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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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169 | pmbaty | 5 | Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad |
96 | pmbaty | 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 | |||
169 | pmbaty | 34 | // Isolated pawn penalty |
35 | const Score Isolated = S(13, 18); |
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96 | pmbaty | 36 | |
169 | pmbaty | 37 | // Backward pawn penalty |
38 | const Score Backward = S(24, 12); |
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96 | pmbaty | 39 | |
169 | pmbaty | 40 | // Connected pawn bonus by opposed, phalanx, #support and rank |
41 | Score Connected[2][2][3][RANK_NB]; |
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96 | pmbaty | 42 | |
154 | pmbaty | 43 | // Doubled pawn penalty |
169 | pmbaty | 44 | const Score Doubled = S(18, 38); |
96 | pmbaty | 45 | |
169 | pmbaty | 46 | // Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank]. |
47 | // RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king. |
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48 | const Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = { |
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49 | { { V( 97), V(17), V( 9), V(44), V( 84), V( 87), V( 99) }, // Not On King file |
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50 | { V(106), V( 6), V(33), V(86), V( 87), V(104), V(112) }, |
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51 | { V(101), V( 2), V(65), V(98), V( 58), V( 89), V(115) }, |
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52 | { V( 73), V( 7), V(54), V(73), V( 84), V( 83), V(111) } }, |
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53 | { { V(104), V(20), V( 6), V(27), V( 86), V( 93), V( 82) }, // On King file |
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54 | { V(123), V( 9), V(34), V(96), V(112), V( 88), V( 75) }, |
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55 | { V(120), V(25), V(65), V(91), V( 66), V( 78), V(117) }, |
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56 | { V( 81), V( 2), V(47), V(63), V( 94), V( 93), V(104) } } |
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154 | pmbaty | 57 | }; |
96 | pmbaty | 58 | |
169 | pmbaty | 59 | // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]. |
60 | // For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has |
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61 | // no pawn on the given file, or their pawn is behind our king. |
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96 | pmbaty | 62 | const Value StormDanger[][4][RANK_NB] = { |
169 | pmbaty | 63 | { { V( 0), V(-290), V(-274), V(57), V(41) }, // BlockedByKing |
64 | { V( 0), V( 60), V( 144), V(39), V(13) }, |
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65 | { V( 0), V( 65), V( 141), V(41), V(34) }, |
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66 | { V( 0), V( 53), V( 127), V(56), V(14) } }, |
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67 | { { V( 4), V( 73), V( 132), V(46), V(31) }, // Unopposed |
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68 | { V( 1), V( 64), V( 143), V(26), V(13) }, |
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69 | { V( 1), V( 47), V( 110), V(44), V(24) }, |
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70 | { V( 0), V( 72), V( 127), V(50), V(31) } }, |
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71 | { { V( 0), V( 0), V( 79), V(23), V( 1) }, // BlockedByPawn |
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72 | { V( 0), V( 0), V( 148), V(27), V( 2) }, |
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73 | { V( 0), V( 0), V( 161), V(16), V( 1) }, |
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74 | { V( 0), V( 0), V( 171), V(22), V(15) } }, |
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75 | { { V(22), V( 45), V( 104), V(62), V( 6) }, // Unblocked |
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76 | { V(31), V( 30), V( 99), V(39), V(19) }, |
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77 | { V(23), V( 29), V( 96), V(41), V(15) }, |
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78 | { V(21), V( 23), V( 116), V(41), V(15) } } |
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154 | pmbaty | 79 | }; |
96 | pmbaty | 80 | |
81 | // Max bonus for king safety. Corresponds to start position with all the pawns |
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82 | // in front of the king and no enemy pawn on the horizon. |
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83 | const Value MaxSafetyBonus = V(258); |
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84 | |||
85 | #undef S |
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86 | #undef V |
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87 | |||
88 | template<Color Us> |
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89 | Score evaluate(const Position& pos, Pawns::Entry* e) { |
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90 | |||
169 | pmbaty | 91 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
92 | const Direction Up = (Us == WHITE ? NORTH : SOUTH); |
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93 | const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); |
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94 | const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); |
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96 | pmbaty | 95 | |
154 | pmbaty | 96 | Bitboard b, neighbours, stoppers, doubled, supported, phalanx; |
169 | pmbaty | 97 | Bitboard lever, leverPush; |
96 | pmbaty | 98 | Square s; |
169 | pmbaty | 99 | bool opposed, backward; |
96 | pmbaty | 100 | Score score = SCORE_ZERO; |
101 | const Square* pl = pos.squares<PAWN>(Us); |
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102 | |||
169 | pmbaty | 103 | Bitboard ourPawns = pos.pieces( Us, PAWN); |
96 | pmbaty | 104 | Bitboard theirPawns = pos.pieces(Them, PAWN); |
105 | |||
169 | pmbaty | 106 | e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0; |
96 | pmbaty | 107 | e->semiopenFiles[Us] = 0xFF; |
154 | pmbaty | 108 | e->kingSquares[Us] = SQ_NONE; |
109 | e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns); |
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110 | e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares); |
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96 | pmbaty | 111 | e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK]; |
