +=
                    Connected[
                        opposed ? 1 : 0,
                        phalanx != 0 ? 1 : 0,
                        Bitboard.more_than_one(supported) ? 1 : 0,
                        Rank.relative_rank_CtSt(Us, s)];
            }

            if (doubled != 0)
            {
                score -= Score.Divide(Doubled[f], Utils.distance_Rank_StSt(s, Utils.frontmost_sq(Us, doubled)));
            }

            if (lever)
            {
                score += Lever[Rank.relative_rank_CtSt(Us, s)];
            }
        }

        b = Bitboard.Create((uint) (e.semiopenFiles[Us] ^ 0xFF));
        e.pawnSpan[Us] = b != 0 ? Utils.msb(b) - (int)Utils.lsb(b) : 0;

        // Center binds: Two pawns controlling the same central square
        b = Bitboard.shift_bb(Right, ourPawns) & Bitboard.shift_bb(Left, ourPawns) & CenterBindMask[Us];
        score += Bitcount.popcount_Max15(b)*CenterBind;

        return score;
    }
Exemple #7
0
        /// Entry::do_king_safety() calculates a bonus for king safety. It is called only
        /// when king square changes, which is about 20% of total king_safety() calls.
        private ScoreT do_king_safety(ColorT Us, Position pos, SquareT ksq)
        {
            kingSquares[Us] = ksq;
            castlingRights[Us] = pos.can_castle(Us);
            var minKingPawnDistance = 0;

            var pawns = pos.pieces_CtPt(Us, PieceType.PAWN);
            if (pawns != 0)
            {
                while ((Utils.DistanceRingBB[ksq, minKingPawnDistance++] & pawns) == 0)
                {
                }
            }

            if (Rank.relative_rank_CtSt(Us, ksq) > Rank.RANK_4)
            {
                return Score.make_score(0, -16*minKingPawnDistance);
            }

            var bonus = shelter_storm(Us, pos, ksq);

            // If we can castle use the bonus after the castling if it is bigger
            if (pos.can_castle(Movegen.MakeCastling(Us, CastlingSide.KING_SIDE)))
            {
                bonus = Value.Create(
                    Math.Max(bonus, shelter_storm(Us, pos, Square.relative_square(Us, Square.SQ_G1))));
            }

            if (pos.can_castle(Movegen.MakeCastling(Us, CastlingSide.QUEEN_SIDE)))
            {
                bonus = Value.Create(
                    Math.Max(bonus, shelter_storm(Us, pos, Square.relative_square(Us, Square.SQ_C1))));
            }

            return Score.make_score(bonus, -16*minKingPawnDistance);
        }
Exemple #8
0
    internal static ExtMoveArrayWrapper generate_pawn_moves(
        ColorT Us,
        GenType Type,
        Position pos,
        ExtMoveArrayWrapper moveList,
        BitboardT target,
        CheckInfo ci)
    {
        // Compute our parametrized parameters at compile time, named according to
        // the point of view of white side.
        var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE);
        var TRank8BB = (Us == Color.WHITE ? Bitboard.Rank8BB : Bitboard.Rank1BB);
        var TRank7BB = (Us == Color.WHITE ? Bitboard.Rank7BB : Bitboard.Rank2BB);
        var TRank3BB = (Us == Color.WHITE ? Bitboard.Rank3BB : Bitboard.Rank6BB);
        var Up = (Us == Color.WHITE ? Square.DELTA_N : Square.DELTA_S);
        var Right = (Us == Color.WHITE ? Square.DELTA_NE : Square.DELTA_SW);
        var Left = (Us == Color.WHITE ? Square.DELTA_NW : Square.DELTA_SE);

        var emptySquares = Bitboard.Create(0);

        var pawnsOn7 = pos.pieces_CtPt(Us, PieceType.PAWN) & TRank7BB;
        var pawnsNotOn7 = pos.pieces_CtPt(Us, PieceType.PAWN) & ~TRank7BB;

        var enemies = (Type == GenType.EVASIONS
            ? pos.pieces_Ct(Them) & target
            : Type == GenType.CAPTURES ? target : pos.pieces_Ct(Them));

