evaluate.rs 10 KB

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  1. use board::Board;
  2. use bitboard::*;
  3. use movegen::*;
  4. use std::i32;
  5. ///
  6. /// type that is returned by the evaluate funcion
  7. ///
  8. /// the score value must not exceed 2^23-1 (only 3 bytes), as it
  9. /// will be compressed to 3 bytes in the transposition table
  10. ///
  11. pub type PosValue = i32;
  12. pub const MIN_VALUE: PosValue = i32::MIN + 1;
  13. pub const MAX_VALUE: PosValue = i32::MAX;
  14. const MATE_VALUE: PosValue = 1i32 << 22;
  15. const MATE_CUTOFF: PosValue = 1i32 << 21;
  16. ///
  17. /// evaluation score for a position in which the player to move is checkmated
  18. ///
  19. pub fn checkmated() -> PosValue {
  20. -mate_in_p1(0)
  21. }
  22. ///
  23. /// constructs a PosValue that indicates that from a given position mate
  24. /// can be achieved in plies halfmoves
  25. ///
  26. pub fn mate_in_p1(plies: i32) -> PosValue {
  27. if plies < 0 {
  28. return -mate_in_p1(- plies);
  29. }
  30. else {
  31. return MATE_VALUE - plies;
  32. }
  33. }
  34. ///
  35. /// returns Some(turns) if the pos_val indicates that mate
  36. /// can be reached in turns-1 moves
  37. ///
  38. /// turns is negative if the moving side is getting mated
  39. /// in turns moves
  40. ///
  41. pub fn is_mate_in_p1(pos_val: PosValue) -> Option<i32> {
  42. if pos_val > MATE_CUTOFF && pos_val <= MATE_VALUE {
  43. Some(-pos_val + MATE_VALUE)
  44. }
  45. else if pos_val < -MATE_CUTOFF {
  46. Some(-pos_val - MATE_VALUE)
  47. }
  48. else {
  49. None
  50. }
  51. }
  52. pub fn increase_mate_in(mut val: PosValue) -> PosValue {
  53. if let Some(plies) = is_mate_in_p1(val) {
  54. if plies < 0 {
  55. val = mate_in_p1(plies - 1);
  56. }
  57. if plies > 0 {
  58. val = mate_in_p1(plies + 1);
  59. }
  60. if plies == 0 {
  61. if val < 0 {
  62. val = mate_in_p1(-1);
  63. }
  64. else {
  65. val = mate_in_p1(1);
  66. }
  67. }
  68. }
  69. val
  70. }
  71. pub fn decrease_mate_in(mut val: PosValue) -> PosValue {
  72. if let Some(plies) = is_mate_in_p1(val) {
  73. if plies < 0 {
  74. val = mate_in_p1(plies + 1);
  75. }
  76. if plies > 0 {
  77. val = mate_in_p1(plies - 1);
  78. }
  79. }
  80. val
  81. }
  82. fn side_value(game: &Board, side: Side) -> u32 {
  83. let adv_pawn_mask = match side { WHITE => ROW_7, BLACK => ROW_2 };
  84. let semi_adv_pawn_mask = match side { WHITE => ROW_6, BLACK => ROW_3 };
  85. let advanced_pawns = (game.get_piece(PAWN, side) & adv_pawn_mask).count_ones() * 200;
  86. let semi_advanced_pawns = (game.get_piece(PAWN, side) & semi_adv_pawn_mask).count_ones() * 50;
  87. advanced_pawns + semi_advanced_pawns
  88. }
  89. fn pawn_structure(game: &Board, side: Side) -> PosValue {
  90. let pawns = game.pawns(side);
  91. let all_own_pieces = game.get_all_side(side);
  92. let all_pieces = all_own_pieces | game.get_all_side(!side);
  93. let pawn_protect = if side == WHITE {
  94. northeast_one(pawns) | northwest_one(pawns)
  95. }
  96. else {
  97. southeast_one(pawns) | southwest_one(pawns)
  98. };
  99. let pawn_pushes = if side == WHITE { north_one(pawns) } else { south_one(pawns) };
  100. let protections = (pawn_protect & all_own_pieces).count_ones();
  101. let pushable_pawns = (pawn_pushes & !all_pieces).count_ones();
  102. return (protections * 15 + pushable_pawns * 10) as _;
  103. }
  104. fn knight_value(game: &Board, side: Side) -> PosValue {
  105. let knights = game.get_piece(KNIGHT, side);
  106. let ks = BitboardIterator(knights);
  107. let mut k_attacks: u32 = 0;
  108. for k in ks {
  109. let targets = get_knight_targets(square(k));
  110. k_attacks += targets.count_ones() * 8;
  111. }
  112. let num_opp_pawns = game.get_piece(PAWN, !side).count_ones() as PosValue;