112 | |||
113 | // Loop through all pawns of the current color and score each pawn |
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114 | while ((s = *pl++) != SQ_NONE) |
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115 | { |
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116 | assert(pos.piece_on(s) == make_piece(Us, PAWN)); |
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117 | |||
118 | File f = file_of(s); |
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119 | |||
154 | pmbaty | 120 | e->semiopenFiles[Us] &= ~(1 << f); |
96 | pmbaty | 121 | e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); |
122 | |||
123 | // Flag the pawn |
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169 | pmbaty | 124 | opposed = theirPawns & forward_file_bb(Us, s); |
154 | pmbaty | 125 | stoppers = theirPawns & passed_pawn_mask(Us, s); |
169 | pmbaty | 126 | lever = theirPawns & PawnAttacks[Us][s]; |
127 | leverPush = theirPawns & PawnAttacks[Us][s + Up]; |
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128 | doubled = ourPawns & (s - Up); |
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154 | pmbaty | 129 | neighbours = ourPawns & adjacent_files_bb(f); |
130 | phalanx = neighbours & rank_bb(s); |
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131 | supported = neighbours & rank_bb(s - Up); |
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96 | pmbaty | 132 | |
154 | pmbaty | 133 | // A pawn is backward when it is behind all pawns of the same color on the |
134 | // adjacent files and cannot be safely advanced. |
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135 | if (!neighbours || lever || relative_rank(Us, s) >= RANK_5) |
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96 | pmbaty | 136 | backward = false; |
137 | else |
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138 | { |
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154 | pmbaty | 139 | // Find the backmost rank with neighbours or stoppers |
140 | b = rank_bb(backmost_sq(Us, neighbours | stoppers)); |
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96 | pmbaty | 141 | |
154 | pmbaty | 142 | // The pawn is backward when it cannot safely progress to that rank: |
143 | // either there is a stopper in the way on this rank, or there is a |
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144 | // stopper on adjacent file which controls the way to that rank. |
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145 | backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers; |
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146 | |||
169 | pmbaty | 147 | assert(!(backward && (forward_ranks_bb(Them, s + Up) & neighbours))); |
96 | pmbaty | 148 | } |
149 | |||
150 | // Passed pawns will be properly scored in evaluation because we need |
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169 | pmbaty | 151 | // full attack info to evaluate them. Include also not passed pawns |
152 | // which could become passed after one or two pawn pushes when are |
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153 | // not attacked more times than defended. |
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154 | if ( !(stoppers ^ lever ^ leverPush) |
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155 | && !(ourPawns & forward_file_bb(Us, s)) |
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156 | && popcount(supported) >= popcount(lever) |
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157 | && popcount(phalanx) >= popcount(leverPush)) |
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96 | pmbaty | 158 | e->passedPawns[Us] |= s; |
159 | |||
169 | pmbaty | 160 | else if ( stoppers == SquareBB[s + Up] |
161 | && relative_rank(Us, s) >= RANK_5) |
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162 | { |
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163 | b = shift<Up>(supported) & ~theirPawns; |
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164 | while (b) |
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165 | if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)])) |
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166 | e->passedPawns[Us] |= s; |
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167 | } |
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168 | |||
96 | pmbaty | 169 | // Score this pawn |
169 | pmbaty | 170 | if (supported | phalanx) |
171 | score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)]; |
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96 | pmbaty | 172 | |
169 | pmbaty | 173 | else if (!neighbours) |
174 | score -= Isolated, e->weakUnopposed[Us] += !opposed; |
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175 | |||
96 | pmbaty | 176 | else if (backward) |
169 | pmbaty | 177 | score -= Backward, e->weakUnopposed[Us] += !opposed; |
96 | pmbaty | 178 | |
169 | pmbaty | 179 | if (doubled && !supported) |
154 | pmbaty | 180 | score -= Doubled; |
96 | pmbaty | 181 | } |
182 | |||
183 | return score; |
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184 | } |
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185 | |||
186 | } // namespace |
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187 | |||
188 | namespace Pawns { |
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189 | |||
190 | /// Pawns::init() initializes some tables needed by evaluation. Instead of using |
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191 | /// hard-coded tables, when makes sense, we prefer to calculate them with a formula |
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192 | /// to reduce independent parameters and to allow easier tuning and better insight. |
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193 | |||
154 | pmbaty | 194 | void init() { |
195 | |||
169 | pmbaty | 196 | static const int Seed[RANK_NB] = { 0, 13, 24, 18, 76, 100, 175, 330 }; |
96 | pmbaty | 197 | |
198 | for (int opposed = 0; opposed <= 1; ++opposed) |
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199 | for (int phalanx = 0; phalanx <= 1; ++phalanx) |
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169 | pmbaty | 200 | for (int support = 0; support <= 2; ++support) |
96 | pmbaty | 201 | for (Rank r = RANK_2; r < RANK_8; ++r) |
202 | { |
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169 | pmbaty | 203 | int v = 17 * support; |
204 | v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; |