        // Single and double pawn pushes, no promotions
        if (Type != GenType.CAPTURES)
        {
            emptySquares = (Type == GenType.QUIETS || Type == GenType.QUIET_CHECKS ? target : ~pos.pieces());

            var b1 = Bitboard.shift_bb(Up, pawnsNotOn7) & emptySquares;
            var b2 = Bitboard.shift_bb(Up, b1 & TRank3BB) & emptySquares;

            if (Type == GenType.EVASIONS) // Consider only blocking squares
            {
                b1 &= target;
                b2 &= target;
            }

            if (Type == GenType.QUIET_CHECKS)
            {
                b1 &= pos.attacks_from_PS(PieceType.PAWN, ci.ksq, Them);
                b2 &= pos.attacks_from_PS(PieceType.PAWN, ci.ksq, Them);

                // Add pawn pushes which give discovered check. This is possible only
                // if the pawn is not on the same file as the enemy king, because we
                // don't generate captures. Note that a possible discovery check
                // promotion has been already generated amongst the captures.
                if ((pawnsNotOn7 & ci.dcCandidates) != 0)
                {
                    var dc1 = Bitboard.shift_bb(Up, pawnsNotOn7 & ci.dcCandidates) & emptySquares
                              & ~Utils.file_bb_St(ci.ksq);
                    var dc2 = Bitboard.shift_bb(Up, dc1 & TRank3BB) & emptySquares;

                    b1 |= dc1;
                    b2 |= dc2;
                }
            }

            while (b1 != 0)
            {
                var to = Utils.pop_lsb(ref b1);
                (moveList).Add(Move.make_move(to - Up, to));
            }

            while (b2 != 0)
            {
                var to = Utils.pop_lsb(ref b2);
                (moveList).Add(Move.make_move(to - Up - Up, to));
            }
        }

        // Promotions and underpromotions
        if (pawnsOn7 != 0 && (Type != GenType.EVASIONS || ((target & TRank8BB) != 0)))
        {
            if (Type == GenType.CAPTURES)
            {
                emptySquares = ~pos.pieces();
            }

            if (Type == GenType.EVASIONS)
            {
                emptySquares &= target;
            }

            var b1 = Bitboard.shift_bb(Right, pawnsOn7) & enemies;
            var b2 = Bitboard.shift_bb(Left, pawnsOn7) & enemies;
            var b3 = Bitboard.shift_bb(Up, pawnsOn7) & emptySquares;

            while (b1 != 0)
            {
                moveList = make_promotions(Type, Right, moveList, Utils.pop_lsb(ref b1), ci);
            }

            while (b2 != 0)
            {
                moveList = make_promotions(Type, Left, moveList, Utils.pop_lsb(ref b2), ci);
            }

            while (b3 != 0)
            {
                moveList = make_promotions(Type, Up, moveList, Utils.pop_lsb(ref b3), ci);
            }
        }

        // Standard and en-passant captures
        if (Type == GenType.CAPTURES || Type == GenType.EVASIONS || Type == GenType.NON_EVASIONS)
        {
            var b1 = Bitboard.shift_bb(Right, pawnsNotOn7) & enemies;
            var b2 = Bitboard.shift_bb(Left, pawnsNotOn7) & enemies;

            while (b1 != 0)
            {
                var to = Utils.pop_lsb(ref b1);
                (moveList).Add(Move.make_move(to - Right, to));
            }

            while (b2 != 0)
            {
                var to = Utils.pop_lsb(ref b2);
                (moveList).Add(Move.make_move(to - Left, to));
            }

            if (pos.ep_square() != Square.SQ_NONE)
            {
                Debug.Assert(Square.rank_of(pos.ep_square()) == Rank.relative_rank_CtRt(Us, Rank.RANK_6));

                // An en passant capture can be an evasion only if the checking piece
                // is the double pushed pawn and so is in the target. Otherwise this
                // is a discovery check and we are forced to do otherwise.
                if (Type == GenType.EVASIONS && Bitboard.AndWithSquare(target, (pos.ep_square() - Up))==0)
                {
                    return moveList;
                }

                b1 = pawnsNotOn7 & pos.attacks_from_PS(PieceType.PAWN, pos.ep_square(), Them);

                Debug.Assert(b1 != 0);

                while (b1 != 0)
                {
                    (moveList).Add(Move.make(MoveType.ENPASSANT, Utils.pop_lsb(ref b1), pos.ep_square()));
                }
            }
        }

        return moveList;
    }
Exemple #9
0
    /// evaluate() is the main evaluation function. It returns a static evaluation
    /// of the position always from the point of view of the side to move.
    internal static ValueT evaluate(bool DoTrace, Position pos)
    {
        Debug.Assert(pos.checkers() == 0);

        var ei = new EvalInfo();
        ScoreT[] mobility = {Score.SCORE_ZERO, Score.SCORE_ZERO};

