chess_inator/src/eval.rs

533 lines
18 KiB
Rust

/*
This file is part of chess_inator.
chess_inator is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.
chess_inator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with chess_inator. If not, see https://www.gnu.org/licenses/.
Copyright © 2024 dogeystamp <dogeystamp@disroot.org>
*/
//! Static position evaluation (hand-crafted eval).
use crate::prelude::*;
use core::cmp::{max, min};
use core::ops::Index;
/// Signed centipawn type.
///
/// Positive is good for White, negative good for Black.
pub type EvalInt = i16;
pub trait Eval {
/// Evaluate a position and assign it a score.
///
/// Negative for Black advantage and positive for White.
fn eval(&self) -> EvalInt;
}
pub trait EvalSEE {
/// Evaluate the outcome of an exchange at a square (static exchange evaluation).
///
/// # Arguments
///
/// * dest: Square where the exchange happens.
/// * first_move_side: Side to move first in the exchange.
///
/// This function may panic if a piece already at the destination is the same color as the side
/// to move.
///
/// # Returns
///
/// Expected gain from this exchange.
fn eval_see(&self, dest: Square, first_move_side: Color) -> EvalInt;
}
pub(crate) mod eval_score {
//! Opaque "score" counters to be used in the board.
use super::{EvalInt, PST_ENDGAME, PST_MIDGAME};
use crate::{ColPiece, Square};
/// Internal score-keeping for a board.
///
/// This is kept in order to efficiently update evaluation with moves.
#[derive(PartialEq, Eq, PartialOrd, Ord, Clone, Copy, Default, Debug)]
pub struct EvalScores {
/// Middle-game perspective evaluation of this board.
pub midgame: EvalScore,
/// End-game perspective evaluation of this board.
pub endgame: EvalScore,
/// Non-pawn/king piece count, used to determine when the endgame has begun.
pub min_maj_pieces: u8,
}
impl EvalScores {
/// Add/remove the value of a piece based on the PST.
///
/// Use +1 as sign to add, -1 to delete.
fn change_piece(&mut self, pc: &ColPiece, sq: &Square, sign: i8) {
assert!(sign == 1 || sign == -1);
let tables = [
(&mut self.midgame, &PST_MIDGAME),
(&mut self.endgame, &PST_ENDGAME),
];
for (phase, pst) in tables {
phase.score += pst[pc.pc][pc.col][*sq] * EvalInt::from(pc.col.sign() * sign);
}
use crate::Piece::*;
if matches!(pc.pc, Rook | Queen | Knight | Bishop) {
match sign {
-1 => self.min_maj_pieces -= 1,
1 => self.min_maj_pieces += 1,
_ => panic!(),
}
}
}
/// Remove the value of a piece on a square.
pub fn del_piece(&mut self, pc: &ColPiece, sq: &Square) {
self.change_piece(pc, sq, -1);
}
/// Add the value of a piece on a square.
pub fn add_piece(&mut self, pc: &ColPiece, sq: &Square) {
self.change_piece(pc, sq, 1);
}
}
/// Score from a given perspective (e.g. midgame, endgame).
#[derive(PartialEq, Eq, PartialOrd, Ord, Clone, Copy, Default, Debug)]
pub struct EvalScore {
/// Signed score.
pub score: EvalInt,
}
}
/// The main piece-square-table (PST) type that assigns scores to pieces on given squares.
