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package chester
import (
"math/rand/v2"
)
// eval returns a static evaluation of position p in centipawns
// using material count only. Positive values favour Attacking,
// negative values favour Defending.
//
// Piece values:
//
// Pawn=100 Knight=300 Bishop=300 Rook=500 Queen=900
func eval(p *Position) int {
pawns := p.Pawns().OnesCount()
knight := p.Knights().OnesCount()
bishop := p.Bishops().OnesCount()
rook := p.Rooks().OnesCount()
queen := p.Queens().OnesCount()
ePawns := p.EnemyPawns().OnesCount()
eKnight := p.EnemyKnights().OnesCount()
eBishop := p.EnemyBishops().OnesCount()
eRook := p.EnemyRooks().OnesCount()
eQueen := p.EnemyQueens().OnesCount()
return (pawns + knight*3 + bishop*3 + rook*5 + queen*9 -
ePawns - eKnight*3 - eBishop*3 - eRook*5 - eQueen*9) * 100
}
// pickMove selects a move from a set of book entries using weighted random
// selection. Entries with higher Weight are chosen proportionally more often.
// If all weights are zero, a move is chosen uniformly at random.
func pickMove(entries []bookEntry) Move {
var total int
for _, m := range entries {
total += int(m.Weight)
}
if total == 0 {
return entries[len(entries)-1].Move
}
r := rand.IntN(total)
for _, e := range entries {
r -= int(e.Weight)
if r < 0 {
return e.Move
}
}
return entries[len(entries)-1].Move
}
var mgValue = [Piece(6)]int{82, 337, 365, 477, 1025, 0}
var egValue = [Piece(6)]int{94, 281, 297, 512, 936, 0}
var mgTable [Color(2)][Piece(6)][64]int
var egTable [Color(2)][Piece(6)][64]int
var mgPawnTable = [64]int{
0, 0, 0, 0, 0, 0, 0, 0,
98, 134, 61, 95, 68, 126, 34, -11,
-6, 7, 26, 31, 65, 56, 25, -20,
-14, 13, 6, 21, 23, 12, 17, -23,
-27, -2, -5, 12, 17, 6, 10, -25,
-26, -4, -4, -10, 3, 3, 33, -12,
-35, -1, -20, -23, -15, 24, 38, -22,
0, 0, 0, 0, 0, 0, 0, 0,
}
var egPawnTable = [64]int{
0, 0, 0, 0, 0, 0, 0, 0,
178, 173, 158, 134, 147, 132, 165, 187,
94, 100, 85, 67, 56, 53, 82, 84,
32, 24, 13, 5, -2, 4, 17, 17,
13, 9, -3, -7, -7, -8, 3, -1,
4, 7, -6, 1, 0, -5, -1, -8,
13, 8, 8, 10, 13, 0, 2, -7,
0, 0, 0, 0, 0, 0, 0, 0,
}
var mgKnightTable = [64]int{
-167, -89, -34, -49, 61, -97, -15, -107,
-73, -41, 72, 36, 23, 62, 7, -17,
-47, 60, 37, 65, 84, 129, 73, 44,
-9, 17, 19, 53, 37, 69, 18, 22,
-13, 4, 16, 13, 28, 19, 21, -8,
-23, -9, 12, 10, 19, 17, 25, -16,
-29, -53, -12, -3, -1, 18, -14, -19,
-105, -21, -58, -33, -17, -28, -19, -23,
}
var egKnightTable = [64]int{
-58, -38, -13, -28, -31, -27, -63, -99,
-25, -8, -25, -2, -9, -25, -24, -52,
-24, -20, 10, 9, -1, -9, -19, -41,
-17, 3, 22, 22, 22, 11, 8, -18,
-18, -6, 16, 25, 16, 17, 4, -18,
-23, -3, -1, 15, 10, -3, -20, -22,
-42, -20, -10, -5, -2, -20, -23, -44,
-29, -51, -23, -15, -22, -18, -50, -64,
}
var mgBishopTable = [64]int{
-29, 4, -82, -37, -25, -42, 7, -8,
-26, 16, -18, -13, 30, 59, 18, -47,
-16, 37, 43, 40, 35, 50, 37, -2,
-4, 5, 19, 50, 37, 37, 7, -2,
-6, 13, 13, 26, 34, 12, 10, 4,
0, 15, 15, 15, 14, 27, 18, 10,
4, 15, 16, 0, 7, 21, 33, 1,
-33, -3, -14, -21, -13, -12, -39, -21,
}
var egBishopTable = [64]int{
-14, -21, -11, -8, -7, -9, -17, -24,
-8, -4, 7, -12, -3, -13, -4, -14,
2, -8, 0, -1, -2, 6, 0, 4,
-3, 9, 12, 9, 14, 10, 3, 2,
