from __future__ import annotations import chess PIECE_VALUES = { chess.PAWN: 100, chess.KNIGHT: 320, chess.BISHOP: 335, chess.ROOK: 500, chess.QUEEN: 900, chess.KING: 0, } CENTER_SQUARES = (chess.D4, chess.E4, chess.D5, chess.E5) EXTENDED_CENTER = ( chess.C3, chess.D3, chess.E3, chess.F3, chess.C4, chess.D4, chess.E4, chess.F4, chess.C5, chess.D5, chess.E5, chess.F5, chess.C6, chess.D6, chess.E6, chess.F6, ) PIECE_MOBILITY_WEIGHTS = { chess.KNIGHT: 4, chess.BISHOP: 5, chess.ROOK: 3, chess.QUEEN: 2, } CENTER_AXIS_BONUS = (0, 1, 2, 3, 3, 2, 1, 0) BISHOP_PAIR_BONUS = 35 ROOK_OPEN_FILE_BONUS = 20 ROOK_SEMIOPEN_FILE_BONUS = 10 DOUBLED_PAWN_PENALTY = 18 ISOLATED_PAWN_PENALTY = 14 BACK_RANK_MINOR_PENALTY = 10 CENTER_OCCUPANCY_BONUS = 14 CENTER_ATTACK_BONUS = 3 CASTLING_RIGHTS_BONUS = 12 CASTLED_BONUS = 18 KNIGHT_CENTER_BONUS = 6 BISHOP_CENTER_BONUS = 2 KING_ENDGAME_CENTER_BONUS = 5 UNDEFENDED_TARGET_DIVISOR = 16 OVERLOADED_TARGET_DIVISOR = 24 TEMPO_BONUS = 8 PASSED_PAWN_BONUS_BY_RANK = [0, 5, 10, 18, 28, 42, 60, 0] LOOSE_PIECE_DIVISOR = 24 OUTNUMBERED_PIECE_DIVISOR = 40 PAWN_HARASSMENT_PENALTY = 8 CONNECTED_PAWN_BONUS = 4 PAWN_CHAIN_BONUS = 5 CENTRAL_PAWN_DUO_BONUS = 10 ADVANCED_CENTRAL_PAWN_BONUS = 3 def _phase(board: chess.Board) -> int: phase = 0 phase += 4 * (len(board.pieces(chess.QUEEN, chess.WHITE)) + len(board.pieces(chess.QUEEN, chess.BLACK))) phase += 2 * (len(board.pieces(chess.ROOK, chess.WHITE)) + len(board.pieces(chess.ROOK, chess.BLACK))) phase += len(board.pieces(chess.BISHOP, chess.WHITE)) + len(board.pieces(chess.BISHOP, chess.BLACK)) phase += len(board.pieces(chess.KNIGHT, chess.WHITE)) + len(board.pieces(chess.KNIGHT, chess.BLACK)) return min(phase, 24) def _friendly(square: int, color: chess.Color, board: chess.Board) -> bool: return board.color_at(square) == color def _center_axis_score(square: int) -> int: return CENTER_AXIS_BONUS[chess.square_file(square)] + CENTER_AXIS_BONUS[chess.square_rank(square)] def _file_pawn_counts(board: chess.Board, color: chess.Color) -> list[int]: counts = [0] * 8 for square in board.pieces(chess.PAWN, color): counts[chess.square_file(square)] += 1 return counts def _pawn_structure_score(board: chess.Board, color: chess.Color) -> int: score = 0 pawns = sorted(board.pieces(chess.PAWN, color)) enemy_pawns = list(board.pieces(chess.PAWN, not color)) file_counts = _file_pawn_counts(board, color) for count in file_counts: if count > 1: score -= DOUBLED_PAWN_PENALTY * (count - 1) for square in pawns: file_index = chess.square_file(square) left_count = file_counts[file_index - 1] if file_index > 0 else 0 right_count = file_counts[file_index + 1] if file_index < 7 else 0 if left_count == 0 and right_count == 0: score -= ISOLATED_PAWN_PENALTY rank_index = chess.square_rank(square) blocked = False for enemy_square in enemy_pawns: enemy_file = chess.square_file(enemy_square) if abs(enemy_file - file_index) > 1: continue enemy_rank = chess.square_rank(enemy_square) if color == chess.WHITE and enemy_rank > rank_index: blocked = True break if color == chess.BLACK and enemy_rank < rank_index: blocked = True break if not blocked: advance = rank_index if color == chess.WHITE else 7 - rank_index score += PASSED_PAWN_BONUS_BY_RANK[advance] return score def _mobility_score(board: chess.Board, color: chess.Color) -> int: score = 0 friendly_mask = board.occupied_co[color] for piece_type, weight in PIECE_MOBILITY_WEIGHTS.items(): for square in board.pieces(piece_type, color): attacks = board.attacks_mask(square) & ~friendly_mask score += weight * chess.popcount(attacks) return score def _center_score(board: chess.Board, color: chess.Color) -> int: score = 0 for square in CENTER_SQUARES: if _friendly(square, color, board): score += CENTER_OCCUPANCY_BONUS for square in EXTENDED_CENTER: score += CENTER_ATTACK_BONUS * chess.popcount(board.attackers_mask(color, square)) return score def _rook_file_score(board: chess.Board, color: chess.Color) -> int: score = 0 friendly_pawns = board.pieces(chess.PAWN, color) enemy_pawns = board.pieces(chess.PAWN, not color) for square in board.pieces(chess.ROOK, color): file_index = chess.square_file(square) friendly_on_file = any(chess.square_file(pawn_square) == file_index for pawn_square in friendly_pawns) enemy_on_file = any(chess.square_file(pawn_square) == file_index for pawn_square in enemy_pawns) if not friendly_on_file: score += ROOK_SEMIOPEN_FILE_BONUS if not enemy_on_file: score += ROOK_OPEN_FILE_BONUS return score def _king_safety_score(board: chess.Board, color: chess.Color, phase: int) -> int: king_square = board.king(color) if king_square is None: return 0 score = 0 king_file = chess.square_file(king_square) king_rank = chess.square_rank(king_square) for file_index in range(max(0, king_file - 1), min(7, king_file + 1) + 1): shelter_ranks = [king_rank + 1, king_rank + 2] if color == chess.WHITE else [king_rank - 1, king_rank - 2] for rank_index in shelter_ranks: if 0 <= rank_index < 8 and _friendly(chess.square(file_index, rank_index), color, board): score += 4 enemy_pressure = 0 for square in chess.SquareSet(chess.BB_KING_ATTACKS[king_square]): enemy_pressure += chess.popcount(board.attackers_mask(not color, square)) score -= enemy_pressure * (2 + phase // 8) if board.has_castling_rights(color): score += CASTLING_RIGHTS_BONUS * phase // 24 return score def _development_score(board: chess.Board, color: chess.Color, phase: int) -> int: if phase <= 8: return 0 home_rank = 0 if color == chess.WHITE else 7 penalty = 0 for piece_type in (chess.KNIGHT, chess.BISHOP): for square in board.pieces(piece_type, color): if chess.square_rank(square) == home_rank: penalty += BACK_RANK_MINOR_PENALTY return -penalty def _base_piece_safety_score(board: chess.Board, color: chess.Color) -> int: score = 0 for piece_type in (chess.KNIGHT, chess.BISHOP, chess.ROOK, chess.QUEEN): for square in board.pieces(piece_type, color): attackers_mask = board.attackers_mask(not color, square) if not attackers_mask: continue attackers = chess.popcount(attackers_mask) defenders = chess.popcount(board.attackers_mask(color, square)) if defenders == 0: score -= PIECE_VALUES[piece_type] // LOOSE_PIECE_DIVISOR elif attackers > defenders: score -= PIECE_VALUES[piece_type] // OUTNUMBERED_PIECE_DIVISOR if defenders <= attackers: pawn_pressure = 0 for attacker_square in chess.SquareSet(attackers_mask): if board.piece_type_at(attacker_square) == chess.PAWN: pawn_pressure += 1 score -= pawn_pressure * PAWN_HARASSMENT_PENALTY return score def _base_piece_placement_score(board: chess.Board, color: chess.Color, phase: int) -> int: score = 0 for square in board.pieces(chess.KNIGHT, color): score += KNIGHT_CENTER_BONUS * _center_axis_score(square) for square in board.pieces(chess.BISHOP, color): score += BISHOP_CENTER_BONUS * _center_axis_score(square) king_square = board.king(color) if king_square is not None: back_rank = 0 if color == chess.WHITE else 7 if chess.square_rank(king_square) == back_rank: if king_square in (chess.C1, chess.G1, chess.C8, chess.G8): rook_square = chess.square(3 if chess.square_file(king_square) == 2 else 5, back_rank) if _friendly(rook_square, color, board): score += CASTLED_BONUS * phase // 24 score += KING_ENDGAME_CENTER_BONUS * _center_axis_score(king_square) * (24 - phase) // 24 return score def _base_threat_score(board: chess.Board, color: chess.Color) -> int: score = 0 for piece_type in (chess.PAWN, chess.KNIGHT, chess.BISHOP, chess.ROOK, chess.QUEEN): for square in board.pieces(piece_type, not color): attackers = chess.popcount(board.attackers_mask(color, square)) if attackers == 0: continue defenders = chess.popcount(board.attackers_mask(not color, square)) if defenders == 0: score += PIECE_VALUES[piece_type] // UNDEFENDED_TARGET_DIVISOR elif attackers > defenders: score += PIECE_VALUES[piece_type] // OVERLOADED_TARGET_DIVISOR return score def _structure_hook(board: chess.Board, color: chess.Color, phase: int) -> int: """Swarm lane: structure and castling heuristics.""" # SWARM_HOOK: structure score = 0 pawns = board.pieces(chess.PAWN, color) direction = 1 if color == chess.WHITE else -1 for square in pawns: file_index = chess.square_file(square) rank_index = chess.square_rank(square) for neighbor_file in (file_index - 1, file_index + 1): if 