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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 "bitcount.h" |
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| 26 | #include "pawns.h" |
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| 27 | #include "position.h" |
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| 28 | #include "thread.h" |
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| 29 | |||
| 30 | namespace { |
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| 31 | |||
| 32 | #define V Value |
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| 33 | #define S(mg, eg) make_score(mg, eg) |
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| 34 | |||
| 35 | // Isolated pawn penalty by opposed flag and file |
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| 36 | const Score Isolated[2][FILE_NB] = { |
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| 37 | { S(31, 36), S(45, 41), S(50, 41), S(50, 41), |
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| 38 | S(50, 41), S(50, 41), S(45, 41), S(31, 36) }, |
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| 39 | { S(21, 24), S(30, 28), S(33, 28), S(33, 28), |
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| 40 | S(33, 28), S(33, 28), S(30, 28), S(21, 24) } }; |
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| 41 | |||
| 42 | // Backward pawn penalty by opposed flag |
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| 43 | const Score Backward[2] = { S(56, 33), S(41, 19) }; |
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| 44 | |||
| 45 | // Unsupported pawn penalty for pawns which are neither isolated or backward, |
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| 46 | // by number of pawns it supports [less than 2 / exactly 2]. |
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| 47 | const Score Unsupported[2] = { S(17, 8), S(21, 12) }; |
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| 48 | |||
| 49 | // Connected pawn bonus by opposed, phalanx, twice supported and rank |
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| 50 | Score Connected[2][2][2][RANK_NB]; |
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| 51 | |||
| 52 | // Doubled pawn penalty by file |
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| 53 | const Score Doubled[FILE_NB] = { |
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| 54 | S(11, 34), S(17, 38), S(19, 38), S(19, 38), |
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| 55 | S(19, 38), S(19, 38), S(17, 38), S(11, 34) }; |
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| 56 | |||
| 57 | // Lever bonus by rank |
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| 58 | const Score Lever[RANK_NB] = { |
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| 59 | S( 0, 0), S( 0, 0), S(0, 0), S(0, 0), |
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| 60 | S(17, 16), S(33, 32), S(0, 0), S(0, 0) }; |
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| 61 | |||
| 62 | // Weakness of our pawn shelter in front of the king by [distance from edge][rank] |
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| 63 | const Value ShelterWeakness[][RANK_NB] = { |
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| 64 | { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) }, |
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| 65 | { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) }, |
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| 66 | { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) }, |
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| 67 | { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } }; |
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| 68 | |||
| 69 | // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] |
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| 70 | const Value StormDanger[][4][RANK_NB] = { |
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| 71 | { { V( 0), V( 67), V( 134), V(38), V(32) }, |
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| 72 | { V( 0), V( 57), V( 139), V(37), V(22) }, |
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| 73 | { V( 0), V( 43), V( 115), V(43), V(27) }, |
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| 74 | { V( 0), V( 68), V( 124), V(57), V(32) } }, |
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| 75 | { { V(20), V( 43), V( 100), V(56), V(20) }, |
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| 76 | { V(23), V( 20), V( 98), V(40), V(15) }, |
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| 77 | { V(23), V( 39), V( 103), V(36), V(18) }, |
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| 78 | { V(28), V( 19), V( 108), V(42), V(26) } }, |
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| 79 | { { V( 0), V( 0), V( 75), V(14), V( 2) }, |
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| 80 | { V( 0), V( 0), V( 150), V(30), V( 4) }, |
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| 81 | { V( 0), V( 0), V( 160), V(22), V( 5) }, |
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| 82 | { V( 0), V( 0), V( 166), V(24), V(13) } }, |
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| 83 | { { V( 0), V(-283), V(-281), V(57), V(31) }, |
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| 84 | { V( 0), V( 58), V( 141), V(39), V(18) }, |
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| 85 | { V( 0), V( 65), V( 142), V(48), V(32) }, |
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| 86 | { V( 0), V( 60), V( 126), V(51), V(19) } } }; |
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| 87 | |||
| 88 | // Max bonus for king safety. Corresponds to start position with all the pawns |
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| 89 | // in front of the king and no enemy pawn on the horizon. |
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| 90 | const Value MaxSafetyBonus = V(258); |
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| 91 | |||
| 92 | #undef S |
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| 93 | #undef V |
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| 94 | |||
| 95 | template<Color Us> |
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| 96 | Score evaluate(const Position& pos, Pawns::Entry* e) { |
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| 97 | |||
| 98 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
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| 99 | const Square Up = (Us == WHITE ? DELTA_N : DELTA_S); |
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| 100 | const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); |
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| 101 | const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); |
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| 102 | |||
| 103 | Bitboard b, neighbours, doubled, supported, phalanx; |
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| 104 | Square s; |
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| 105 | bool passed, isolated, opposed, backward, lever, connected; |
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| 106 | Score score = SCORE_ZERO; |
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| 107 | const Square* pl = pos.squares<PAWN>(Us); |
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| 108 | const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)]; |
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| 109 | |||
| 110 | Bitboard ourPawns = pos.pieces(Us , PAWN); |
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| 111 | Bitboard theirPawns = pos.pieces(Them, PAWN); |
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| 112 | |||
| 113 | e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0; |
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| 114 | e->kingSquares[Us] = SQ_NONE; |