-6, 3, 13, 19, 7, 10, -3, -9,
-12, -3, 8, 10, 13, 3, -7, -15,
-14, -18, -7, -1, 4, -9, -15, -27,
-23, -9, -23, -5, -9, -16, -5, -17,
}
var mgRookTable = [64]int{
32, 42, 32, 51, 63, 9, 31, 43,
27, 32, 58, 62, 80, 67, 26, 44,
-5, 19, 26, 36, 17, 45, 61, 16,
-24, -11, 7, 26, 24, 35, -8, -20,
-36, -26, -12, -1, 9, -7, 6, -23,
-45, -25, -16, -17, 3, 0, -5, -33,
-44, -16, -20, -9, -1, 11, -6, -71,
-19, -13, 1, 17, 16, 7, -37, -26,
}
var egRookTable = [64]int{
13, 10, 18, 15, 12, 12, 8, 5,
11, 13, 13, 11, -3, 3, 8, 3,
7, 7, 7, 5, 4, -3, -5, -3,
4, 3, 13, 1, 2, 1, -1, 2,
3, 5, 8, 4, -5, -6, -8, -11,
-4, 0, -5, -1, -7, -12, -8, -16,
-6, -6, 0, 2, -9, -9, -11, -3,
-9, 2, 3, -1, -5, -13, 4, -20,
}
var mgQueenTable = [64]int{
-28, 0, 29, 12, 59, 44, 43, 45,
-24, -39, -5, 1, -16, 57, 28, 54,
-13, -17, 7, 8, 29, 56, 47, 57,
-27, -27, -16, -16, -1, 17, -2, 1,
-9, -26, -9, -10, -2, -4, 3, -3,
-14, 2, -11, -2, -5, 2, 14, 5,
-35, -8, 11, 2, 8, 15, -3, 1,
-1, -18, -9, 10, -15, -25, -31, -50,
}
var egQueenTable = [64]int{
-9, 22, 22, 27, 27, 19, 10, 20,
-17, 20, 32, 41, 58, 25, 30, 0,
-20, 6, 9, 49, 47, 35, 19, 9,
3, 22, 24, 45, 57, 40, 57, 36,
-18, 28, 19, 47, 31, 34, 39, 23,
-16, -27, 15, 6, 9, 17, 10, 5,
-22, -23, -30, -16, -16, -23, -36, -32,
-33, -28, -22, -43, -5, -32, -20, -41,
}
var mgKingTable = [64]int{
-65, 23, 16, -15, -56, -34, 2, 13,
29, -1, -20, -7, -8, -4, -38, -29,
-9, 24, 2, -16, -20, 6, 22, -22,
-17, -20, -12, -27, -30, -25, -14, -36,
-49, -1, -27, -39, -46, -44, -33, -51,
-14, -14, -22, -46, -44, -30, -15, -27,
1, 7, -8, -64, -43, -16, 9, 8,
-15, 36, 12, -54, 8, -28, 24, 14,
}
var egKingTable = [64]int{
-74, -35, -18, -18, -11, 15, 4, -17,
-12, 17, 14, 17, 17, 38, 23, 11,
10, 17, 23, 15, 20, 45, 44, 13,
-8, 22, 24, 27, 26, 33, 26, 3,
-18, -4, 21, 24, 27, 23, 9, -11,
-19, -3, 11, 21, 23, 16, 7, -9,
-27, -11, 4, 13, 14, 4, -5, -17,
-53, -34, -21, -11, -28, -14, -24, -43,
}
var mgPestoTable = [6][64]int{
mgPawnTable,
mgKnightTable,
mgBishopTable,
mgRookTable,
mgQueenTable,
mgKingTable,
}
var egPestoTable = [6][64]int{
egPawnTable,
egKnightTable,
egBishopTable,
egRookTable,
egQueenTable,
egKingTable,
}
var gamephaseInc = [12]int{0, 1, 1, 1, 2, 4, 0}
func init() {
for p := range Piece(6) {
for sq := range Square(64) {
mgTable[White][p][sq] = mgValue[p] + mgPestoTable[p][int(sq)]
egTable[White][p][sq] = egValue[p] + egPestoTable[p][int(sq)]
mgTable[Black][p][sq] = mgValue[p] + mgPestoTable[p][int(sq^56)]
egTable[Black][p][sq] = egValue[p] + egPestoTable[p][int(sq^56)]
}
}
}
func evalPesto(p *Position) int {
var mg [2]int
var eg [2]int
gamePhase := 0
mg[White] = 0
mg[Black] = 0
eg[White] = 0
eg[Black] = 0
whiteBB := p.WhitePieces()
bb := Bitboard(1)
for sq := range Square(64) {
piece := p.mailbox[sq]
if piece != Empty {
if bb&whiteBB != 0 {
mg[White] += mgTable[White][piece][sq]
eg[White] += egTable[White][piece][sq]
} else {
mg[Black] += mgTable[Black][piece][sq]
eg[Black] += egTable[Black][piece][sq]
}
gamePhase += gamephaseInc[piece]
}
bb <<= 1
}
mgScore := mg[p.active] - mg[p.inactive]
egScore := eg[p.active] - eg[p.inactive]
mgPhase := gamePhase
if mgPhase > 24 {
mgPhase = 24
}
egPhase := 24 - mgPhase
return (mgScore*mgPhase + egScore*egPhase) / 24
}