Example #1
0
EVAL_ESTIMATION EstimateDraw(const Position& pos)
{
	static const int FIELD_COLOR[64] =
	{
		0, 1, 0, 1, 0, 1, 0, 1,
		1, 0, 1, 0, 1, 0, 1, 0,
		0, 1, 0, 1, 0, 1, 0, 1,
		1, 0, 1, 0, 1, 0, 1, 0,
		0, 1, 0, 1, 0, 1, 0, 1,
		1, 0, 1, 0, 1, 0, 1, 0,
		0, 1, 0, 1, 0, 1, 0, 1,
		1, 0, 1, 0, 1, 0, 1, 0
	};

	// KBP-K

	if (pos.MatIndex(WHITE) == 3 && pos.Count(PW) == 1)
	{
		if (pos.MatIndex(BLACK) == 0 && pos.Count(PB) == 0)
		{
			FLD pawn = Bitboard::LSB(pos.Bits(PW));
			FLD bishop = Bitboard::LSB(pos.Bits(BW));
			FLD king = pos.King(BLACK);
			if (Col(pawn) == 0)
			{
				if (FIELD_COLOR[A8] != FIELD_COLOR[bishop])
				{
					if (king == A8 || king == A7 || king == B8 || king == B7)
						return EVAL_PRACTICAL_DRAW;
				}
			}
			if (Col(pawn) == 7)
			{
				if (FIELD_COLOR[H8] != FIELD_COLOR[bishop])
				{
					if (king == H8 || king == H7 || king == G8 || king == G7)
						return EVAL_PRACTICAL_DRAW;
				}
			}
		}
	}

	if (pos.MatIndex(BLACK) == 3 && pos.Count(PB) == 1)
	{
		if (pos.MatIndex(WHITE) == 0 && pos.Count(PW) == 0)
		{
			FLD pawn = Bitboard::LSB(pos.Bits(PB));
			FLD bishop = Bitboard::LSB(pos.Bits(BB));
			FLD king = pos.King(WHITE);
			if (Col(pawn) == 0)
			{
				if (FIELD_COLOR[A1] != FIELD_COLOR[bishop])
				{
					if (king == A1 || king == A2 || king == B1 || king == B2)
						return EVAL_PRACTICAL_DRAW;
				}
			}
			if (Col(pawn) == 7)
			{
				if (FIELD_COLOR[H1] != FIELD_COLOR[bishop])
				{
					if (king == H1 || king == H2 || king == G1 || king == G2)
						return EVAL_PRACTICAL_DRAW;
				}
			}
		}
	}

	// KB-KB

	if (pos.MatIndex(WHITE) == 3 && pos.MatIndex(BLACK) == 3)
	{
		if (pos.Count(BW) == 1 && pos.Count(BB) == 1)
		{
			FLD bw = Bitboard::LSB(pos.Bits(BW));
			FLD bb = Bitboard::LSB(pos.Bits(BB));
			if (FIELD_COLOR[bw] != FIELD_COLOR[bb])
				return EVAL_PROBABLE_DRAW;
		}
	}

	// LOW MATERIAL

	// We can claim draw only in case of "King + minor vs. King".
	if (pos.Count(PW) == 0 && pos.Count(PB) == 0)
	{
		if (pos.MatIndex(WHITE) + pos.MatIndex(BLACK) <= 3)
			return EVAL_THEORETICAL_DRAW;
	}

	// Engames like "King + minor vs. King + minor" - just practical draw,
	// but no draw claim, because checkmate positions do exist.
	if (pos.Count(PW) == 0 && pos.MatIndex(WHITE) < 5)
	{
		if (pos.Count(PB) == 0 && pos.MatIndex(BLACK) < 5)
			return EVAL_PRACTICAL_DRAW;
		else
			return EVAL_WHITE_CANNOT_WIN;
	}

	if (pos.Count(PB) == 0 && pos.MatIndex(BLACK) < 5)
	{
		if (pos.Count(PW) == 0 && pos.MatIndex(WHITE) < 5)
			return EVAL_PRACTICAL_DRAW;
		else
			return EVAL_BLACK_CANNOT_WIN;
	}

	return EVAL_UNKNOWN;
}
Example #2
0
EVAL Evaluate(const Position& pos, EVAL alpha, EVAL beta)
{
	EVAL_ESTIMATION ee = EstimateDraw(pos);
	if (ee == EVAL_THEORETICAL_DRAW || ee == EVAL_PRACTICAL_DRAW)
		return DRAW_SCORE;