///
/// This is the main source of positional knowledge, as well as the ability to count material.
pub struct Pst([PstPiece; N_PIECES]);
/// A PST for a specific piece.
type PstPiece = [PstSide; N_COLORS];
/// A PST for a given piece, of a given color.
type PstSide = [EvalInt; N_SQUARES];
impl Index<Piece> for Pst {
type Output = PstPiece;
fn index(&self, index: Piece) -> &Self::Output {
&self.0[index as usize]
}
}
impl Index<Color> for PstPiece {
type Output = PstSide;
fn index(&self, index: Color) -> &Self::Output {
&self[index as usize]
}
}
impl Index<Square> for PstSide {
type Output = EvalInt;
fn index(&self, index: Square) -> &Self::Output {
&self[usize::from(index)]
}
}
#[rustfmt::skip]
const PERSPECTIVE_WHITE: [usize; N_SQUARES] = [
56, 57, 58, 59, 60, 61, 62, 63,
48, 49, 50, 51, 52, 53, 54, 55,
40, 41, 42, 43, 44, 45, 46, 47,
32, 33, 34, 35, 36, 37, 38, 39,
24, 25, 26, 27, 28, 29, 30, 31,
16, 17, 18, 19, 20, 21, 22, 23,
8, 9, 10, 11, 12, 13, 14, 15,
0, 1, 2, 3, 4, 5, 6, 7,
];
/// This perspective is also horizontally reversed so the king is on the right side.
#[rustfmt::skip]
const PERSPECTIVE_BLACK: [usize; N_SQUARES] = [
0, 1, 2, 3, 4, 5, 6, 7,
8, 9, 10, 11, 12, 13, 14, 15,
16, 17, 18, 19, 20, 21, 22, 23,
24, 25, 26, 27, 28, 29, 30, 31,
32, 33, 34, 35, 36, 37, 38, 39,
40, 41, 42, 43, 44, 45, 46, 47,
48, 49, 50, 51, 52, 53, 54, 55,
56, 57, 58, 59, 60, 61, 62, 63,
];
/// Helper to have the right board perspective in the source code.
///
/// In the source code, a1 will be at the bottom left, while h8 will be at the top right,
/// corresponding to how humans usually see the board. This means that a8 is index 0, and h1 is
/// index 63. This function shifts it so that a1 is 0, and h8 is 63, as in our implementation.
///
/// # Arguments
/// * pst: Square values in centipawns.
/// * base_val: The base value of the piece, which is added to every square.
const fn pst_perspective(
pst: PstSide,
base_val: EvalInt,
perspective: [usize; N_SQUARES],
) -> PstSide {
let mut ret = pst;
let mut i = 0;
while i < N_SQUARES {
let j = perspective[i];
ret[i] = pst[j] + base_val;
i += 1;
}
ret
}
/// Construct PSTs for a single piece, from white's perspective.
const fn make_pst(val: PstSide, base_val: EvalInt) -> PstPiece {
[
pst_perspective(val, base_val, PERSPECTIVE_WHITE),
pst_perspective(val, base_val, PERSPECTIVE_BLACK),
]
}
/// Middle-game PSTs.
#[rustfmt::skip]
pub const PST_MIDGAME: Pst = Pst([