  113. let num_knights = game.get_piece(KNIGHT, side).count_ones() as PosValue;
  114. let center = (ROW_4 | ROW_5) & (FILE_D | FILE_E);
  115. let center_knights = (game.get_piece(KNIGHT, side) & center).count_ones() as PosValue;
  116. center_knights * 6 + k_attacks as PosValue + ((num_knights * 75 * num_opp_pawns) / 8) as PosValue
  117. }
  118. pub fn material_value(game: &Board, side: Side) -> PosValue {
  119. (game.get_piece(PAWN, side).count_ones() * 100
  120. + game.get_piece(KNIGHT, side).count_ones() * 220
  121. + game.get_piece(BISHOP, side).count_ones() * 320
  122. + game.get_piece(ROOK, side).count_ones() * 400
  123. + game.get_piece(QUEEN, side).count_ones() * 800) as PosValue
  124. }
  125. fn castling_rights(game: &Board, side: Side) -> PosValue {
  126. let castling_value = 15;
  127. (if side == WHITE {
  128. 0
  129. + if game.castling_rights[0] { 1 } else { 0 }
  130. + if game.castling_rights[1] { 1 } else { 0 }
  131. }
  132. else {
  133. 0
  134. + if game.castling_rights[2] { 1 } else { 0 }
  135. + if game.castling_rights[3] { 1 } else { 0 }
  136. }
  137. * castling_value) as PosValue
  138. }
  139. fn king_safety(game: &Board, side: Side) -> PosValue {
  140. let king = game.get_piece(KING, side);
  141. let king_leftright = west_one(king) | king | east_one(king);
  142. let area = north_one(king_leftright) | king_leftright | south_one(king_leftright);
  143. let guards = game.get_all_side(side) & area;
  144. let attackers = game.get_all_side(!side) & area;
  145. let backrow = if king & ((ROW_1 | ROW_8) & !(FILE_D | FILE_E)) != 0 { 20 } else { 0 };
  146. let pawn_shield_mask = north_one(king_leftright) | north_one(north_one(king_leftright));
  147. let pawn_shield = ((pawn_shield_mask & game.pawns(side)).count_ones() * 8) as PosValue;
  148. let kneighbors = guards.count_ones() as PosValue * 3 - attackers.count_ones() as PosValue * 12;
  149. let enemies = game.get_all_side(!side);
  150. if king != 0 {
  151. let diag_rays = generate_sliding_destinations(king, 0, square(king), false, true);
  152. let straight_rays = generate_sliding_destinations(0, 0, square(king), true, false);
  153. let bishops_in_rays = diag_rays & game.bishops(!side);
  154. let rooks_in_rays = straight_rays & game.rooks(!side);
  155. let queens_in_rays = (straight_rays | diag_rays) & game.queens(!side);
  156. let possible_pin_score = (bishops_in_rays | rooks_in_rays | queens_in_rays).count_ones() as PosValue * -4;
  157. return kneighbors + possible_pin_score + backrow + pawn_shield;
  158. }
  159. else {
  160. return kneighbors + backrow + pawn_shield;
  161. }
  162. }
  163. fn king_there(game: &Board, side: Side) -> PosValue {
  164. if game.get_piece(KING, side) != 0 { 10000 } else { 0 }
  165. }
  166. ///
  167. /// The evaluate function of the engine
  168. ///
  169. pub fn evaluate(game: &Board) -> PosValue {
  170. let sv = side_value(game, game.turn) as PosValue - side_value(game, !game.turn) as PosValue;
  171. let material_value_us = material_value(game, game.turn);
  172. let material_value_them = material_value(game, !game.turn);
  173. let mat_val = (material_value_us) - (material_value_them) as PosValue;
  174. let kv = knight_value(game, game.turn) - knight_value(game, !game.turn);
  175. let king_safety = king_safety(game, game.turn) - king_safety(game, !game.turn);
  176. let king_there = king_there(game, game.turn) - king_there(game, !game.turn);
  177. let castling_rights = castling_rights(game, game.turn) - castling_rights(game, !game.turn);
  178. let pawn_structure = pawn_structure(game, game.turn) - pawn_structure(game, !game.turn);
  179. let bishop_moves = (bishop_moves(game, game.turn) - bishop_moves(game, !game.turn)) * 3;