	EVAL matScore = pos.Material(WHITE) - pos.Material(BLACK);
	if (pos.Count(BW) == 2)
		matScore += BishopPair;
	if (pos.Count(BB) == 2)
		matScore -= BishopPair;
	matScore = matScore * g_evalParams.Material / 50;

	EVAL lazy = (pos.Side() == WHITE)? matScore : -matScore;
	if (lazy <= alpha - g_evalParams.LazyEvalMargin)
		return alpha;
	if (lazy >= beta + g_evalParams.LazyEvalMargin)
		return beta;

	EVAL posScore = 0;
	EVAL boardScore = 0;
	EVAL mobScore = 0;
	EVAL pawnStructScore = 0;
	EVAL pawnPassedScore = 0;
	EVAL kingSafetyScore = 0;
	U64 x, y, occ = pos.BitsAll();
	FLD f;

	//
	//   PAWNS
	//

	int index = pos.PawnHash() % g_pawnHashSize;

	PawnEntry& pentry = g_pawnHash[index];
	if (pentry.m_pawnHash != pos.PawnHash())
		pentry.Read(pos);

	pawnStructScore += pentry.m_score;

	x = pentry.m_passed[WHITE];
	while (x)
	{
		f = Bitboard::PopLSB(x);

		if (pos[f - 8] == NOPIECE)
			pawnPassedScore += PAWN_PASSED_FREE[7 - Row(f)];
		else
			pawnPassedScore += PAWN_PASSED_BLOCKED[7 - Row(f)];

		if (pos.MatIndex(BLACK) == 0)
		{
			FLD f1 = f;
			if (pos.Side() == BLACK)
				f1 += 8;
			if ((Bitboard::PawnSquare(f1, WHITE) & pos.Bits(KB)) == 0)
				pawnPassedScore += PawnPassedSquare * (7 - Row(f1)) / 6;
		}
		else if (pos.MatIndex(BLACK) < 10)
			pawnPassedScore += PassedKingDist * Dist(f - 8, pos.King(BLACK));
	}

	x = pentry.m_passed[BLACK];
	while (x)
	{
		f = Bitboard::PopLSB(x);

		if (pos[f + 8] == NOPIECE)
			pawnPassedScore -= PAWN_PASSED_FREE[Row(f)];
		else
			pawnPassedScore -= PAWN_PASSED_BLOCKED[Row(f)];

		if (pos.MatIndex(WHITE) == 0)
		{
			FLD f1 = f;
			if (pos.Side() == WHITE)
				f1 -= 8;
			if ((Bitboard::PawnSquare(f1, BLACK) & pos.Bits(KW)) == 0)
				pawnPassedScore -= PawnPassedSquare * Row(f1) / 6;
		}
		else if (pos.MatIndex(WHITE) < 10)
			pawnPassedScore -= PassedKingDist * Dist(f + 8, pos.King(WHITE));
	}

	//
	//   KNIGHTS
	//

	static const int outpost[64] =
	{
		0, 0, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 1, 1, 0, 0, 0,
		0, 0, 1, 1, 1, 1, 0, 0,
		0, 1, 1, 1, 1, 1, 1, 0,
		0, 0, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0
	};

	static const int knight_mob[64] =
	{
		2, 3, 4, 4, 4, 4, 3, 2,
		3, 4, 6, 6, 6, 6, 4, 2,
		4, 6, 8, 8, 8, 8, 6, 4,
		4, 6, 8, 8, 8, 8, 6, 4,
		4, 6, 8, 8, 8, 8, 6, 4,
		4, 6, 8, 8, 8, 8, 6, 4,
		3, 4, 6, 6, 6, 6, 4, 2,
		2, 3, 4, 4, 4, 4, 3, 2
	};

	x = pos.Bits(NW);
	while (x)
	{
		f = Bitboard::PopLSB(x);
		boardScore += PSQ_N[f];
		int mob = knight_mob[f];
		mobScore += KNIGHT_MOBILITY[mob];
		if (outpost[f])
		{
			if (Bitboard::PawnAttacks(f, BLACK) & pos.Bits(PW))
				boardScore += KnightOutpost;
		}
	}

	x = pos.Bits(NB);
	while (x)
	{
		f = Bitboard::PopLSB(x);
		boardScore -= PSQ_N[FLIP[f]];
		int mob = knight_mob[f];
		mobScore -= KNIGHT_MOBILITY[mob];
		if (outpost[FLIP[f]])
		{
			if (Bitboard::PawnAttacks(f, WHITE) & pos.Bits(PB))
				boardScore -= KnightOutpost;
		}
	}