0 <= neighbor_file < 8: neighbor_square = chess.square(neighbor_file, rank_index) if neighbor_square in pawns: score += CONNECTED_PAWN_BONUS support_rank = rank_index - direction if 0 <= support_rank < 8: for support_file in (file_index - 1, file_index + 1): if 0 <= support_file < 8: support_square = chess.square(support_file, support_rank) if support_square in pawns: score += PAWN_CHAIN_BONUS if file_index in (3, 4): advance = rank_index if color == chess.WHITE else 7 - rank_index if advance >= 3: score += ADVANCED_CENTRAL_PAWN_BONUS if chess.D4 in pawns and chess.E4 in pawns: score += CENTRAL_PAWN_DUO_BONUS if chess.D5 in pawns and chess.E5 in pawns: score += CENTRAL_PAWN_DUO_BONUS return score * phase // 24 def _tactical_hook(board: chess.Board, color: chess.Color, phase: int) -> int: """Swarm lane: tactical safety and loose-piece pressure.""" # SWARM_HOOK: tactical score = _base_piece_safety_score(board, color) tactical_values = { chess.PAWN: 100, chess.KNIGHT: 320, chess.BISHOP: 335, chess.ROOK: 500, chess.QUEEN: 900, chess.KING: 1200, } def _least_tactical_value(attackers_mask: int) -> int: least = 10_000 for attacker_square in chess.SquareSet(attackers_mask): piece_type = board.piece_type_at(attacker_square) if piece_type is None: continue value = tactical_values[piece_type] if value < least: least = value return least def _exchange_edge(attacking_color: chess.Color, square: int, piece_type: int) -> int: attackers_mask = board.attackers_mask(attacking_color, square) if not attackers_mask: return 0 least_attacker = _least_tactical_value(attackers_mask) target_value = PIECE_VALUES[piece_type] if least_attacker >= target_value: return 0 defenders_mask = board.attackers_mask(not attacking_color, square) edge = 0 if not defenders_mask: edge += (target_value - least_attacker) // 16 + 4 else: least_defender = _least_tactical_value(defenders_mask) if least_defender > least_attacker: edge += (least_defender - least_attacker) // 24 + 1 if chess.popcount(attackers_mask) > chess.popcount(defenders_mask): edge += target_value // 96 return edge for piece_type in (chess.KNIGHT, chess.BISHOP, chess.ROOK, chess.QUEEN): for square in board.pieces(piece_type, not color): score += _exchange_edge(color, square, piece_type) for square in board.pieces(piece_type, color): score -= _exchange_edge(not color, square, piece_type) return score def _activity_hook(board: chess.Board, color: chess.Color, phase: int) -> int: """Swarm lane: activity, centralization, and placement.""" # SWARM_HOOK: activity return _base_piece_placement_score(board, color, phase) def _pawn_endgame_hook(board: chess.Board, color: chess.Color, phase: int) -> int: """Swarm lane: pawn structure and endgame conversion.""" # SWARM_HOOK: pawn_endgame return 0 def _initiative_hook(board: chess.Board, color: chess.Color, phase: int) -> int: """Swarm lane: threats, tempo conversion, and initiative.""" # SWARM_HOOK: initiative return _base_threat_score(board, color) def _side_score(board: chess.Board, color: chess.Color, phase: int) -> int: score = 0 for piece_type, piece_value in PIECE_VALUES.items(): score += piece_value * len(board.pieces(piece_type, color)) if len(board.pieces(chess.BISHOP, color)) >= 2: score += BISHOP_PAIR_BONUS score += _pawn_structure_score(board, color) score += _mobility_score(board, color) score += _center_score(board, color) score += _rook_file_score(board, color) score += _king_safety_score(board, color, phase) score += _development_score(board, color, phase) score += _structure_hook(board, color, phase) score += _tactical_hook(board, color, phase) score += _activity_hook(board, color, phase) score += _pawn_endgame_hook(board, color, phase) score += _initiative_hook(board, color, phase) return score def evaluate(board: chess.Board) -> int: if board.is_checkmate(): return -100_000 if board.turn == chess.WHITE else 100_000 if board.is_stalemate() or board.is_insufficient_material(): return 0 phase = _phase(board) score = _side_score(board, chess.WHITE, phase) - _side_score(board, chess.BLACK, phase) score += TEMPO_BONUS if board.turn == chess.WHITE else -TEMPO_BONUS return score