// rook
make_pst([
1, 3, 2, 1, 4, 3, 2, 1, // 8
20, 20, 20, 20, 20, 20, 20, 20, // 7
1, 2, 3, 1, 2, 1, 2, 1, // 6
-1, -2, 1, 2, 1, -1, 1, -1, // 5
-1, -1, 2, -1, 1, -1, 2, 1, // 4
2, 1, 1, 0, 0, 0, 0, 0, // 3
-5, 0, 0, 0, 0, 0, 0, -5, // 2
-5, -3, 0, 0, 0, 2, -3, -5, // 1
// a b c d e f g h
], Piece::Rook.value()),
// bishop
make_pst([
0, 0, 0, 0, 0, 0, 0, 0, // 8
0, 0, 0, 0, 0, 0, 0, 0, // 7
0, 0, 0, 0, 0, 0, 0, 0, // 6
0, -20, 10, 10, 10, 10, -20, 0, // 5
0, 0, 10, 10, 10, 10, 0, 0, // 4
0, 0, 0, 0, 0, 0, 0, 0, // 3
0, 0, 0, 0, 0, 0, 0, 0, // 2
0, 0, -10, 0, 0, -10, 0, 0, // 1
// a b c d e f g h
], Piece::Bishop.value()),
// knight
make_pst([
-100,-100,-100,-100,-100,-100,-100,-100, // 8
-100, 0, 0, 0, 0, 0, 0,-100, // 7
-100, 1, 0, 0, 0, 0, 0,-100, // 6
-100, 2, 0, 40, 40, 0, 0,-100, // 5
-100, 0, 1, 40, 40, 0, 0,-100, // 4
-100, 2, 30, 0, 0, 20, 0,-100, // 3
-100, 1, 0, 0, 0, 0, 0,-100, // 2
-100,-100,-100,-100,-100,-100,-100,-100, // 1
// a b c d e f g h
], Piece::Knight.value()),
// king
make_pst([
0, 0, 0, 0, 0, 0, 0, 0, // 8
0, 0, 0, 0, 0, 0, 0, 0, // 7
0, 0, 0, 0, 0, 0, 0, 0, // 6
0, 0, 0, 0, 0, 0, 0, 0, // 5
0, 0, 0, 0, 0, 0, 0, 0, // 4
0, 0, 0, 0, 0, 0, 0, 0, // 3
-70, -70, -70, -70, -70, -70, -70, -70, // 2
0, 0, 10, 0, 0, 0, 20, 0, // 1
// a b c d e f g h
], Piece::King.value()),
// queen
make_pst([
-50, -50, -50, -50, -50, -50, -50, -50, // 8
-50, -50, -50, -50, -50, -50, -50, -50, // 7
-50, -50, -50, -50, -50, -50, -50, -50, // 6
-50, -50, -50, -50, -50, -50, -50, -50, // 5
-50, -50, -50, -50, -50, -50, -50, -50, // 4
-50, -50, -50, -50, -50, -50, -50, -50, // 3
0, 0, 0, 0, 0, 0, 0, 0, // 2
0, 0, 0, 0, 0, 0, 0, 0, // 1
// a b c d e f g h
], Piece::Queen.value()),
// pawn
make_pst([
0, 0, 0, 0, 0, 0, 0, 0, // 8
19, 19, 19, 19, 19, 19, 19, 19, // 7
8, 8, 8, 8, 8, 8, 8, 8, // 6
7, 7, 7, 8, 8, 7, 7, 7, // 5
2, 6, 6, 20, 60, -20, -20, -20, // 4
2, 2, 2, 2, -20, -20, -20, -20, // 3
0, 0, 0, 0, 0, 0, 0, 0, // 2
0, 0, 0, 0, 0, 0, 0, 0, // 1
// a b c d e f g h
], Piece::Pawn.value()),
]);
#[rustfmt::skip]
pub const PST_ENDGAME: Pst = Pst([
// rook
make_pst([
0, 0, 0, 0, 0, 0, 0, 0, // 8
0, 0, 0, 0, 0, 0, 0, 0, // 7
1, 2, 3, 1, 2, 1, 2, 1, // 6
1, 2, 1, 2, 1, 1, 1, 1, // 5
1, 1, 2, 1, 1, 1, 2, 1, // 4
2, 1, 1, 0, 0, 0, 0, 0, // 3
0, 0, 0, 0, 0, 0, 0, 0, // 2
0, 0, 0, 0, 0, 0, 0, 0, // 1
// a b c d e f g h
], Piece::Rook.value()),
// bishop
make_pst([
0, 0, 0, 0, 0, 0, 0, 0, // 8
