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| 96 | pmbaty | 1 | /* |
| 2 | Stockfish, a UCI chess playing engine derived from Glaurung 2.1 |
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| 3 | Copyright (C) 2004-2008 Tord Romstad (Glaurung author) |
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| 4 | Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad |
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| 5 | Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad |
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| 6 | |||
| 7 | Stockfish is free software: you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation, either version 3 of the License, or |
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| 10 | (at your option) any later version. |
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| 11 | |||
| 12 | Stockfish is distributed in the hope that it will be useful, |
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| 13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 15 | GNU General Public License for more details. |
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| 16 | |||
| 17 | You should have received a copy of the GNU General Public License |
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| 18 | along with this program. If not, see <http://www.gnu.org/licenses/>. |
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| 19 | */ |
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| 20 | |||
| 21 | #include <algorithm> |
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| 22 | #include <cassert> |
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| 23 | |||
| 24 | #include "bitboard.h" |
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| 25 | #include "pawns.h" |
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| 26 | #include "position.h" |
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| 27 | #include "thread.h" |
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| 28 | |||
| 29 | namespace { |
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| 30 | |||
| 31 | #define V Value |
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| 32 | #define S(mg, eg) make_score(mg, eg) |
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| 33 | |||
| 154 | pmbaty | 34 | // Isolated pawn penalty by opposed flag |
| 35 | const Score Isolated[2] = { S(45, 40), S(30, 27) }; |
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| 96 | pmbaty | 36 | |
| 37 | // Backward pawn penalty by opposed flag |
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| 38 | const Score Backward[2] = { S(56, 33), S(41, 19) }; |
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| 39 | |||
| 154 | pmbaty | 40 | // Unsupported pawn penalty for pawns which are neither isolated or backward |
| 41 | const Score Unsupported = S(17, 8); |
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| 96 | pmbaty | 42 | |
| 43 | // Connected pawn bonus by opposed, phalanx, twice supported and rank |
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| 44 | Score Connected[2][2][2][RANK_NB]; |
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| 45 | |||
| 154 | pmbaty | 46 | // Doubled pawn penalty |
| 47 | const Score Doubled = S(18,38); |
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| 96 | pmbaty | 48 | |
| 49 | // Lever bonus by rank |
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| 50 | const Score Lever[RANK_NB] = { |
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| 51 | S( 0, 0), S( 0, 0), S(0, 0), S(0, 0), |
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| 154 | pmbaty | 52 | S(17, 16), S(33, 32), S(0, 0), S(0, 0) |
| 53 | }; |
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| 96 | pmbaty | 54 | |
| 55 | // Weakness of our pawn shelter in front of the king by [distance from edge][rank] |
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| 56 | const Value ShelterWeakness[][RANK_NB] = { |
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| 57 | { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) }, |
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| 58 | { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) }, |
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| 59 | { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) }, |
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| 154 | pmbaty | 60 | { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } |
| 61 | }; |
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| 96 | pmbaty | 62 | |
| 63 | // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] |
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| 64 | const Value StormDanger[][4][RANK_NB] = { |
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| 65 | { { V( 0), V( 67), V( 134), V(38), V(32) }, |
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| 66 | { V( 0), V( 57), V( 139), V(37), V(22) }, |
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| 67 | { V( 0), V( 43), V( 115), V(43), V(27) }, |
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| 68 | { V( 0), V( 68), V( 124), V(57), V(32) } }, |
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| 69 | { { V(20), V( 43), V( 100), V(56), V(20) }, |
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| 70 | { V(23), V( 20), V( 98), V(40), V(15) }, |
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| 71 | { V(23), V( 39), V( 103), V(36), V(18) }, |
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| 72 | { V(28), V( 19), V( 108), V(42), V(26) } }, |
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| 73 | { { V( 0), V( 0), V( 75), V(14), V( 2) }, |
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| 74 | { V( 0), V( 0), V( 150), V(30), V( 4) }, |
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| 75 | { V( 0), V( 0), V( 160), V(22), V( 5) }, |
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| 76 | { V( 0), V( 0), V( 166), V(24), V(13) } }, |
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| 77 | { { V( 0), V(-283), V(-281), V(57), V(31) }, |
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| 78 | { V( 0), V( 58), V( 141), V(39), V(18) }, |
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| 79 | { V( 0), V( 65), V( 142), V(48), V(32) }, |
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| 154 | pmbaty | 80 | { V( 0), V( 60), V( 126), V(51), V(19) } } |
| 81 | }; |
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| 96 | pmbaty | 82 | |
| 83 | // Max bonus for king safety. Corresponds to start position with all the pawns |
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| 84 | // in front of the king and no enemy pawn on the horizon. |
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| 85 | const Value MaxSafetyBonus = V(258); |
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| 86 | |||
| 87 | #undef S |
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| 88 | #undef V |
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| 89 | |||
| 90 | template<Color Us> |
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| 91 | Score evaluate(const Position& pos, Pawns::Entry* e) { |
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| 92 | |||
| 154 | pmbaty | 93 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
| 94 | const Square Up = (Us == WHITE ? NORTH : SOUTH); |