        // Initialize score by reading the incrementally updated scores included
        // in the position object (material + piece square tables).
        // Score is computed from the point of view of white.
        var score = pos.psq_score();

        // Probe the material hash table
        var me = Material.probe(pos);
        score += me.imbalance();

        // If we have a specialized evaluation function for the current material
        // configuration, call it and return.
        if (me.specialized_eval_exists())
        {
            return me.evaluate(pos);
        }

        // Probe the pawn hash table
        ei.pi = Pawns.probe(pos);
        score += Score.Multiply(ei.pi.pawns_score(), Weights[PawnStructure]);

        // Initialize attack and king safety bitboards
        ei.attackedBy[Color.WHITE, PieceType.ALL_PIECES] =
            ei.attackedBy[Color.BLACK, PieceType.ALL_PIECES] = Bitboard.Create(0);
        init_eval_info(Color.WHITE, pos, ei);
        init_eval_info(Color.BLACK, pos, ei);

        // Pawns blocked or on ranks 2 and 3. Will be excluded from the mobility area
        BitboardT[] blockedPawns =
        {
            pos.pieces_CtPt(Color.WHITE, PieceType.PAWN)
            & (Bitboard.shift_bb(Square.DELTA_S, pos.pieces()) | Bitboard.Rank2BB
               | Bitboard.Rank3BB),
            pos.pieces_CtPt(Color.BLACK, PieceType.PAWN)
            & (Bitboard.shift_bb(Square.DELTA_N, pos.pieces()) | Bitboard.Rank7BB
               | Bitboard.Rank6BB)
        };

        // Do not include in mobility squares protected by enemy pawns, or occupied
        // by our blocked pawns or king.
        BitboardT[] mobilityArea =
        {
            ~(Bitboard.OrWithSquare(ei.attackedBy[Color.BLACK, PieceType.PAWN] | blockedPawns[Color.WHITE]
              , pos.square(PieceType.KING, Color.WHITE))),
            ~(Bitboard.OrWithSquare(ei.attackedBy[Color.WHITE, PieceType.PAWN] | blockedPawns[Color.BLACK]
              , pos.square(PieceType.KING, Color.BLACK)))
        };

        // Evaluate pieces and mobility
        score += evaluate_pieces(PieceType.KNIGHT, Color.WHITE, DoTrace, pos, ei, mobility, mobilityArea);
        score += Score.Multiply(mobility[Color.WHITE] - mobility[Color.BLACK], Weights[Mobility]);

        // Evaluate kings after all other pieces because we need complete attack
        // information when computing the king safety evaluation.
        score += evaluate_king(Color.WHITE, DoTrace, pos, ei) - evaluate_king(Color.BLACK, DoTrace, pos, ei);

        // Evaluate tactical threats, we need full attack information including king
        score += evaluate_threats(Color.WHITE, DoTrace, pos, ei) - evaluate_threats(Color.BLACK, DoTrace, pos, ei);

        // Evaluate passed pawns, we need full attack information including king
        score += evaluate_passed_pawns(Color.WHITE, DoTrace, pos, ei)
                 - evaluate_passed_pawns(Color.BLACK, DoTrace, pos, ei);

        // If both sides have only pawns, score for potential unstoppable pawns
        if (pos.non_pawn_material(Color.WHITE) == 0 && pos.non_pawn_material(Color.BLACK) == 0)
        {
            BitboardT b;
            if ((b = ei.pi.passed_pawns(Color.WHITE)) != 0)
            {
                score += Rank.relative_rank_CtSt(Color.WHITE, Utils.frontmost_sq(Color.WHITE, b)) * Unstoppable;
            }

            if ((b = ei.pi.passed_pawns(Color.BLACK)) != 0)
            {
                score -= Rank.relative_rank_CtSt(Color.BLACK, Utils.frontmost_sq(Color.BLACK, b)) * Unstoppable;
            }
        }

        // Evaluate space for both sides, only during opening
        if (pos.non_pawn_material(Color.WHITE) + pos.non_pawn_material(Color.BLACK) >= 12222)
        {
            score += Score.Multiply(evaluate_space(Color.WHITE, pos, ei) - evaluate_space(Color.BLACK, pos, ei), Weights[Space]);
        }

