DroidFish: Update stockfish to version 7Beta2.

This commit is contained in:
Peter Osterlund 2015-12-31 01:59:48 +01:00
parent 679e3833b1
commit afcb7d2509
5 changed files with 87 additions and 86 deletions

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@ -75,7 +75,7 @@ const vector<string> Defaults = {
"8/8/3P3k/8/1p6/8/1P6/1K3n2 b - - 0 1", // Nd2 - draw
// 7-man positions
"8/R7/2q5/8/6k1/8/1P5p/K6R w - - 0 124", // Draw
"8/R7/2q5/8/6k1/8/1P5p/K6R w - - 0 124" // Draw
};
} // namespace

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@ -39,7 +39,7 @@ namespace {
70, 50, 30, 20, 20, 30, 50, 70,
80, 60, 40, 30, 30, 40, 60, 80,
90, 70, 60, 50, 50, 60, 70, 90,
100, 90, 80, 70, 70, 80, 90, 100,
100, 90, 80, 70, 70, 80, 90, 100
};
// Table used to drive the king towards a corner square of the
@ -163,7 +163,7 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.squares<BISHOP>(strongSide)[0],
pos.squares<BISHOP>(strongSide)[1])))
result += VALUE_KNOWN_WIN;
result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1);
return strongSide == pos.side_to_move() ? result : -result;
}

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@ -111,8 +111,7 @@ namespace {
enum { PawnStructure, PassedPawns, Space, KingSafety };
const struct Weight { int mg, eg; } Weights[] = {
{214, 203}, {193, 262}, {47, 0}, {330, 0}
};
{214, 203}, {193, 262}, {47, 0}, {330, 0} };
Score operator*(Score s, const Weight& w) {
return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256);
@ -156,19 +155,26 @@ namespace {
{ S( 8, 2), S(13, 4) } // Bishops
};
// Threat[minor/rook][attacked PieceType] contains
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
// friendly pawn on the rook file.
const Score RookOnFile[2] = { S(19, 10), S(43, 21) };
// ThreatBySafePawn[PieceType] contains bonuses according to which piece
// type is attacked by a pawn which is protected or not attacked.
const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) };
// Threat[by minor/by rook][attacked PieceType] contains
// bonuses according to which piece type attacks which one.
// Attacks on lesser pieces which are pawn defended are not considered.
const Score Threat[2][PIECE_TYPE_NB] = {
{ S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48,118) }, // Minor attacks
{ S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) } // Rook attacks
const Score Threat[][PIECE_TYPE_NB] = {
{ S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72,107), S(48,118) }, // by Minor
{ S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) } // by Rook
};
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
// type is attacked by a pawn.
const Score ThreatenedByPawn[PIECE_TYPE_NB] = {
S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215)
};
// ThreatByKing[on one/on many] contains bonuses for King attacks on
// pawns or pieces which are not pawn defended.
const Score ThreatByKing[2] = { S(3, 62), S(9, 138) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
@ -177,27 +183,22 @@ namespace {
{ V(7), V(14), V(37), V(63), V(134), V(189) }
};
// PassedFile[File] contains a bonus according to the file of a passed pawn.
const Score PassedFile[] = {
S( 12, 10), S( 3, 10), S( 1, -8), S(-27, -12),
S(-27, -12), S( 1, -8), S( 3, 10), S( 12, 10)
// PassedFile[File] contains a bonus according to the file of a passed pawn
const Score PassedFile[FILE_NB] = {
S( 12, 10), S( 3, 10), S( 1, -8), S(-27,-12),