0, 0, 0, 0, 0, 0, 0, 0, // 7
0, 0, 0, 0, 0, 0, 0, 0, // 6
0, 0, 0, 0, 0, 0, 0, 0, // 5
0, 0, 0, 0, 0, 0, 0, 0, // 4
0, 0, 0, 0, 0, 0, 0, 0, // 3
0, 0, 0, 0, 0, 0, 0, 0, // 2
0, 0, 0, 0, 0, 0, 0, 0, // 1
// a b c d e f g h
], Piece::Bishop.value()),
// knight
make_pst([
-100,-100,-100,-100,-100,-100,-100,-100, // 8
-100, 0, 0, 0, 0, 0, 0,-100, // 7
-100, 0, 0, 0, 0, 0, 0,-100, // 6
-100, 0, 0, 0, 0, 0, 0,-100, // 5
-100, 0, 0, 0, 0, 0, 0,-100, // 4
-100, 0, 0, 0, 0, 0, 0,-100, // 3
-100, 0, 0, 0, 0, 0, 0,-100, // 2
-100,-100,-100,-100,-100,-100,-100,-100, // 1
// a b c d e f g h
], Piece::Knight.value()),
// king
make_pst([
-100,-100, -90, -70, -70, -90,-100,-100, // 8
-100, -20, -15, -13, -13, -15, -20,-100, // 7
-90, -15, -5, -5, -5, -5, -15, -90, // 6
-70, -13, -5, 4, 4, -5, -13, -70, // 5
-70, -13, -5, 4, 4, -5, -13, -70, // 4
-90, -15, -5, -5, -5, -5, -15, -90, // 3
-100, -20, -15, -13, -13, -15, -20,-100, // 2
-100,-100, -90, -70, -70, -90,-100,-100, // 1
// a b c d e f g h
], Piece::King.value()),
// queen
make_pst([
0, 0, 0, 0, 0, 0, 0, 0, // 8
0, 0, 0, 0, 0, 0, 0, 0, // 7
0, 0, 0, 0, 0, 0, 0, 0, // 6
0, 0, 0, 0, 0, 0, 0, 0, // 5
0, 0, 0, 0, 0, 0, 0, 0, // 4
0, 0, 0, 0, 0, 0, 0, 0, // 3
0, 0, 0, 0, 0, 0, 0, 0, // 2
0, 0, 0, 0, 0, 0, 0, 0, // 1
// a b c d e f g h
], Piece::Queen.value()),
// pawn
make_pst([
10, 10, 10, 10, 10, 10, 10, 10, // 8
70, 70, 70, 70, 70, 70, 70, 70, // 7
25, 25, 25, 25, 25, 25, 25, 25, // 6
20, 20, 20, 20, 20, 20, 20, 20, // 5
10, 10, 10, 10, 10, 10, 10, 10, // 4
0, 0, 0, 0, 0, 0, 0, 0, // 3
0, 0, 0, 0, 0, 0, 0, 0, // 2
0, 0, 0, 0, 0, 0, 0, 0, // 1
// a b c d e f g h
], Piece::Pawn.value()),
]);
/// Centipawn, signed, eval metrics.
pub struct EvalMetrics {
pub pst_eval: i32,
/// Manhattan distance between kings.
pub king_distance: usize,
pub king_distance_eval: i32,
pub total_eval: i32,
/// game phase, from 14 (start) to 0 (end endgame).
pub phase: i32,
}
pub fn eval_metrics(board: &Board) -> EvalMetrics {
// we'll define endgame as the moment when there are 7 non pawn/king pieces left on the
// board in total.
//
// `phase` will range from 14 (game start) to 7 (endgame) to 0 (end end game).
let phase = i32::from(board.eval.min_maj_pieces);
// piece square tables
let pst_eval = i32::from(board.eval.midgame.score) * max(7, phase - 7) / 7
+ i32::from(board.eval.endgame.score) * min(14 - phase, 7) / 7;
// Signed factor of the color with the material advantage.