        // Scale winning side if position is more drawish than it appears
        var strongSide = Score.eg_value(score) > Value.VALUE_DRAW ? Color.WHITE : Color.BLACK;
        var sf = me.scale_factor(pos, strongSide);

        // If we don't already have an unusual scale factor, check for certain
        // types of endgames, and use a lower scale for those.
        if (me.game_phase() < Phase.PHASE_MIDGAME
            && (sf == ScaleFactor.SCALE_FACTOR_NORMAL || sf == ScaleFactor.SCALE_FACTOR_ONEPAWN))
        {
            if (pos.opposite_bishops())
            {
                // Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
                // is almost a draw, in case of KBP vs KB is even more a draw.
                if (pos.non_pawn_material(Color.WHITE) == Value.BishopValueMg
                    && pos.non_pawn_material(Color.BLACK) == Value.BishopValueMg)
                {
                    sf = Bitboard.more_than_one(pos.pieces_Pt(PieceType.PAWN)) ? (ScaleFactor) (31) : (ScaleFactor) (9);
                }

                // Endgame with opposite-colored bishops, but also other pieces. Still
                // a bit drawish, but not as drawish as with only the two bishops.
                else
                {
                    sf = (ScaleFactor) (46*(int) sf/(int) ScaleFactor.SCALE_FACTOR_NORMAL);
                }
            }
            // Endings where weaker side can place his king in front of the opponent's
            // pawns are drawish.
            else if (Math.Abs(Score.eg_value(score)) <= Value.BishopValueEg && ei.pi.pawn_span(strongSide) <= 1
                     && !pos.pawn_passed(Color.opposite(strongSide), pos.square(PieceType.KING, Color.opposite(strongSide))))
            {
                sf = ei.pi.pawn_span(strongSide) != 0 ? (ScaleFactor) (51) : (ScaleFactor) (37);
            }
        }

        // Scale endgame by number of pawns
        var p = pos.count(PieceType.PAWN, Color.WHITE) + pos.count(PieceType.PAWN, Color.BLACK);
        var vEg = 1 + Math.Abs(Score.eg_value(score));
        sf = (ScaleFactor) (Math.Max((int) sf/2, (int) sf - 8*(int) ScaleFactor.SCALE_FACTOR_NORMAL*(12 - p)/vEg));

        // Interpolate between a middlegame and a (scaled by 'sf') endgame score
        var v = Score.mg_value(score)*(int) (me.game_phase())
                + Score.eg_value(score)*(Phase.PHASE_MIDGAME - me.game_phase())*(int) sf
                /(int) ScaleFactor.SCALE_FACTOR_NORMAL;

        v /= (int) (Phase.PHASE_MIDGAME);

        // In case of tracing add all single evaluation terms
        if (DoTrace)
        {
            add_IdxSt((int) Term.MATERIAL, pos.psq_score());
            add_IdxSt((int) Term.IMBALANCE, me.imbalance());
            add_IdxSt(PieceType.PAWN, ei.pi.pawns_score());
            add_IdxStSt(
                (int) Term.MOBILITY,
                Score.Multiply(mobility[Color.WHITE], Weights[Mobility]),
                Score.Multiply(mobility[Color.BLACK], Weights[Mobility]));
            add_IdxStSt(
                (int) Term.SPACE,
                Score.Multiply(evaluate_space(Color.WHITE, pos, ei), Weights[Space]),
                Score.Multiply(evaluate_space(Color.BLACK, pos, ei), Weights[Space]));
            add_IdxSt((int) Term.TOTAL, score);
        }

        return (pos.side_to_move() == Color.WHITE ? v : -v) + Tempo; // Side to move point of view
    }
Exemple #10
0
    // evaluate_space() computes the space evaluation for a given side. The
    // space evaluation is a simple bonus based on the number of safe squares
    // available for minor pieces on the central four files on ranks 2--4. Safe
    // squares one, two or three squares behind a friendly pawn are counted
    // twice. Finally, the space bonus is multiplied by a weight. The aim is to
    // improve play on game opening.
    private static ScoreT evaluate_space(ColorT Us, Position pos, EvalInfo ei)
    {
        var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE);

