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evaluation.nim
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import
position,
types,
bitboard,
bitops,
evalParameters,
utils,
defaultParameters,
algorithm,
macros
func value*(piece: Piece): Value =
const table = [
pawn: 139.Value,
knight: 383.Value,
bishop: 421.Value,
rook: 621.Value,
queen: 1227.Value,
king: 1000000.Value,
noPiece: 0.Value
]
table[piece]
func cp*(cp: int): Value {.inline.} =
(pawn.value * cp.Value) div 100.Value
func toCp*(value: Value): int {.inline.} =
(100 * value.int) div pawn.value.int
func material*(position: Position): Value =
result = 0
for piece in pawn..king:
result += (position[piece] and position[position.us]).countSetBits.Value * piece.value
result -= (position[piece] and position[position.enemy]).countSetBits.Value * piece.value
func absoluteMaterial*(position: Position): Value =
result = position.material
if position.us == black:
result = -result
func `+=`[T: Value or float32](a: var array[Phase, T], b: array[Phase, T]) {.inline.} =
for phase in Phase:
a[phase] += b[phase]
func `-=`[T: Value or float32](a: var array[Phase, T], b: array[Phase, T]) {.inline.} =
for phase in Phase:
a[phase] -= b[phase]
type Nothing = enum nothing
type GradientOrNothing = EvalParametersFloat or Nothing
macro getParameter(structName, parameter: untyped): untyped =
parseExpr($toStrLit(quote do: `structName`[phase]) & "." & $toStrLit(quote do: `parameter`))
template addValue(
value: var array[Phase, Value],
evalParameters: EvalParameters,
gradient: GradientOrNothing,
us: Color,
parameter: untyped
) =
for phase {.inject.} in Phase:
value[phase] += getParameter(evalParameters, parameter)
when gradient isnot Nothing:
for phase {.inject.} in Phase:
getParameter(gradient, parameter) += (if us == black: -1.0 else: 1.0)
func getPstValue(
evalParameters: EvalParameters,
square: Square,
piece: Piece,
us, enemy: Color,
kingSquare: array[white..black, Square],
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
template pmirror(x: auto, color: Color): auto = (if color == white: x.mirror else: x)
let
square = square.pmirror(us)
kingSquare = [
ourKing: kingSquare[us].pmirror(us),
enemyKing: kingSquare[enemy].pmirror(enemy)
]
for phase in Phase:
result[phase] =
evalParameters[phase].pst[enemyKing][kingSquare[enemyKing]][piece][square] +
evalParameters[phase].pst[ourKing][kingSquare[ourKing]][piece][square]
when gradient isnot Nothing:
for whoseKing in ourKing..enemyKing:
for currentKingSquare in a1..h8:
let multiplier = (if us == black: -1.0 else: 1.0) * (if currentKingSquare == kingSquare[whoseKing]:
2.0
elif (currentKingSquare.toBitboard and mask3x3[kingSquare[whoseKing]]) != 0:
0.3
elif (currentKingSquare.toBitboard and mask5x5[kingSquare[whoseKing]]) != 0:
0.2
else:
0.1)
for (kingSquare, pieceSquare) in [
(currentKingSquare, square),
(currentKingSquare.mirrorVertically, square.mirrorVertically)
]:
for phase in Phase: gradient[phase].pst[whoseKing][kingSquare][piece][pieceSquare] += multiplier
func pawnMaskIndex*(
position: Position,
square: static Square,
us, enemy: Color,
doChecks: static bool = false
): int =
template pmirror(x: auto): auto = (if us == black: x.mirror else: x)
let square = square.pmirror
assert not square.isEdge
assert square >= b2
when doChecks:
if square.isEdge: # includes cases when square < b2
raise newException(ValueError, "Can't calculate pawn mask index of edge square")
let
ourPawns = (position[us] and position[pawn]).pmirror shr (square.int8 - b2.int8)
enemyPawns = (position[enemy] and position[pawn]).pmirror shr (square.int8 - b2.int8)
var counter = 1
for bit in [
a3.toBitboard, b3.toBitboard, c3.toBitboard,
a2.toBitboard, b2.toBitboard, c2.toBitboard,
a1.toBitboard, b1.toBitboard, c1.toBitboard
]:
if (ourPawns and bit) != 0:
result += counter * 2
elif (enemyPawns and bit) != 0:
result += counter * 1
counter *= 3
func pawnMaskBonus(
evalParameters: EvalParameters,
position: Position,
square: static Square,
us, enemy: Color,
gradient: var GradientOrNothing
): array[Phase, Value] =
let index = position.pawnMaskIndex(square, us, enemy)
result.addValue(evalParameters, gradient, us, pawnMaskBonus[index])
func mobility(
evalParameters: EvalParameters,
position: Position,
piece: static Piece,
us: Color,
attackMask: Bitboard,
gradient: var GradientOrNothing
): array[Phase, Value] =
let reachableSquares = (attackMask and not position[us]).countSetBits
result.addValue(evalParameters, gradient, us, bonusMobility[piece][reachableSquares])
func targetingKingArea(
evalParameters: EvalParameters,
position: Position,