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| 115 | e->semiopenFiles[Us] = 0xFF; |
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| 116 | e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns); |
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| 117 | e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & DarkSquares); |
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| 118 | e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK]; |
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| 119 | |||
| 120 | // Loop through all pawns of the current color and score each pawn |
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| 121 | while ((s = *pl++) != SQ_NONE) |
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| 122 | { |
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| 123 | assert(pos.piece_on(s) == make_piece(Us, PAWN)); |
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| 124 | |||
| 125 | File f = file_of(s); |
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| 126 | |||
| 127 | e->semiopenFiles[Us] &= ~(1 << f); |
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| 128 | e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); |
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| 129 | |||
| 130 | // Flag the pawn |
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| 131 | neighbours = ourPawns & adjacent_files_bb(f); |
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| 132 | doubled = ourPawns & forward_bb(Us, s); |
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| 133 | opposed = theirPawns & forward_bb(Us, s); |
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| 134 | passed = !(theirPawns & passed_pawn_mask(Us, s)); |
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| 135 | lever = theirPawns & pawnAttacksBB[s]; |
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| 136 | phalanx = neighbours & rank_bb(s); |
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| 137 | supported = neighbours & rank_bb(s - Up); |
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| 138 | connected = supported | phalanx; |
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| 139 | isolated = !neighbours; |
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| 140 | |||
| 141 | // Test for backward pawn. |
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| 142 | // If the pawn is passed, isolated, lever or connected it cannot be |
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| 143 | // backward. If there are friendly pawns behind on adjacent files |
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| 144 | // or if it is sufficiently advanced, it cannot be backward either. |
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| 145 | if ( (passed | isolated | lever | connected) |
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| 146 | || (ourPawns & pawn_attack_span(Them, s)) |
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| 147 | || (relative_rank(Us, s) >= RANK_5)) |
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| 148 | backward = false; |
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| 149 | else |
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| 150 | { |
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| 151 | // We now know there are no friendly pawns beside or behind this |
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| 152 | // pawn on adjacent files. We now check whether the pawn is |
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| 153 | // backward by looking in the forward direction on the adjacent |
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| 154 | // files, and picking the closest pawn there. |
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| 155 | b = pawn_attack_span(Us, s) & (ourPawns | theirPawns); |
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| 156 | b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b)); |
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| 157 | |||
| 158 | // If we have an enemy pawn in the same or next rank, the pawn is |
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| 159 | // backward because it cannot advance without being captured. |
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| 160 | backward = (b | shift_bb<Up>(b)) & theirPawns; |
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| 161 | } |
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| 162 | |||
| 163 | assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns)); |
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| 164 | |||
| 165 | // Passed pawns will be properly scored in evaluation because we need |
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| 166 | // full attack info to evaluate them. Only the frontmost passed |
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| 167 | // pawn on each file is considered a true passed pawn. |
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| 168 | if (passed && !doubled) |
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| 169 | e->passedPawns[Us] |= s; |
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| 170 | |||
| 171 | // Score this pawn |
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| 172 | if (isolated) |
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| 173 | score -= Isolated[opposed][f]; |
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| 174 | |||
| 175 | else if (backward) |
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| 176 | score -= Backward[opposed]; |
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| 177 | |||
| 178 | else if (!supported) |
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| 179 | score -= Unsupported[more_than_one(neighbours & rank_bb(s + Up))]; |
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| 180 | |||
| 181 | if (connected) |
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| 182 | score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)]; |
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| 183 | |||
| 184 | if (doubled) |
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| 185 | score -= Doubled[f] / distance<Rank>(s, frontmost_sq(Us, doubled)); |
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| 186 | |||
| 187 | if (lever) |
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| 188 | score += Lever[relative_rank(Us, s)]; |
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| 189 | } |
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| 190 | |||
| 191 | b = e->semiopenFiles[Us] ^ 0xFF; |
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| 192 | e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0; |
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| 193 | |||
| 194 | return score; |
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| 195 | } |
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| 196 | |||
| 197 | } // namespace |
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| 198 | |||
| 199 | namespace Pawns { |
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| 200 | |||
| 201 | /// Pawns::init() initializes some tables needed by evaluation. Instead of using |
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| 202 | /// hard-coded tables, when makes sense, we prefer to calculate them with a formula |
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| 203 | /// to reduce independent parameters and to allow easier tuning and better insight. |
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| 204 | |||
| 205 | void init() |
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| 206 | { |
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| 207 | static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 }; |
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| 208 | |||
| 209 | for (int opposed = 0; opposed <= 1; ++opposed) |
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| 210 | for (int phalanx = 0; phalanx <= 1; ++phalanx) |
