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- use game::*;
- use bitboard::*;
- use movegen::*;
- use std::i32;
- ///
- /// type that is returned by the evaluate funcion
- ///
- pub type PosValue = i32;
- pub const MIN_VALUE: PosValue = i32::MIN + 1;
- pub const MAX_VALUE: PosValue = i32::MAX;
- const MATE_VALUE: PosValue = 1i32 << 26;
- const MATE_CUTOFF: PosValue = 1i32 << 24;
- pub fn mate() -> PosValue {
- mate_in_p1(1)
- }
- ///
- /// constructs a PosValue that indicates that from a given position mate
- /// can be achieved in turns-1 moves (not halfmoves)
- ///
- pub fn mate_in_p1(turns: i32) -> PosValue {
- if turns < 0 {
- return -mate_in_p1(-turns);
- }
- else {
- return MATE_VALUE - turns;
- }
- }
- ///
- /// 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<i32> {
- 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(turns) = is_mate_in_p1(val) {
- if turns < 0 {
- val = mate_in_p1(turns - 1);
- }
- if turns > 0 {
- val = mate_in_p1(turns + 1);
- }
- if turns == 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(turns) = is_mate_in_p1(val) {
- if turns < 0 {
- val = mate_in_p1(turns + 1);
- }
- if turns > 0 {
- val = mate_in_p1(turns - 1);
- }
- }
- val
- }
- fn side_value(game: &Game, 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: &Game, 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: &Game, 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: &Game, 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() * 700) as PosValue
- }
- fn castling_rights(game: &Game, 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: &Game, side: Side) -> PosValue {
- let king = game.get_piece(KING, side);
- let area = north_one(king)
- | south_one(king)
- | east_one(king)
- | west_one(king)
- | northeast_one(king)
- | northwest_one(king)
- | southwest_one(king)
- | southeast_one(king);
-
- let guards = game.get_all_side(side) & area;
- let attackers = game.get_all_side(!side) & area;
- let kneighbors = guards.count_ones() as PosValue * 5 - attackers.count_ones() as PosValue * 15;
- let enemies = game.get_all_side(!side);
- let kingrow = indices_from_square(square(king)).1;
- let row_opponents = enemies & (ROW_1 << (kingrow * 8));
- let dang_row_opponents = row_opponents & (ROW_1 | ROW_2 | ROW_7 | ROW_8);
- let danger_value = (dang_row_opponents.count_ones() * 50) as PosValue;
- return kneighbors + danger_value;
- }
- fn king_there(game: &Game, side: Side) -> PosValue {
- if game.get_piece(KING, side) != 0 { 10000 } else { 0 }
- }
- ///
- /// The evaluate function of the engine
- ///
- pub fn evaluate(game: &Game) -> 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 mge = sv + kv + king_safety + king_there + castling_rights + pawn_structure;
- let lge = late_game_eval(game);
- let lateness = game_lateness(game);
- let ge = (mge * (100 - lateness) + lge * lateness) / 100;
- return mat_val + ge;
- }
- pub fn game_lateness(game: &Game) -> i32 {
- let all_pieces = game.get_all_side(WHITE) | game.get_all_side(BLACK);
- let n_pieces = all_pieces.count_ones();
- 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;
- }
- pub fn late_game_eval(game: &Game) -> 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);
- pp + bp
- }
- pub fn pawn_push_value(game: &Game, 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: &Game, 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);
- }
- }
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