let advantage = pst_eval / 10;
let kings1 = board[board.turn][Piece::King].into_iter();
let kings2 = board[board.turn.flip()][Piece::King].into_iter();
let king_distance = kings1
.zip(kings2)
.next()
.map_or(0, |(k1, k2)| k1.manhattan(k2));
// attempt to minimize king distance for checkmates
let king_distance_eval =
-advantage * i32::try_from(king_distance).unwrap() * max(7 - phase, 0) / 100;
let eval = pst_eval + king_distance_eval;
EvalMetrics {
pst_eval,
king_distance,
king_distance_eval,
total_eval: eval,
phase,
}
}
impl Eval for Board {
fn eval(&self) -> EvalInt {
let res = eval_metrics(self);
res.total_eval.try_into().unwrap()
}
}
impl EvalSEE for Board {
fn eval_see(&self, dest: Square, first_mv_side: Color) -> EvalInt {
let attackers = self.gen_attackers(dest, false, None);
// indexed by the Piece enum order
let mut atk_qty = [[0u8; N_PIECES]; N_COLORS];
// counting sort
for (attacker, _src) in attackers {
atk_qty[attacker.col as usize][attacker.pc as usize] += 1;
}
let dest_pc = self.get_piece(dest);
// it doesn't make sense if the piece already on the square is first to move
debug_assert!(!dest_pc.is_some_and(|pc| pc.col == first_mv_side));
// Simulate the exchange.
//
// Returns the expected gain for the side in the exchange.
//
// TODO: promotions aren't accounted for.
fn sim_exchange(
side: Color,
dest_pc: Option<ColPiece>,
atk_qty: &mut [[u8; N_PIECES]; N_COLORS],
) -> EvalInt {
use Piece::*;
let val_idxs = [Pawn, Knight, Bishop, Rook, Queen, King];
let mut ptr = 0;
let mut eval = 0;
// while the count of this piece is zero, move to the next piece
while atk_qty[side as usize][val_idxs[ptr] as usize] == 0 {
ptr += 1;
if ptr == N_PIECES {
return eval;
}
}
let cur_pc = val_idxs[ptr];
let pc_ptr = cur_pc as usize;
debug_assert!(atk_qty[side as usize][pc_ptr] > 0);
atk_qty[side as usize][pc_ptr] -= 1;
if let Some(dest_pc) = dest_pc {
eval += dest_pc.pc.value();
// this player may either give up now, or capture. pick the best (max score).
// anything the other player gains is taken from us, hence the minus.
eval = max(0, eval - sim_exchange(side.flip(), Some(dest_pc), atk_qty))
}
eval
}
sim_exchange(first_mv_side, dest_pc, &mut atk_qty)
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fen::FromFen;
/// Sanity check.
#[test]
fn test_eval() {
let board1 = Board::from_fen("4k3/8/8/8/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1").unwrap();
let eval1 = board1.eval();
let board2 = Board::from_fen("rnbqkbnr/pppppppp/8/8/8/8/8/4K3 w kq - 0 1").unwrap();
let eval2 = board2.eval();
assert!(eval1 > 0, "got eval {eval1} ({:?})", board1.eval);
assert!(eval2 < 0, "got eval {eval2} ({:?})", board2.eval);
}
/// Static exchange evaluation tests.
#[test]
fn test_see_eval() {
// set side to move appropriately in the fen
//
// otherwise the exchange doesn't work
use Piece::*;
let test_cases = [
(
// fen
"8/4n3/8/2qRr3/8/4N3/8/8 b - - 0 1",
// square where exchange happens
"d5",
// expected (signed) value gain of exchange
Rook.value(),
),
("8/8/4b3/2kq4/2PKP3/8/8/8 w - - 0 1", "d5", Queen.value()),
(
"r3k2r/1pq2pbp/6p1/p2Qpb2/1N6/2P3P1/PB2PPBP/R3K2R w KQkq - 0 14",
"e5",
0,
),
(
"r3k2r/1pq2pbp/6p1/p3p3/P5b1/2P3P1/1BN1PPBP/R2QK2R b KQkq - 0 14",
"e2",
0,
),
];
for (fen, dest, expected) in test_cases {
let board = Board::from_fen(fen).unwrap();
let dest: Square = dest.parse().unwrap();
let res = board.eval_see(dest, board.turn);
assert_eq!(res, expected, "failed {}", fen);
}
}
}