        // Find the safe squares for our pieces inside the area defined by
        // SpaceMask[]. A square is unsafe if it is attacked by an enemy
        // pawn, or if it is undefended and attacked by an enemy piece.
        var safe = SpaceMask[Us] & ~pos.pieces_CtPt(Us, PieceType.PAWN) & ~ei.attackedBy[Them, PieceType.PAWN]
                   & (ei.attackedBy[Us, PieceType.ALL_PIECES] | ~ei.attackedBy[Them, PieceType.ALL_PIECES]);

        // Find all squares which are at most three squares behind some friendly pawn
        var behind = pos.pieces_CtPt(Us, PieceType.PAWN);
        behind |= (Us == Color.WHITE ? behind >> 8 : behind << 8);
        behind |= (Us == Color.WHITE ? behind >> 16 : behind << 16);

        // Since SpaceMask[Us.Value] is fully on our half of the board...
        Debug.Assert((uint) (safe >> (Us == Color.WHITE ? 32 : 0)) == 0);

        // ...count safe + (behind & safe) with a single popcount
        var bonus = Bitcount.popcount_Full((Us == Color.WHITE ? safe << 32 : safe >> 32) | (behind & safe));
        var weight = pos.count(PieceType.KNIGHT, Us) + pos.count(PieceType.BISHOP, Us)
                     + pos.count(PieceType.KNIGHT, Them) + pos.count(PieceType.BISHOP, Them);

        return Score.make_score(bonus*weight*weight, 0);
    }
Exemple #11
0
    // evaluate_threats() assigns bonuses according to the type of attacking piece
    // and the type of attacked one.

    private static ScoreT evaluate_threats(ColorT Us, bool DoTrace, Position pos, EvalInfo ei)
    {
        var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE);
        var Up = (Us == Color.WHITE ? Square.DELTA_N : Square.DELTA_S);
        var Left = (Us == Color.WHITE ? Square.DELTA_NW : Square.DELTA_SE);
        var Right = (Us == Color.WHITE ? Square.DELTA_NE : Square.DELTA_SW);
        var TRank2BB = (Us == Color.WHITE ? Bitboard.Rank2BB : Bitboard.Rank7BB);
        var TRank7BB = (Us == Color.WHITE ? Bitboard.Rank7BB : Bitboard.Rank2BB);

        const int Defended = 0;
        const int Weak = 1;
        const int Minor = 0;
        const int Rook = 1;

        BitboardT b;
        var score = Score.SCORE_ZERO;

        // Non-pawn enemies attacked by a pawn
        var weak = (pos.pieces_Ct(Them) ^ pos.pieces_CtPt(Them, PieceType.PAWN)) & ei.attackedBy[Us, PieceType.PAWN];

        if (weak!=0)
        {
            b = pos.pieces_CtPt(Us, PieceType.PAWN)
                & (~ei.attackedBy[Them, PieceType.ALL_PIECES] | ei.attackedBy[Us, PieceType.ALL_PIECES]);

            var safeThreats = (Bitboard.shift_bb(Right, b) | Bitboard.shift_bb(Left, b)) & weak;

            if ((weak ^ safeThreats)!=0)
            {
                score += ThreatenedByHangingPawn;
            }

            while (safeThreats!=0)
            {
                score += ThreatenedByPawn[Piece.type_of(pos.piece_on(Utils.pop_lsb(ref safeThreats)))];
            }
        }

        // Non-pawn enemies defended by a pawn
        var defended = (pos.pieces_Ct(Them) ^ pos.pieces_CtPt(Them, PieceType.PAWN)) & ei.attackedBy[Them, PieceType.PAWN];

        // Add a bonus according to the kind of attacking pieces
        if (defended!=0)
        {
            b = defended & (ei.attackedBy[Us, PieceType.KNIGHT] | ei.attackedBy[Us, PieceType.BISHOP]);
            while (b!=0)
            {
                score += Threat[Defended][Minor][Piece.type_of(pos.piece_on(Utils.pop_lsb(ref b)))];
            }

            b = defended & ei.attackedBy[Us, PieceType.ROOK];
            while (b!=0)
            {
                score += Threat[Defended][Rook][Piece.type_of(pos.piece_on(Utils.pop_lsb(ref b)))];
            }
        }

        // Enemies not defended by a pawn and under our attack
        weak = pos.pieces_Ct(Them) & ~ei.attackedBy[Them, PieceType.PAWN] & ei.attackedBy[Us, PieceType.ALL_PIECES];