  180. let queen_moves = (queen_moves(game, game.turn) - queen_moves(game, !game.turn)) * 3;
  181. let mge = sv + kv + king_safety + king_there + castling_rights + pawn_structure + bishop_moves + queen_moves;
  182. let lge = late_game_eval(game);
  183. let lateness = game_lateness(game);
  184. let ge = (mge * (100 - lateness) + lge * lateness) / 100;
  185. return mat_val + ge + 10 /* turn bonus */;
  186. }
  187. pub fn game_lateness(game: &Board) -> i32 {
  188. let all_pieces = game.get_all_side(WHITE) | game.get_all_side(BLACK);
  189. let n_pieces = all_pieces.count_ones() as i32;
  190. let captured_pieces = 32 - n_pieces;
  191. if captured_pieces > 15 {
  192. let lateness = (captured_pieces - 15) * 100 / 10;
  193. return std::cmp::min(lateness as _, 100);
  194. }
  195. return 0;
  196. }
  197. ///
  198. /// counts the number of moves the rooks of side can do
  199. ///
  200. fn rook_moves(game: &Board, side: Side) -> PosValue {
  201. let rooks = game.rooks(side);
  202. let rook_moves = count_sliding_move_bitboard(
  203. game.get_all_side(side),
  204. game.get_all_side(!side),
  205. rooks,
  206. true, false,
  207. false);
  208. return rook_moves as _;
  209. }
  210. ///
  211. /// counts the number of moves the bishops of side can do
  212. ///
  213. fn bishop_moves(game: &Board, side: Side) -> PosValue {
  214. let bishops = game.bishops(side);
  215. let bishop_moves = count_sliding_move_bitboard(
  216. game.get_all_side(side),
  217. game.get_all_side(!side),
  218. bishops,
  219. false, true,
  220. false);
  221. return bishop_moves as _;
  222. }
  223. ///
  224. /// counts the number of moves the queens of side can do
  225. ///
  226. fn queen_moves(game: &Board, side: Side) -> PosValue {
  227. let queens = game.queens(side);
  228. let queen_moves = count_sliding_move_bitboard(
  229. game.get_all_side(side),
  230. game.get_all_side(!side),
  231. queens,
  232. true, true,
  233. false);
  234. return queen_moves as _;
  235. }
  236. pub fn late_game_eval(game: &Board) -> PosValue {
  237. let pp = pawn_push_value(game, game.turn) - pawn_push_value(game, !game.turn);
  238. let bp = blocked_pawns(game, game.turn) - blocked_pawns(game, !game.turn);
  239. let rook_moves = rook_moves(game, game.turn) - rook_moves(game, !game.turn);
  240. pp + bp + rook_moves * 3
  241. }
  242. pub fn pawn_push_value(game: &Board, side: Side) -> PosValue {
  243. let val = if side == WHITE {
  244. (game.get_piece(PAWN, side) & ROW_3).count_ones() * 10
  245. + (game.get_piece(PAWN, side) & ROW_4).count_ones() * 20
  246. + (game.get_piece(PAWN, side) & ROW_5).count_ones() * 30
  247. + (game.get_piece(PAWN, side) & ROW_6).count_ones() * 40
  248. + (game.get_piece(PAWN, side) & ROW_7).count_ones() * 50
  249. }
  250. else {
  251. (game.get_piece(PAWN, side) & ROW_6).count_ones() * 10
  252. + (game.get_piece(PAWN, side) & ROW_5).count_ones() * 20
  253. + (game.get_piece(PAWN, side) & ROW_4).count_ones() * 30
  254. + (game.get_piece(PAWN, side) & ROW_3).count_ones() * 40
  255. + (game.get_piece(PAWN, side) & ROW_2).count_ones() * 50
  256. };
  257. val as PosValue
  258. }
  259. pub fn blocked_pawns(game: &Board, side: Side) -> PosValue {
  260. let pawns = game.get_piece(PAWN, side);
  261. let pushed_pawns = if side == WHITE {
  262. north_one(pawns)
  263. } else {
  264. south_one(pawns)
  265. };
  266. let blocked_pawns = pushed_pawns & game.get_all_side(!side);
  267. blocked_pawns.count_ones() as _
  268. }
  269. #[cfg(test)]
  270. mod tests {
  271. use super::*;
  272. #[test]
  273. fn test_mate_values() {
  274. let mate_in_three = mate_in_p1(3);
  275. let mate_in_four = mate_in_p1(4);
  276. assert!(mate_in_three > mate_in_four);
  277. assert!(mate_in_three > mate_in_four);
  278. }
  279. }