S(-27,-12), S( 1, -8), S( 3, 10), S( 12, 10)
};
const Score ThreatenedByHangingPawn = S(70, 63);
// Assorted bonuses and penalties used by evaluation
const Score KingOnOne = S( 3, 62);
const Score KingOnMany = S( 9,138);
const Score RookOnPawn = S( 7, 27);
const Score RookOnOpenFile = S(43, 21);
const Score RookOnSemiOpenFile = S(19, 10);
const Score BishopPawns = S( 8, 12);
const Score MinorBehindPawn = S(16, 0);
const Score TrappedRook = S(92, 0);
const Score Unstoppable = S( 0, 20);
const Score Hanging = S(48, 28);
const Score PawnAttackThreat = S(31, 19);
const Score Checked = S(20, 20);
const Score MinorBehindPawn = S(16, 0);
const Score BishopPawns = S( 8, 12);
const Score RookOnPawn = S( 7, 27);
const Score TrappedRook = S(92, 0);
const Score Checked = S(20, 20);
const Score ThreatByHangingPawn = S(70, 63);
const Score Hanging = S(48, 28);
const Score ThreatByPawnPush = S(31, 19);
const Score Unstoppable = S( 0, 20);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
@ -343,15 +344,15 @@ namespace {
{
Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
if (alignedPawns)
score += popcount<Max15>(alignedPawns) * RookOnPawn;
score += RookOnPawn * popcount<Max15>(alignedPawns);
}
// Bonus when on an open or semi-open file
if (ei.pi->semiopen_file(Us, file_of(s)))
score += ei.pi->semiopen_file(Them, file_of(s)) ? RookOnOpenFile : RookOnSemiOpenFile;
score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))];
// Penalize when trapped by the king, even more if king cannot castle
if (mob <= 3 && !ei.pi->semiopen_file(Us, file_of(s)))
else if (mob <= 3)
{
Square ksq = pos.square<KING>(Us);
@ -506,10 +507,10 @@ namespace {
safeThreats = (shift_bb<Right>(b) | shift_bb<Left>(b)) & weak;
if (weak ^ safeThreats)
score += ThreatenedByHangingPawn;
score += ThreatByHangingPawn;
while (safeThreats)
score += ThreatenedByPawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))];
score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))];
}
// Non-pawn enemies defended by a pawn
@ -537,7 +538,7 @@ namespace {
b = weak & ei.attackedBy[Us][KING];
if (b)
score += more_than_one(b) ? KingOnMany : KingOnOne;
score += ThreatByKing[more_than_one(b)];
}
// Bonus if some pawns can safely push and attack an enemy piece
@ -553,7 +554,7 @@ namespace {
& ~ei.attackedBy[Us][PAWN];
if (b)
score += popcount<Max15>(b) * PawnAttackThreat;
score += ThreatByPawnPush * popcount<Max15>(b);
if (DoTrace)
Trace::add(THREAT, Us, score);
@ -811,10 +812,10 @@ Value Eval::evaluate(const Position& pos) {
{
Bitboard b;
if ((b = ei.pi->passed_pawns(WHITE)) != 0)
score += int(relative_rank(WHITE, frontmost_sq(WHITE, b))) * Unstoppable;
score += Unstoppable * int(relative_rank(WHITE, frontmost_sq(WHITE, b)));
if ((b = ei.pi->passed_pawns(BLACK)) != 0)
score -= int(relative_rank(BLACK, frontmost_sq(BLACK, b))) * Unstoppable;
score -= Unstoppable * int(relative_rank(BLACK, frontmost_sq(BLACK, b)));
}
// Evaluate space for both sides, only during opening
@ -839,7 +840,7 @@ Value Eval::evaluate(const Position& pos) {
{
Trace::add(MATERIAL, pos.psq_score());
Trace::add(IMBALANCE, ei.me->imbalance());
Trace::add(PAWN, ei.pi->pawns_score());
Trace::add(PAWN, ei.pi->pawns_score() * Weights[PawnStructure]);
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
Trace::add(SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
, evaluate_space<BLACK>(pos, ei) * Weights[Space]);

