use board::Board; use bitboard::*; use movegen::*; use std::i32; /// /// type that is returned by the evaluate funcion /// /// the score value must not exceed 2^23-1 (only 3 bytes), as it /// will be compressed to 3 bytes in the transposition table /// pub type PosValue = i32; pub const MIN_VALUE: PosValue = i32::MIN + 1; pub const MAX_VALUE: PosValue = i32::MAX; const MATE_VALUE: PosValue = 1i32 << 22; const MATE_CUTOFF: PosValue = 1i32 << 21; /// /// evaluation score for a position in which the player to move is checkmated /// pub fn checkmated() -> PosValue { -mate_in_p1(0) } /// /// constructs a PosValue that indicates that from a given position mate /// can be achieved in plies halfmoves /// pub fn mate_in_p1(plies: i32) -> PosValue { if plies < 0 { return -mate_in_p1(- plies); } else { return MATE_VALUE - plies; } } /// /// returns Some(turns) if the pos_val indicates that mate /// can be reached in turns-1 moves /// /// turns is negative if the moving side is getting mated /// in turns moves /// pub fn is_mate_in_p1(pos_val: PosValue) -> Option { if pos_val > MATE_CUTOFF && pos_val <= MATE_VALUE { Some(-pos_val + MATE_VALUE) } else if pos_val < -MATE_CUTOFF { Some(-pos_val - MATE_VALUE) } else { None } } pub fn increase_mate_in(mut val: PosValue) -> PosValue { if let Some(plies) = is_mate_in_p1(val) { if plies < 0 { val = mate_in_p1(plies - 1); } if plies > 0 { val = mate_in_p1(plies + 1); } if plies == 0 { if val < 0 { val = mate_in_p1(-1); } else { val = mate_in_p1(1); } } } val } pub fn decrease_mate_in(mut val: PosValue) -> PosValue { if let Some(plies) = is_mate_in_p1(val) { if plies < 0 { val = mate_in_p1(plies + 1); } if plies > 0 { val = mate_in_p1(plies - 1); } } val } fn side_value(game: &Board, side: Side) -> u32 { let adv_pawn_mask = match side { WHITE => ROW_7, BLACK => ROW_2 }; let semi_adv_pawn_mask = match side { WHITE => ROW_6, BLACK => ROW_3 }; let advanced_pawns = (game.get_piece(PAWN, side) & adv_pawn_mask).count_ones() * 200; let semi_advanced_pawns = (game.get_piece(PAWN, side) & semi_adv_pawn_mask).count_ones() * 50; advanced_pawns + semi_advanced_pawns } fn pawn_structure(game: &Board, side: Side) -> PosValue { let pawns = game.pawns(side); let all_own_pieces = game.get_all_side(side); let all_pieces = all_own_pieces | game.get_all_side(!side); let pawn_protect = if side == WHITE { northeast_one(pawns) | northwest_one(pawns) } else { southeast_one(pawns) | southwest_one(pawns) }; let pawn_pushes = if side == WHITE { north_one(pawns) } else { south_one(pawns) }; let protections = (pawn_protect & all_own_pieces).count_ones(); let pushable_pawns = (pawn_pushes & !all_pieces).count_ones(); return (protections * 15 + pushable_pawns * 10) as _; } fn knight_value(game: &Board, side: Side) -> PosValue { let knights = game.get_piece(KNIGHT, side); let ks = BitboardIterator(knights); let mut k_attacks: u32 = 0; for k in ks { let targets = get_knight_targets(square(k)); k_attacks += targets.count_ones() * 8; } let num_opp_pawns = game.get_piece(PAWN, !side).count_ones() as PosValue; let num_knights = game.get_piece(KNIGHT, side).count_ones() as PosValue; let center = (ROW_4 | ROW_5) & (FILE_D | FILE_E); let center_knights = (game.get_piece(KNIGHT, side) & center).count_ones() as PosValue; center_knights * 6 + k_attacks as PosValue + ((num_knights * 75 * num_opp_pawns) / 8) as PosValue } pub fn material_value(game: &Board, side: Side) -> PosValue { (game.get_piece(PAWN, side).count_ones() * 100 + game.get_piece(KNIGHT, side).count_ones() * 220 + game.get_piece(BISHOP, side).count_ones() * 320 + game.get_piece(ROOK, side).count_ones() * 400 + game.get_piece(QUEEN, side).count_ones() * 800) as PosValue } fn castling_rights(game: &Board, side: Side) -> PosValue { let castling_value = 15; (if side == WHITE { 0 + if game.castling_rights[0] { 1 } else { 0 } + if game.castling_rights[1] { 1 } else { 0 } } else { 0 + if game.castling_rights[2] { 1 } else { 0 } + if game.castling_rights[3] { 1 } else { 0 } } * castling_value) as PosValue } fn king_safety(game: &Board, side: Side) -> PosValue { let king = game.get_piece(KING, side); let king_leftright = west_one(king) | king | east_one(king); let area = north_one(king_leftright) | king_leftright | south_one(king_leftright); let guards = game.get_all_side(side) & area; let attackers = game.get_all_side(!side) & area; let backrow = if king & ((ROW_1 | ROW_8) & !