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/*
MIT License
Copyright (c) 2018 Manik Charan
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "position.h"
#include "utils.h"
#include "evaluate.h"
enum PassedPawnType
{
CANNOT_ADVANCE,
UNSAFE_ADVANCE,
PROTECTED_ADVANCE,
SAFE_ADVANCE
};
struct Evaluator
{
Evaluator(Position&);
int evaluate();
private:
int get_game_phase();
Score eval_pawns();
Score eval_pieces();
Score eval_passed_pawns();
Score eval_king();
// Data members
int side;
int king_attacks[2];
u64 blocked_pawn_bb[2];
u64 passed_pawn_bb[2];
u64 attacked_by[2][8];
Position& pos;
};
Evaluator::Evaluator(Position& pos) : pos(pos)
{
king_attacks[US] = king_attacks[THEM] = 0;
blocked_pawn_bb[US] = blocked_pawn_bb[THEM] = 0;
passed_pawn_bb[US] = passed_pawn_bb[THEM] = 0;
attacked_by[US][ALL_PIECES] = attacked_by[THEM][ALL_PIECES] = 0;
for (int pt = PAWN; pt <= KING; ++pt)
attacked_by[US][pt] = attacked_by[THEM][pt] = 0;
}
int Evaluator::get_game_phase()
{
int phase = 0;
for (int pt = PAWN; pt < KING; ++pt)
phase += piece_phase[pt] * popcnt(pos.piece_bb(pt));
return phase;
}
Score Evaluator::eval_pawns()
{
Score value;
u64 their_pawns_bb = pos.piece_bb(PAWN, THEM);
u64 pawn_bb = pos.piece_bb(PAWN, US);
// Store blocked pawns
this->blocked_pawn_bb[this->side] = ((pawn_bb << 8) & their_pawns_bb) >> 8;
// Squares covered by our pawns' attacks
u64 attacked = 0;
attacked |= ((pawn_bb & ~FILE_A_MASK) << 7);
attacked |= ((pawn_bb & ~FILE_H_MASK) << 9);
// Update pawn attacks
this->attacked_by[this->side][PAWN] |= attacked;
this->attacked_by[this->side][ALL_PIECES] |= attacked;
// Material value
value += piece_value[PAWN] * popcnt(pawn_bb);
u64 bb = pawn_bb;
while (bb) {
int sq = fbitscan(bb);
bb &= bb - 1;
// Piece square value
value += psqt[PAWN][sq];
// Doubled pawn
if (lookups::north(sq) & pawn_bb)
value += doubled_pawns;
// Passed pawn
else if (!(lookups::passed_pawn_mask(sq) & their_pawns_bb))
this->passed_pawn_bb[this->side] ^= BB(sq);
// Isolated Pawn
if (!(lookups::adjacent_files(sq) & pawn_bb))
value += isolated_pawn;
}
return value;
}
Score Evaluator::eval_pieces()
{
Score value;
// Squares which are occupied by our pawns or king or defended by the
// opponent's pawns
u64 mobility_mask = 0;
mobility_mask |= ((pos.piece_bb(PAWN, THEM) & ~FILE_A_MASK) >> 9);
mobility_mask |= ((pos.piece_bb(PAWN, THEM) & ~FILE_H_MASK) >> 7);
mobility_mask |= this->blocked_pawn_bb[this->side] | pos.piece_bb(KING, US);
mobility_mask = ~mobility_mask;
u64 occupancy = pos.occupancy_bb();
// Bishop pair
if (popcnt(pos.piece_bb(BISHOP, US)) >= 2)
value += bishop_pair;
// Rook on relative 7th rank
value += rook_on_7th_rank * popcnt(pos.piece_bb(ROOK, US) & RANK_7_MASK);
for (int pt = KNIGHT; pt < KING; ++pt) {
u64 bb = pos.piece_bb(pt, US);
// Material value
value += piece_value[pt] * popcnt(bb);
while (bb) {
int sq = fbitscan(bb);
bb &= bb - 1;
// Piece square value
value += psqt[pt][sq];
// Mobility
u64 atks_bb = lookups::attacks(pt, sq, occupancy);
value += piece_mobility[pt][popcnt(atks_bb & mobility_mask)];
// Update attacks
this->attacked_by[this->side][pt] |= atks_bb;
this->attacked_by[this->side][ALL_PIECES] |= atks_bb;
// Attacks to their king
u64 king_atks_bb = atks_bb & lookups::king_danger_zone(pos.position_of(KING, THEM));
if (king_atks_bb)
{
this->king_attacks[this->side] +=
king_attack_weight[pt] * popcnt(king_atks_bb);
}
}
}
return value;
}
Score Evaluator::eval_king()
{
Score value;
int ksq = pos.position_of(KING, US);
// King shelter
u64 pawn_bb = pos.piece_bb(PAWN, US);
auto shelter = lookups::king_shelter_masks(ksq);
value += close_shelter * popcnt(pawn_bb & shelter.first);
value += far_shelter * popcnt(pawn_bb & shelter.second);
// Update attacks
u64 atks_bb = lookups::king(ksq);
this->attacked_by[this->side][KING] |= atks_bb;
this->attacked_by[this->side][ALL_PIECES] |= atks_bb;
// Piece square value
value += psqt[KING][ksq];
// Lookup king attack index
int val = king_attack_table[std::min(this->king_attacks[this->side], 99)];
value += S(val, val/2);
return value;
}
Score Evaluator::eval_passed_pawns()
{
Score value;
u64 occupancy = pos.occupancy_bb();
u64 passed_pawn_bb = this->passed_pawn_bb[this->side];
while (passed_pawn_bb) {
int sq = fbitscan(passed_pawn_bb);
passed_pawn_bb &= passed_pawn_bb - 1;
int rank = rank_of(sq);
u64 forward = BB(sq + 8);
// Passed pawn value
if (forward & occupancy)
{
value += passed_pawn[CANNOT_ADVANCE][rank];
}
else
{
u64 path_to_queen = lookups::north(sq),
defended = path_to_queen,
attacked = path_to_queen;
u64 xrayers = (pos.piece_bb(ROOK) | pos.piece_bb(QUEEN))
& lookups::south(sq)
& lookups::rook(sq, occupancy);
if (!(xrayers & pos.color_bb(US)))
defended &= attacked_by[this->side][ALL_PIECES];
if (!(xrayers & pos.color_bb(THEM)))
attacked &= attacked_by[!this->side][ALL_PIECES];
int type;
if (!attacked)
type = SAFE_ADVANCE;
else if (attacked && !defended)
type = UNSAFE_ADVANCE;
else
type = PROTECTED_ADVANCE;
value += passed_pawn[type][rank];
}
}
return value;
}
int Evaluator::evaluate()
{
Score score;
for (int side = US; side <= THEM; ++side) {
this->side = side;
score += eval_pawns();
score += eval_pieces();
pos.flip();
score = -score;
}
for (int side = US; side <= THEM; ++side) {
this->side = side;
score += eval_king();
score += eval_passed_pawns();
pos.flip();
score = -score;
}
int phase = get_game_phase();
return score.value(phase, MAX_PHASE);
}
int Position::evaluate()
{
Evaluator evaluator(*this);
return evaluator.evaluate();
}