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| 211 | for (int apex = 0; apex <= 1; ++apex) |
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| 212 | for (Rank r = RANK_2; r < RANK_8; ++r) |
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| 213 | { |
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| 214 | int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; |
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| 215 | v += (apex ? v / 2 : 0); |
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| 216 | Connected[opposed][phalanx][apex][r] = make_score(v, v * 5 / 8); |
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| 217 | } |
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| 218 | } |
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| 219 | |||
| 220 | |||
| 221 | /// Pawns::probe() looks up the current position's pawns configuration in |
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| 222 | /// the pawns hash table. It returns a pointer to the Entry if the position |
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| 223 | /// is found. Otherwise a new Entry is computed and stored there, so we don't |
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| 224 | /// have to recompute all when the same pawns configuration occurs again. |
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| 225 | |||
| 226 | Entry* probe(const Position& pos) { |
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| 227 | |||
| 228 | Key key = pos.pawn_key(); |
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| 229 | Entry* e = pos.this_thread()->pawnsTable[key]; |
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| 230 | |||
| 231 | if (e->key == key) |
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| 232 | return e; |
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| 233 | |||
| 234 | e->key = key; |
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| 235 | e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e); |
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| 236 | e->asymmetry = popcount<Max15>(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); |
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| 237 | return e; |
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| 238 | } |
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| 239 | |||
| 240 | |||
| 241 | /// Entry::shelter_storm() calculates shelter and storm penalties for the file |
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| 242 | /// the king is on, as well as the two adjacent files. |
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| 243 | |||
| 244 | template<Color Us> |
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| 245 | Value Entry::shelter_storm(const Position& pos, Square ksq) { |
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| 246 | |||
| 247 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
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| 248 | |||
| 249 | enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing }; |
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| 250 | |||
| 251 | Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq)); |
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| 252 | Bitboard ourPawns = b & pos.pieces(Us); |
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| 253 | Bitboard theirPawns = b & pos.pieces(Them); |
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| 254 | Value safety = MaxSafetyBonus; |
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| 255 | File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); |
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| 256 | |||
| 257 | for (File f = center - File(1); f <= center + File(1); ++f) |
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| 258 | { |
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| 259 | b = ourPawns & file_bb(f); |
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| 260 | Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; |
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| 261 | |||
| 262 | b = theirPawns & file_bb(f); |
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| 263 | Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; |
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| 264 | |||
| 265 | safety -= ShelterWeakness[std::min(f, FILE_H - f)][rkUs] |
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| 266 | + StormDanger |
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| 267 | [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing : |
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| 268 | rkUs == RANK_1 ? NoFriendlyPawn : |
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| 269 | rkThem == rkUs + 1 ? BlockedByPawn : Unblocked] |
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| 270 | [std::min(f, FILE_H - f)][rkThem]; |
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| 271 | } |
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| 272 | |||
| 273 | return safety; |
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| 274 | } |
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| 275 | |||
| 276 | |||
| 277 | /// Entry::do_king_safety() calculates a bonus for king safety. It is called only |
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| 278 | /// when king square changes, which is about 20% of total king_safety() calls. |
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| 279 | |||
| 280 | template<Color Us> |
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| 281 | Score Entry::do_king_safety(const Position& pos, Square ksq) { |
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| 282 | |||
| 283 | kingSquares[Us] = ksq; |
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| 284 | castlingRights[Us] = pos.can_castle(Us); |
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| 285 | int minKingPawnDistance = 0; |
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| 286 | |||
| 287 | Bitboard pawns = pos.pieces(Us, PAWN); |
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| 288 | if (pawns) |
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| 289 | while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} |
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| 290 | |||
| 291 | if (relative_rank(Us, ksq) > RANK_4) |
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| 292 | return make_score(0, -16 * minKingPawnDistance); |
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| 293 | |||
| 294 | Value bonus = shelter_storm<Us>(pos, ksq); |
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| 295 | |||
| 296 | // If we can castle use the bonus after the castling if it is bigger |
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| 297 | if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right)) |
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| 298 | bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1))); |
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| 299 | |||
| 300 | if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right)) |
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| 301 | bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1))); |
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| 302 | |||
| 303 | return make_score(bonus, -16 * minKingPawnDistance); |
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| 304 | } |
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| 305 | |||
| 306 | // Explicit template instantiation |
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| 307 | template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq); |
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| 308 | template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq); |
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| 309 | |||
| 310 | } // namespace Pawns |