(FILE_D | FILE_E)) != 0 { 20 } else { 0 }; let pawn_shield_mask = north_one(king_leftright) | north_one(north_one(king_leftright)); let pawn_shield = ((pawn_shield_mask & game.pawns(side)).count_ones() * 8) as PosValue; let kneighbors = guards.count_ones() as PosValue * 3 - attackers.count_ones() as PosValue * 12; let enemies = game.get_all_side(!side); if king != 0 { let diag_rays = generate_sliding_destinations(king, 0, square(king), false, true); let straight_rays = generate_sliding_destinations(0, 0, square(king), true, false); let bishops_in_rays = diag_rays & game.bishops(!side); let rooks_in_rays = straight_rays & game.rooks(!side); let queens_in_rays = (straight_rays | diag_rays) & game.queens(!side); let possible_pin_score = (bishops_in_rays | rooks_in_rays | queens_in_rays).count_ones() as PosValue * -4; return kneighbors + possible_pin_score + backrow + pawn_shield; } else { return kneighbors + backrow + pawn_shield; } } fn king_there(game: &Board, side: Side) -> PosValue { if game.get_piece(KING, side) != 0 { 10000 } else { 0 } } /// /// The evaluate function of the engine /// pub fn evaluate(game: &Board) -> PosValue { let sv = side_value(game, game.turn) as PosValue - side_value(game, !game.turn) as PosValue; let material_value_us = material_value(game, game.turn); let material_value_them = material_value(game, !game.turn); let mat_val = (material_value_us) - (material_value_them) as PosValue; let kv = knight_value(game, game.turn) - knight_value(game, !game.turn); let king_safety = king_safety(game, game.turn) - king_safety(game, !game.turn); let king_there = king_there(game, game.turn) - king_there(game, !game.turn); let castling_rights = castling_rights(game, game.turn) - castling_rights(game, !game.turn); let pawn_structure = pawn_structure(game, game.turn) - pawn_structure(game, !game.turn); let bishop_moves = (bishop_moves(game, game.turn) - bishop_moves(game, !game.turn)) * 3; let queen_moves = (queen_moves(game, game.turn) - queen_moves(game, !game.turn)) * 3; let mge = sv + kv + king_safety + king_there + castling_rights + pawn_structure + bishop_moves + queen_moves; let lge = late_game_eval(game); let lateness = game_lateness(game); let ge = (mge * (100 - lateness) + lge * lateness) / 100; return mat_val + ge + 10 /* turn bonus */; } pub fn game_lateness(game: &Board) -> i32 { let all_pieces = game.get_all_side(WHITE) | game.get_all_side(BLACK); let n_pieces = all_pieces.count_ones() as i32; let captured_pieces = 32 - n_pieces; if captured_pieces > 15 { let lateness = (captured_pieces - 15) * 100 / 10; return std::cmp::min(lateness as _, 100); } return 0; } /// /// counts the number of moves the rooks of side can do /// fn rook_moves(game: &Board, side: Side) -> PosValue { let rooks = game.rooks(side); let rook_moves = count_sliding_move_bitboard( game.get_all_side(side), game.get_all_side(!side), rooks, true, false, false); return rook_moves as _; } /// /// counts the number of moves the bishops of side can do /// fn bishop_moves(game: &Board, side: Side) -> PosValue { let bishops = game.bishops(side); let bishop_moves = count_sliding_move_bitboard( game.get_all_side(side), game.get_all_side(!side), bishops, false, true, false); return bishop_moves as _; } /// /// counts the number of moves the queens of side can do /// fn queen_moves(game: &Board, side: Side) -> PosValue { let queens = game.queens(side); let queen_moves = count_sliding_move_bitboard( game.get_all_side(side), game.get_all_side(!side), queens, true, true, false); return queen_moves as _; } pub fn late_game_eval(game: &Board) -> PosValue { let pp = pawn_push_value(game, game.turn) - pawn_push_value(game, !game.turn); let bp = blocked_pawns(game, game.turn) - blocked_pawns(game, !game.turn); let rook_moves = rook_moves(game, game.turn) - rook_moves(game, !game.turn); pp + bp + rook_moves * 3 } pub fn pawn_push_value(game: &Board, side: Side) -> PosValue { let val = if side == WHITE { (game.get_piece(PAWN, side) & ROW_3).count_ones() * 10 + (game.get_piece(PAWN, side) & ROW_4).count_ones() * 20 + (game.get_piece(PAWN, side) & ROW_5).count_ones() * 30 + (game.get_piece(PAWN, side) & ROW_6).count_ones() * 40 + (game.get_piece(PAWN, side) & ROW_7).count_ones() * 50 } else { (game.get_piece(PAWN, side) & ROW_6).count_ones() * 10 + (game.get_piece(PAWN, side) & ROW_5).count_ones() * 20 + (game.get_piece(PAWN, side) & ROW_4).count_ones() * 30 + (game.get_piece(PAWN, side) & ROW_3).count_ones() * 40 + (game.get_piece(PAWN, side) & ROW_2).count_ones() * 50 }; val as PosValue } pub fn blocked_pawns(game: &Board, side: Side) -> PosValue { let pawns = game.get_piece(PAWN, side); let pushed_pawns = if side == WHITE { north_one(pawns) } else { south_one(pawns) }; let blocked_pawns = pushed_pawns & game.get_all_side(!side); blocked_pawns.count_ones() as _ } #[cfg(test)] mod tests { use super::*; #[test] fn test_mate_values() { let mate_in_three = mate_in_p1(3); let mate_in_four = mate_in_p1(4); assert!(mate_in_three > mate_in_four); assert!(mate_in_three > mate_in_four); } }