        // Add a bonus according to the kind of attacking pieces
        if (weak!=0)
        {
            b = weak & (ei.attackedBy[Us, PieceType.KNIGHT] | ei.attackedBy[Us, PieceType.BISHOP]);
            while (b!=0)
            {
                score += Threat[Weak][Minor][Piece.type_of(pos.piece_on(Utils.pop_lsb(ref b)))];
            }

            b = weak & ei.attackedBy[Us, PieceType.ROOK];
            while (b!=0)
            {
                score += Threat[Weak][Rook][Piece.type_of(pos.piece_on(Utils.pop_lsb(ref b)))];
            }

            b = weak & ~ei.attackedBy[Them, PieceType.ALL_PIECES];
            if (b!=0)
            {
                score += Hanging*Bitcount.popcount_Max15(b);
            }

            b = weak & ei.attackedBy[Us, PieceType.KING];
            if (b!=0)
            {
                score += Bitboard.more_than_one(b) ? KingOnMany : KingOnOne;
            }
        }

        // Bonus if some pawns can safely push and attack an enemy piece
        b = pos.pieces_CtPt(Us, PieceType.PAWN) & ~TRank7BB;
        b = Bitboard.shift_bb(Up, b | (Bitboard.shift_bb(Up, b & TRank2BB) & ~pos.pieces()));

        b &= ~pos.pieces() & ~ei.attackedBy[Them, PieceType.PAWN]
             & (ei.attackedBy[Us, PieceType.ALL_PIECES] | ~ei.attackedBy[Them, PieceType.ALL_PIECES]);

        b = (Bitboard.shift_bb(Left, b) | Bitboard.shift_bb(Right, b)) & pos.pieces_Ct(Them)
            & ~ei.attackedBy[Us, PieceType.PAWN];

        if (b!=0)
        {
            score += Bitcount.popcount_Max15(b)*PawnAttackThreat;
        }

        if (DoTrace)
        {
            add_IdxCtSt((int) Term.THREAT, Us, score);
        }

        return score;
    }
Exemple #12
0
    // evaluate_pieces() assigns bonuses and penalties to the pieces of a given color

    private static ScoreT evaluate_pieces(
        PieceTypeT pieceType,
        ColorT Us,
        bool DoTrace,
        Position pos,
        EvalInfo ei,
        ScoreT[] mobility,
        BitboardT[] mobilityArea)
    {
        int Pt = pieceType;
        if (Pt == PieceType.KING)
        {
            return Score.SCORE_ZERO;
        }
        var score = Score.SCORE_ZERO;

        var NextPt = (Us == Color.WHITE ? pieceType : pieceType + 1);
        var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE);
        
        ei.attackedBy[Us, Pt] = Bitboard.Create(0);

        for(var idx=0; idx<16;idx++)
        {
            var s = pos.square(pieceType, Us, idx);
            if (s == Square.SQ_NONE)
            {
                break;
            }
            // Find attacked squares, including x-ray attacks for bishops and rooks
            var b = Pt == PieceType.BISHOP
                ? Utils.attacks_bb_PtSBb(PieceType.BISHOP, s, pos.pieces() ^ pos.pieces_CtPt(Us, PieceType.QUEEN))
                : Pt == PieceType.ROOK
                    ? Utils.attacks_bb_PtSBb(
                        PieceType.ROOK,
                        s,
                        pos.pieces() ^ pos.pieces_CtPtPt(Us, PieceType.ROOK, PieceType.QUEEN))
                    : pos.attacks_from_PtS(pieceType, s);

            if (Bitboard.AndWithSquare(ei.pinnedPieces[Us], s)!=0)
            {
                b &= Utils.LineBB[pos.square(PieceType.KING, Us), s];
            }

            ei.attackedBy[Us, PieceType.ALL_PIECES] |= ei.attackedBy[Us, Pt] |= b;

            if ((b & ei.kingRing[Them])!=0)
            {
                ei.kingAttackersCount[Us]++;
                ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
                var bb = b & ei.attackedBy[Them, PieceType.KING];
                if (bb!=0)
                {
                    ei.kingAdjacentZoneAttacksCount[Us] += Bitcount.popcount_Max15(bb);
                }
            }

            if (Pt == PieceType.QUEEN)
            {
                b &=
                    ~(ei.attackedBy[Them, PieceType.KNIGHT] | ei.attackedBy[Them, PieceType.BISHOP]
                      | ei.attackedBy[Them, PieceType.ROOK]);
            }