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@ -31,7 +31,7 @@ namespace {
/// Version number. If Version is left empty, then compile date in the format
/// DD-MM-YY and show in engine_info.
const string Version = "7Beta1";
const string Version = "7Beta2";
/// Our fancy logging facility. The trick here is to replace cin.rdbuf() and
/// cout.rdbuf() with two Tie objects that tie cin and cout to a file stream. We

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@ -31,59 +31,60 @@ namespace {
#define V Value
#define S(mg, eg) make_score(mg, eg)
// Isolated pawn penalty by opposed flag and file
const Score Isolated[2][FILE_NB] = {
{ S(37, 45), S(54, 52), S(60, 52), S(60, 52),
S(60, 52), S(60, 52), S(54, 52), S(37, 45) },
{ S(25, 30), S(36, 35), S(40, 35), S(40, 35),
S(40, 35), S(40, 35), S(36, 35), S(25, 30) } };
// Backward pawn penalty by opposed flag
const Score Backward[2] = { S(67, 42), S(49, 24) };
// Unsupported pawn penalty, for pawns which are neither isolated or backward
const Score Unsupported = S(20, 10);
// Connected pawn bonus by opposed, phalanx, twice supported and rank
Score Connected[2][2][2][RANK_NB];
// Doubled pawn penalty by file
const Score Doubled[FILE_NB] = {
S(13, 43), S(20, 48), S(23, 48), S(23, 48),
S(23, 48), S(23, 48), S(20, 48), S(13, 43) };
// Isolated pawn penalty by opposed flag and file
const Score Isolated[2][FILE_NB] = {
{ S(37, 45), S(54, 52), S(60, 52), S(60, 52),
S(60, 52), S(60, 52), S(54, 52), S(37, 45) },
{ S(25, 30), S(36, 35), S(40, 35), S(40, 35),
S(40, 35), S(40, 35), S(36, 35), S(25, 30) } };
// Backward pawn penalty by opposed flag
const Score Backward[2] = { S(67, 42), S(49, 24) };
// Connected pawn bonus by opposed, phalanx, twice supported and rank
Score Connected[2][2][2][RANK_NB];
// Levers bonus by rank
// Lever bonus by rank
const Score Lever[RANK_NB] = {
S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
S(20,20), S(40,40), S(0, 0), S(0, 0) };
// Unsupported pawn penalty
const Score UnsupportedPawnPenalty = S(20, 10);
S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
S(20, 20), S(40, 40), S(0, 0), S(0, 0) };
// Center bind bonus, when two pawns controls the same central square
const Score CenterBind = S(16, 0);
// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
const Value ShelterWeakness[][RANK_NB] = {
{ V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
{ V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
{ V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
{ V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
{ V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
{ V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
{ V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
{ V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
const Value StormDanger[][4][RANK_NB] = {
{ { V( 0), V( 67), V( 134), V(38), V(32) },
{ V( 0), V( 57), V( 139), V(37), V(22) },
{ V( 0), V( 43), V( 115), V(43), V(27) },
{ V( 0), V( 68), V( 124), V(57), V(32) } },
{ { V(20), V( 43), V( 100), V(56), V(20) },
{ V(23), V( 20), V( 98), V(40), V(15) },
{ V(23), V( 39), V( 103), V(36), V(18) },
{ V(28), V( 19), V( 108), V(42), V(26) } },
{ { V( 0), V( 0), V( 75), V(14), V( 2) },
{ V( 0), V( 0), V( 150), V(30), V( 4) },
{ V( 0), V( 0), V( 160), V(22), V( 5) },
{ V( 0), V( 0), V( 166), V(24), V(13) } },
{ { V( 0), V(-283), V(-281), V(57), V(31) },
{ V( 0), V( 58), V( 141), V(39), V(18) },
{ V( 0), V( 65), V( 142), V(48), V(32) },
{ V( 0), V( 60), V( 126), V(51), V(19) } } };
{ { V( 0), V( 67), V( 134), V(38), V(32) },
{ V( 0), V( 57), V( 139), V(37), V(22) },
{ V( 0), V( 43), V( 115), V(43), V(27) },
{ V( 0), V( 68), V( 124), V(57), V(32) } },
{ { V(20), V( 43), V( 100), V(56), V(20) },
{ V(23), V( 20), V( 98), V(40), V(15) },
{ V(23), V( 39), V( 103), V(36), V(18) },
{ V(28), V( 19), V( 108), V(42), V(26) } },
{ { V( 0), V( 0), V( 75), V(14), V( 2) },
{ V( 0), V( 0), V( 150), V(30), V( 4) },
{ V( 0), V( 0), V( 160), V(22), V( 5) },
{ V( 0), V( 0), V( 166), V(24), V(13) } },
{ { V( 0), V(-283), V(-281), V(57), V(31) },
{ V( 0), V( 58), V( 141), V(39), V(18) },
{ V( 0), V( 65), V( 142), V(48), V(32) },
{ V( 0), V( 60), V( 126), V(51), V(19) } } };
// Max bonus for king safety. Corresponds to start position with all the pawns
// in front of the king and no enemy pawn on the horizon.
@ -167,7 +168,7 @@ namespace {
assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns));
// Passed pawns will be properly scored in evaluation because we need
// full attack info to evaluate passed pawns. Only the frontmost passed
// full attack info to evaluate them. Only the frontmost passed
// pawn on each file is considered a true passed pawn.
if (passed && !doubled)
e->passedPawns[Us] |= s;
@ -180,7 +181,7 @@ namespace {
score -= Backward[opposed];
else if (!supported)
score -= UnsupportedPawnPenalty;
score -= Unsupported;
if (connected)
score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
@ -195,9 +196,8 @@ namespace {
b = e->semiopenFiles[Us] ^ 0xFF;
e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0;
// Center binds: Two pawns controlling the same central square
b = shift_bb<Right>(ourPawns) & shift_bb<Left>(ourPawns) & CenterBindMask;
score += popcount<Max15>(b) * CenterBind;
score += CenterBind * popcount<Max15>(b);
return score;
}