piece: static Piece,
us, enemy: Color,
kingSquare: array[white..black, Square],
attackMask: Bitboard,
gradient: var GradientOrNothing
): array[Phase, Value] =
# knight and pawn are not included, as the king contextual piece square tables are enough in this case
static: doAssert piece in bishop..queen
if (attackMask and king.attackMask(kingSquare[enemy], 0)) != 0:
result.addValue(evalParameters, gradient, us, bonusTargetingKingArea[piece])
if (attackMask and kingSquare[enemy].toBitboard) != 0:
result.addValue(evalParameters, gradient, us, bonusAttackingKing[piece])
func forkingMajorPieces(
evalParameters: EvalParameters,
position: Position,
us, enemy: Color,
attackMask: Bitboard,
gradient: var GradientOrNothing
): array[Phase, Value] =
# TODO try also consider king
if (attackMask and position[enemy] and (position[queen] or position[rook])).countSetBits >= 2:
result.addValue(evalParameters, gradient, us, bonusPieceForkedMajorPieces)
func attackedByPawn(
evalParameters: EvalParameters,
position: Position,
square: Square,
us, enemy: Color,
gradient: var GradientOrNothing
): array[Phase, Value] =
if (position[enemy] and position[pawn] and attackMaskPawnCapture(square, us)) != 0:
result.addValue(evalParameters, gradient, us, bonusPieceAttackedByPawn)
#-------------- pawn evaluation --------------#
func evaluatePawn(
position: Position,
square: Square,
us, enemy: Color,
kingSquare: array[white..black, Square],
evalParameters: EvalParameters,
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
# passed pawn
let isPassed = position.isPassedPawn(us, square)
if isPassed:
result += evalParameters.getPstValue(
square, noPiece, # noPiece stands for passed pawn
us, enemy,
kingSquare,
gradient
)
# can move forward
if (position.occupancy and attackMaskPawnQuiet(square, us)) == 0:
if isPassed:
var index = square.int div 8
if us == black:
index = 7 - index
result.addValue(evalParameters, gradient, us, bonusPassedPawnCanMove[index])
else:
result.addValue(evalParameters, gradient, us, bonusPawnCanMove)
#-------------- knight evaluation --------------#
func evaluateKnight(
position: Position,
square: Square,
us, enemy: Color,
kingSquare: array[white..black, Square],
evalParameters: EvalParameters,
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
let attackMask = knight.attackMask(square, position.occupancy)
# mobility
result += evalParameters.mobility(position, knight, us, attackMask, gradient)
# forks
result += evalParameters.forkingMajorPieces(position, us, enemy, attackMask, gradient)
# attacked by pawn
result += evalParameters.attackedByPawn(position, square, us, enemy, gradient)
# attacking bishop, rook, or queen
if (attackMask and position[enemy] and (position[bishop] or position[rook] or position[queen])) != 0:
result.addValue(evalParameters, gradient, us, bonusKnightAttackingPiece)
#-------------- bishop evaluation --------------#
func evaluateBishop(
position: Position,
square: Square,
us, enemy: Color,
kingSquare: array[white..black, Square],
evalParameters: EvalParameters,
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
let attackMask = bishop.attackMask(square, position.occupancy)
# mobility
result += evalParameters.mobility(position, bishop, us, attackMask, gradient)
# forks
result += evalParameters.forkingMajorPieces(position, us, enemy, attackMask, gradient)
# attacked by pawn
result += evalParameters.attackedByPawn(position, square, us, enemy, gradient)
# targeting enemy king area
result += evalParameters.targetingKingArea(
position, bishop, us, enemy, kingSquare, attackMask, gradient
)
# both bishops
if (position[us] and position[bishop] and (not square.toBitboard)) != 0:
result.addValue(evalParameters, gradient, us, bonusBothBishops)
#-------------- rook evaluation --------------#
func evaluateRook(
position: Position,
square: Square,
us, enemy: Color,
kingSquare: array[white..black, Square],
evalParameters: EvalParameters,
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
let attackMask = rook.attackMask(square, position.occupancy)
# mobility
result += evalParameters.mobility(position, rook, us, attackMask, gradient)
# attacked by pawn
result += evalParameters.attackedByPawn(position, square, us, enemy, gradient)
# targeting enemy king area
result += evalParameters.targetingKingArea(
position, rook, us, enemy, kingSquare, attackMask, gradient
)
# rook on open file
if (files[square] and position[pawn]) == 0:
result.addValue(evalParameters, gradient, us, bonusRookOnOpenFile)
#-------------- queen evaluation --------------#
func evaluateQueen(
position: Position,