            var mob = Pt == PieceType.QUEEN
                ? Bitcount.popcount_Full(b & mobilityArea[Us])
                : Bitcount.popcount_Max15(b & mobilityArea[Us]);

            mobility[Us] += MobilityBonus[Pt][mob];

            if (Pt == PieceType.BISHOP || Pt == PieceType.KNIGHT)
            {
                // Bonus for outpost square
                if (Rank.relative_rank_CtSt(Us, s) >= Rank.RANK_4 && Rank.relative_rank_CtSt(Us, s) <= Rank.RANK_6
                    && (pos.pieces_CtPt(Them, PieceType.PAWN) & Utils.pawn_attack_span(Us, s))==0)
                {
                    score +=
                        Outpost[Pt == PieceType.BISHOP ? 1 : 0][Bitboard.AndWithSquare(ei.attackedBy[Us, PieceType.PAWN], s)!=0 ? 1 : 0];
                }

                // Bonus when behind a pawn
                if (Rank.relative_rank_CtSt(Us, s) < Rank.RANK_5 && Bitboard.AndWithSquare(pos.pieces_Pt(PieceType.PAWN), (s + Square.pawn_push(Us)))!=0)
                {
                    score += MinorBehindPawn;
                }

                // Penalty for pawns on same color square of bishop
                if (Pt == PieceType.BISHOP)
                {
                    score -= BishopPawns*ei.pi.pawns_on_same_color_squares(Us, s);
                }

                // An important Chess960 pattern: A cornered bishop blocked by a friendly
                // pawn diagonally in front of it is a very serious problem, especially
                // when that pawn is also blocked.
                if (Pt == PieceType.BISHOP && pos.is_chess960()
                    && (s == Square.relative_square(Us, Square.SQ_A1) || s == Square.relative_square(Us, Square.SQ_H1)))
                {
                    var d = Square.pawn_push(Us) + (Square.file_of(s) == File.FILE_A ? Square.DELTA_E : Square.DELTA_W);
                    if (pos.piece_on(s + d) == Piece.make_piece(Us, PieceType.PAWN))
                    {
                        score -= !pos.empty(s + d + Square.pawn_push(Us))
                            ? TrappedBishopA1H1*4
                            : pos.piece_on(s + d + d) == Piece.make_piece(Us, PieceType.PAWN)
                                ? TrappedBishopA1H1*2
                                : TrappedBishopA1H1;
                    }
                }
            }

            if (Pt == PieceType.ROOK)
            {
                // Bonus for aligning with enemy pawns on the same rank/file
                if (Rank.relative_rank_CtSt(Us, s) >= Rank.RANK_5)
                {
                    var alignedPawns = pos.pieces_CtPt(Them, PieceType.PAWN) & Utils.PseudoAttacks[PieceType.ROOK, s];
                    if (alignedPawns!=0)
                    {
                        score += Bitcount.popcount_Max15(alignedPawns)*RookOnPawn;
                    }
                }

                // Bonus when on an open or semi-open file
                if (ei.pi.semiopen_file(Us, Square.file_of(s)) != 0)
                {
                    score += ei.pi.semiopen_file(Them, Square.file_of(s)) != 0 ? RookOnOpenFile : RookOnSemiOpenFile;
                }

                // Penalize when trapped by the king, even more if king cannot castle
                if (mob <= 3 && 0 == ei.pi.semiopen_file(Us, Square.file_of(s)))
                {
                    var ksq = pos.square(PieceType.KING, Us);

                    if (((Square.file_of(ksq) < File.FILE_E) == (Square.file_of(s) < Square.file_of(ksq)))
                        && (Square.rank_of(ksq) == Square.rank_of(s) || Rank.relative_rank_CtSt(Us, ksq) == Rank.RANK_1)
                        && 0 == ei.pi.semiopen_side(Us, Square.file_of(ksq), Square.file_of(s) < Square.file_of(ksq)))
                    {
                        score -= (TrappedRook - Score.make_score(mob*22, 0))*(1 + (pos.can_castle(Us) == 0 ? 1 : 0));
                    }
                }
            }
        }

        if (DoTrace)
        {
            add_IdxCtSt(Pt, Us, score);
        }
        // Recursively call evaluate_pieces() of next piece type until KING excluded
        return score - evaluate_pieces(NextPt, Them, DoTrace, pos, ei, mobility, mobilityArea);
    }