	//
	//   BISHOPS
	//

	x = pos.Bits(BW);
	while (x)
	{
		f = Bitboard::PopLSB(x);
		boardScore += PSQ_B[f];
		y = Bitboard::BishopAttacks(f, occ);
		mobScore += BISHOP_MOBILITY[Bitboard::CountBits(y)];
	}

	x = pos.Bits(BB);
	while (x)
	{
		f = Bitboard::PopLSB(x);
		boardScore -= PSQ_B[FLIP[f]];
		y = Bitboard::BishopAttacks(f, occ);
		mobScore -= BISHOP_MOBILITY[Bitboard::CountBits(y)];
	}

	//
	//   ROOKS
	//

	x = pos.Bits(RW);
	while (x)
	{
		f = Bitboard::PopLSB(x);
		y = Bitboard::RookAttacks(f, occ ^ pos.Bits(RW));
		mobScore += ROOK_MOBILITY[Bitboard::CountBits(y)];

		if (Row(f) == 1)
			boardScore += Rook7th;

		int file = Col(f) + 1;
		if (pentry.m_ranks[file][WHITE] == 0)
			boardScore += RookOpen;
	}

	x = pos.Bits(RB);
	while (x)
	{
		f = Bitboard::PopLSB(x);
		y = Bitboard::RookAttacks(f, occ ^ pos.Bits(RB));
		mobScore -= ROOK_MOBILITY[Bitboard::CountBits(y)];

		if (Row(f) == 6)
			boardScore -= Rook7th;

		int file = Col(f) + 1;
		if (pentry.m_ranks[file][BLACK] == 7)
			boardScore -= RookOpen;
	}

	//
	//   QUEENS
	//

	x = pos.Bits(QW);
	while (x)
	{
		f = Bitboard::PopLSB(x);
		kingSafetyScore += QUEEN_KING_TROPISM[Dist(f, pos.King(BLACK))];
	}

	x = pos.Bits(QB);
	while (x)
	{
		f = Bitboard::PopLSB(x);
		kingSafetyScore -= QUEEN_KING_TROPISM[Dist(f, pos.King(WHITE))];
	}

	//
	//   KINGS
	//

	{
		f = pos.King(WHITE);
		kingSafetyScore += PSQ_K_MID[f] * pos.MatIndex(BLACK) / 32;
		boardScore += PSQ_K_END[f] * (32 - pos.MatIndex(BLACK)) / 32;
		int penalty = PawnShieldWhite(pentry, f);
		kingSafetyScore += KING_PAWN_SHIELD[penalty] * pos.MatIndex(BLACK) / 32;
	}

	{
		f = pos.King(BLACK);
		kingSafetyScore -= PSQ_K_MID[FLIP[f]] * pos.MatIndex(WHITE) / 32;
		boardScore -= PSQ_K_END[FLIP[f]] * (32 - pos.MatIndex(WHITE)) / 32;
		int penalty = PawnShieldBlack(pentry, f);
		kingSafetyScore -= KING_PAWN_SHIELD[penalty] * pos.MatIndex(WHITE) / 32;
	}

	posScore += mobScore * g_evalParams.Mobility / 50;
	posScore += pawnStructScore * g_evalParams.PawnStruct / 50;
	posScore += pawnPassedScore * g_evalParams.PawnPassed / 50;
	posScore += kingSafetyScore * g_evalParams.KingSafety / 50;
	posScore += boardScore * g_evalParams.BoardControl / 50;

	EVAL e = matScore + posScore;

	if (e > 0 && ee == EVAL_WHITE_CANNOT_WIN)
		e = 0;

	if (e < 0 && ee == EVAL_BLACK_CANNOT_WIN)
		e = 0;

	if (ee == EVAL_PROBABLE_DRAW)
		e /= 2;

	return (pos.Side() == WHITE)? e : -e;
}