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205 | |||
206 | Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4); |
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96 | pmbaty | 207 | } |
208 | } |
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209 | |||
210 | |||
211 | /// Pawns::probe() looks up the current position's pawns configuration in |
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212 | /// the pawns hash table. It returns a pointer to the Entry if the position |
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213 | /// is found. Otherwise a new Entry is computed and stored there, so we don't |
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214 | /// have to recompute all when the same pawns configuration occurs again. |
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215 | |||
216 | Entry* probe(const Position& pos) { |
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217 | |||
218 | Key key = pos.pawn_key(); |
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219 | Entry* e = pos.this_thread()->pawnsTable[key]; |
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220 | |||
221 | if (e->key == key) |
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222 | return e; |
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223 | |||
224 | e->key = key; |
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225 | e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e); |
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154 | pmbaty | 226 | e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); |
227 | e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]); |
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96 | pmbaty | 228 | return e; |
229 | } |
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230 | |||
231 | |||
232 | /// Entry::shelter_storm() calculates shelter and storm penalties for the file |
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169 | pmbaty | 233 | /// the king is on, as well as the two closest files. |
96 | pmbaty | 234 | |
235 | template<Color Us> |
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236 | Value Entry::shelter_storm(const Position& pos, Square ksq) { |
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237 | |||
238 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
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239 | |||
169 | pmbaty | 240 | enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked }; |
96 | pmbaty | 241 | |
169 | pmbaty | 242 | Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, ksq) | rank_bb(ksq)); |
96 | pmbaty | 243 | Bitboard ourPawns = b & pos.pieces(Us); |
244 | Bitboard theirPawns = b & pos.pieces(Them); |
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245 | Value safety = MaxSafetyBonus; |
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246 | File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); |
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247 | |||
169 | pmbaty | 248 | for (File f = File(center - 1); f <= File(center + 1); ++f) |
96 | pmbaty | 249 | { |
250 | b = ourPawns & file_bb(f); |
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251 | Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; |
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252 | |||
169 | pmbaty | 253 | b = theirPawns & file_bb(f); |
96 | pmbaty | 254 | Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; |
255 | |||
169 | pmbaty | 256 | int d = std::min(f, ~f); |
257 | safety -= ShelterWeakness[f == file_of(ksq)][d][rkUs] |
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96 | pmbaty | 258 | + StormDanger |
259 | [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing : |
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169 | pmbaty | 260 | rkUs == RANK_1 ? Unopposed : |
96 | pmbaty | 261 | rkThem == rkUs + 1 ? BlockedByPawn : Unblocked] |
169 | pmbaty | 262 | [d][rkThem]; |
96 | pmbaty | 263 | } |
264 | |||
265 | return safety; |
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266 | } |
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267 | |||
268 | |||
269 | /// Entry::do_king_safety() calculates a bonus for king safety. It is called only |
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270 | /// when king square changes, which is about 20% of total king_safety() calls. |
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271 | |||
272 | template<Color Us> |
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273 | Score Entry::do_king_safety(const Position& pos, Square ksq) { |
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274 | |||
275 | kingSquares[Us] = ksq; |
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276 | castlingRights[Us] = pos.can_castle(Us); |
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277 | int minKingPawnDistance = 0; |
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278 | |||
279 | Bitboard pawns = pos.pieces(Us, PAWN); |
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280 | if (pawns) |
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281 | while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} |
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282 | |||
283 | Value bonus = shelter_storm<Us>(pos, ksq); |
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284 | |||
285 | // If we can castle use the bonus after the castling if it is bigger |
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286 | if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right)) |
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287 | bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1))); |
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288 | |||
289 | if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right)) |
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290 | bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1))); |
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291 | |||
292 | return make_score(bonus, -16 * minKingPawnDistance); |
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293 | } |
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294 | |||
295 | // Explicit template instantiation |
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296 | template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq); |
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297 | template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq); |
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298 | |||
299 | } // namespace Pawns |