square: Square,
us, enemy: Color,
kingSquare: array[white..black, Square],
evalParameters: EvalParameters,
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
let attackMask = queen.attackMask(square, position.occupancy)
# mobility
result += evalParameters.mobility(position, queen, us, attackMask, gradient)
# attacked by pawn
result += evalParameters.attackedByPawn(position, square, us, enemy, gradient)
# targeting enemy king area
result += evalParameters.targetingKingArea(
position, queen, us, enemy, kingSquare, attackMask, gradient
)
#-------------- king evaluation --------------#
func evaluateKing(
position: Position,
square: Square,
us, enemy: Color,
kingSquare: array[white..black, Square],
evalParameters: EvalParameters,
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
# kingsafety by pawn shielding
let numPossibleQueenAttack = queen.attackMask(square, position[pawn] and position[us]).countSetBits
result.addValue(evalParameters, gradient, us, bonusKingSafety[numPossibleQueenAttack])
# numbers of attackers near king
let numNearAttackers = (position[enemy] and mask5x5[square]).countSetBits
result.addValue(evalParameters, gradient, us, bonusAttackersNearKing[numNearAttackers])
func evaluatePiece(
position: Position,
piece: Piece,
square: Square,
us, enemy: static Color,
kingSquare: array[white..black, Square],
evalParameters: EvalParameters,
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
const evaluationFunctions = [
pawn: evaluatePawn[GradientOrNothing],
knight: evaluateKnight[GradientOrNothing],
bishop: evaluateBishop[GradientOrNothing],
rook: evaluateRook[GradientOrNothing],
queen: evaluateQueen[GradientOrNothing],
king: evaluateKing[GradientOrNothing]
]
assert piece != noPiece
result.addValue(evalParameters, gradient, us, pieceValues[piece])
result += evaluationFunctions[piece](position, square, us, enemy, kingSquare, evalParameters, gradient)
result += evalParameters.getPstValue(
square, piece, us, enemy,
kingSquare,
gradient
)
func evaluatePieceType(
position: Position,
piece: static Piece,
us, enemy: static Color,
kingSquare: array[white..black, Square],
evalParameters: EvalParameters,
gradient: var GradientOrNothing
): array[Phase, Value] {.inline.} =
template evaluatePiece(square: Square, us, enemy: Color): auto =
position.evaluatePiece(
piece, square,
us, enemy,
kingSquare,
evalParameters, gradient
)
for square in (position[piece] and position[us]):
result += evaluatePiece(square, us, enemy)
for square in (position[piece] and position[enemy]):
result -= evaluatePiece(square, enemy, us)
func evaluate*(position: Position, evalParameters: EvalParameters, gradient: var GradientOrNothing): Value {.inline.} =
if position.halfmoveClock >= 100:
return 0.Value
var value = [opening: 0.Value, endgame: 0.Value]
let kingSquare = [
white: position.kingSquare(white),
black: position.kingSquare(black)
]
# evaluating pieces
for piece in (pawn, knight, bishop, rook, queen, king).fields:
if position.us == white:
value += position.evaluatePieceType(piece, white, black, kingSquare, evalParameters, gradient)
else:
value += position.evaluatePieceType(piece, black, white, kingSquare, evalParameters, gradient)
# evaluation pawn patters
for square in (
b3, c3, d3, e3, f3, g3,
b4, c4, d4, e4, f4, g4,
b5, c5, d5, e5, f5, g5,
b6, c6, d6, e6, f6, g6
).fields:
if (mask3x3[square] and position[pawn]).countSetBits >= 2:
value += evalParameters.pawnMaskBonus(
position,
square,
position.us, position.enemy,
gradient
)
# interpolating between opening and endgame values
let gamePhase = position.gamePhase
result = gamePhase.interpolate(forOpening = value[opening], forEndgame = value[endgame])
doAssert valueCheckmate > result.abs
when gradient isnot Nothing:
gradient[opening] *= gamePhase.interpolate(forOpening = 1.0, forEndgame = 0.0)
gradient[endgame] *= gamePhase.interpolate(forOpening = 0.0, forEndgame = 1.0)
#-------------- sugar functions --------------#
func evaluate*(position: Position): Value =
var gradient: Nothing = nothing
position.evaluate(defaultEvalParameters, gradient)
func absoluteEvaluate*(position: Position, evalParameters: EvalParameters, gradient: var GradientOrNothing): Value =
result = position.evaluate(evalParameters, gradient)
if position.us == black:
result = -result
func absoluteEvaluate*(position: Position, evalParameters: EvalParameters): Value =
var gradient: Nothing = nothing
position.absoluteEvaluate(evalParameters, gradient)
func absoluteEvaluate*(position: Position): Value =
var gradient: Nothing = nothing
position.absoluteEvaluate(defaultEvalParameters, gradient)