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| 95 | const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); |
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| 96 | const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); |
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| 96 | pmbaty | 97 | |
| 154 | pmbaty | 98 | Bitboard b, neighbours, stoppers, doubled, supported, phalanx; |
| 96 | pmbaty | 99 | Square s; |
| 154 | pmbaty | 100 | bool opposed, lever, connected, backward; |
| 96 | pmbaty | 101 | Score score = SCORE_ZERO; |
| 102 | const Square* pl = pos.squares<PAWN>(Us); |
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| 103 | const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)]; |
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| 104 | |||
| 105 | Bitboard ourPawns = pos.pieces(Us , PAWN); |
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| 106 | Bitboard theirPawns = pos.pieces(Them, PAWN); |
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| 107 | |||
| 154 | pmbaty | 108 | e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0; |
| 96 | pmbaty | 109 | e->semiopenFiles[Us] = 0xFF; |
| 154 | pmbaty | 110 | e->kingSquares[Us] = SQ_NONE; |
| 111 | e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns); |
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| 112 | e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares); |
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| 96 | pmbaty | 113 | e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK]; |
| 114 | |||
| 115 | // Loop through all pawns of the current color and score each pawn |
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| 116 | while ((s = *pl++) != SQ_NONE) |
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| 117 | { |
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| 118 | assert(pos.piece_on(s) == make_piece(Us, PAWN)); |
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| 119 | |||
| 120 | File f = file_of(s); |
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| 121 | |||
| 154 | pmbaty | 122 | e->semiopenFiles[Us] &= ~(1 << f); |
| 96 | pmbaty | 123 | e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); |
| 124 | |||
| 125 | // Flag the pawn |
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| 154 | pmbaty | 126 | opposed = theirPawns & forward_bb(Us, s); |
| 127 | stoppers = theirPawns & passed_pawn_mask(Us, s); |
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| 128 | lever = theirPawns & pawnAttacksBB[s]; |
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| 129 | doubled = ourPawns & (s + Up); |
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| 130 | neighbours = ourPawns & adjacent_files_bb(f); |
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| 131 | phalanx = neighbours & rank_bb(s); |
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| 132 | supported = neighbours & rank_bb(s - Up); |
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| 133 | connected = supported | phalanx; |
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| 96 | pmbaty | 134 | |
| 154 | pmbaty | 135 | // A pawn is backward when it is behind all pawns of the same color on the |
| 136 | // adjacent files and cannot be safely advanced. |
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| 137 | if (!neighbours || lever || relative_rank(Us, s) >= RANK_5) |
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| 96 | pmbaty | 138 | backward = false; |
| 139 | else |
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| 140 | { |
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| 154 | pmbaty | 141 | // Find the backmost rank with neighbours or stoppers |
| 142 | b = rank_bb(backmost_sq(Us, neighbours | stoppers)); |
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| 96 | pmbaty | 143 | |
| 154 | pmbaty | 144 | // The pawn is backward when it cannot safely progress to that rank: |
| 145 | // either there is a stopper in the way on this rank, or there is a |
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| 146 | // stopper on adjacent file which controls the way to that rank. |
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| 147 | backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers; |
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| 148 | |||
| 149 | assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours)); |
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| 96 | pmbaty | 150 | } |
| 151 | |||
| 152 | // Passed pawns will be properly scored in evaluation because we need |
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| 154 | pmbaty | 153 | // full attack info to evaluate them. |
| 154 | if (!stoppers && !(ourPawns & forward_bb(Us, s))) |
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| 96 | pmbaty | 155 | e->passedPawns[Us] |= s; |
| 156 | |||
| 157 | // Score this pawn |
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| 154 | pmbaty | 158 | if (!neighbours) |
| 159 | score -= Isolated[opposed]; |
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| 96 | pmbaty | 160 | |
| 161 | else if (backward) |
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| 162 | score -= Backward[opposed]; |
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| 163 | |||
| 164 | else if (!supported) |
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| 154 | pmbaty | 165 | score -= Unsupported; |
| 96 | pmbaty | 166 | |
| 167 | if (connected) |
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| 168 | score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)]; |
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| 169 | |||
| 170 | if (doubled) |
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| 154 | pmbaty | 171 | score -= Doubled; |
| 96 | pmbaty | 172 | |
| 173 | if (lever) |
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| 174 | score += Lever[relative_rank(Us, s)]; |
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| 175 | } |
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| 176 | |||
| 177 | return score; |
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| 178 | } |
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| 179 | |||
| 180 | } // namespace |
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| 181 | |||
| 182 | namespace Pawns { |
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| 183 | |||
| 184 | /// Pawns::init() initializes some tables needed by evaluation. Instead of using |
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| 185 | /// hard-coded tables, when makes sense, we prefer to calculate them with a formula |
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| 186 | /// to reduce independent parameters and to allow easier tuning and better insight. |
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| 187 | |||
| 154 | pmbaty | 188 | void init() { |
| 189 | |||
| 96 | pmbaty | 190 | static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 }; |
| 191 | |||
| 192 | for (int opposed = 0; opposed <= 1; ++opposed) |
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| 193 | for (int phalanx = 0; phalanx <= 1; ++phalanx) |
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| 194 | for (int apex = 0; apex <= 1; ++apex) |
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| 195 | for (Rank r = RANK_2; r < RANK_8; ++r) |
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| 196 | { |
