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