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| 197 | int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; |
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| 198 | v += (apex ? v / 2 : 0); |
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| 199 | Connected[opposed][phalanx][apex][r] = make_score(v, v * 5 / 8); |
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| 200 | } |
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| 201 | } |
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| 202 | |||
| 203 | |||
| 204 | /// Pawns::probe() looks up the current position's pawns configuration in |
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| 205 | /// the pawns hash table. It returns a pointer to the Entry if the position |
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| 206 | /// is found. Otherwise a new Entry is computed and stored there, so we don't |
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| 207 | /// have to recompute all when the same pawns configuration occurs again. |
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| 208 | |||
| 209 | Entry* probe(const Position& pos) { |
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| 210 | |||
| 211 | Key key = pos.pawn_key(); |
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| 212 | Entry* e = pos.this_thread()->pawnsTable[key]; |
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| 213 | |||
| 214 | if (e->key == key) |
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| 215 | return e; |
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| 216 | |||
| 217 | e->key = key; |
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| 218 | e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e); |
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| 154 | pmbaty | 219 | e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); |
| 220 | e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]); |
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| 96 | pmbaty | 221 | return e; |
| 222 | } |
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| 223 | |||
| 224 | |||
| 225 | /// Entry::shelter_storm() calculates shelter and storm penalties for the file |
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| 226 | /// the king is on, as well as the two adjacent files. |
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| 227 | |||
| 228 | template<Color Us> |
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| 229 | Value Entry::shelter_storm(const Position& pos, Square ksq) { |
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| 230 | |||
| 231 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
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| 232 | |||
| 233 | enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing }; |
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| 234 | |||
| 235 | Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq)); |
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| 236 | Bitboard ourPawns = b & pos.pieces(Us); |
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| 237 | Bitboard theirPawns = b & pos.pieces(Them); |
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| 238 | Value safety = MaxSafetyBonus; |
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| 239 | File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); |
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| 240 | |||
| 241 | for (File f = center - File(1); f <= center + File(1); ++f) |
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| 242 | { |
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| 243 | b = ourPawns & file_bb(f); |
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| 244 | Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; |
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| 245 | |||
| 246 | b = theirPawns & file_bb(f); |
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| 247 | Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; |
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| 248 | |||
| 249 | safety -= ShelterWeakness[std::min(f, FILE_H - f)][rkUs] |
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| 250 | + StormDanger |
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| 251 | [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing : |
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| 252 | rkUs == RANK_1 ? NoFriendlyPawn : |
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| 253 | rkThem == rkUs + 1 ? BlockedByPawn : Unblocked] |
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| 254 | [std::min(f, FILE_H - f)][rkThem]; |
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| 255 | } |
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| 256 | |||
| 257 | return safety; |
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| 258 | } |
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| 259 | |||
| 260 | |||
| 261 | /// Entry::do_king_safety() calculates a bonus for king safety. It is called only |
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| 262 | /// when king square changes, which is about 20% of total king_safety() calls. |
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| 263 | |||
| 264 | template<Color Us> |
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| 265 | Score Entry::do_king_safety(const Position& pos, Square ksq) { |
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| 266 | |||
| 267 | kingSquares[Us] = ksq; |
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| 268 | castlingRights[Us] = pos.can_castle(Us); |
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| 269 | int minKingPawnDistance = 0; |
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| 270 | |||
| 271 | Bitboard pawns = pos.pieces(Us, PAWN); |
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| 272 | if (pawns) |
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| 273 | while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} |
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| 274 | |||
| 275 | Value bonus = shelter_storm<Us>(pos, ksq); |
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| 276 | |||
| 277 | // If we can castle use the bonus after the castling if it is bigger |
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| 278 | if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right)) |
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| 279 | bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1))); |
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| 280 | |||
| 281 | if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right)) |
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| 282 | bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1))); |
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| 283 | |||
| 284 | return make_score(bonus, -16 * minKingPawnDistance); |
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| 285 | } |
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| 286 | |||
| 287 | // Explicit template instantiation |
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| 288 | template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq); |
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| 289 | template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq); |
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| 290 | |||
| 291 | } // namespace Pawns |