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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
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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  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/>.
19
*/
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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
 
169 pmbaty 34
  // Isolated pawn penalty
35
  const Score Isolated = S(13, 18);
96 pmbaty 36
 
169 pmbaty 37
  // Backward pawn penalty
38
  const Score Backward = S(24, 12);
96 pmbaty 39
 
169 pmbaty 40
  // Connected pawn bonus by opposed, phalanx, #support and rank
41
  Score Connected[2][2][3][RANK_NB];
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.
48
  const Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = {
49
    { { V( 97), V(17), V( 9), V(44), V( 84), V( 87), V( 99) }, // Not On King file
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      { V(106), V( 6), V(33), V(86), V( 87), V(104), V(112) },
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      { V(101), V( 2), V(65), V(98), V( 58), V( 89), V(115) },
52
      { V( 73), V( 7), V(54), V(73), V( 84), V( 83), V(111) } },
53
    { { V(104), V(20), V( 6), V(27), V( 86), V( 93), V( 82) }, // On King file
54
      { V(123), V( 9), V(34), V(96), V(112), V( 88), V( 75) },
55
      { V(120), V(25), V(65), V(91), V( 66), V( 78), V(117) },
56
      { V( 81), V( 2), V(47), V(63), V( 94), V( 93), V(104) } }
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
61
  // no pawn on the given file, or their pawn is behind our king.
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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      { V( 0),  V(  65), V( 141), V(41), V(34) },
66
      { V( 0),  V(  53), V( 127), V(56), V(14) } },
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    { { V( 4),  V(  73), V( 132), V(46), V(31) },  // Unopposed
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      { V( 1),  V(  64), V( 143), V(26), V(13) },
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      { V( 1),  V(  47), V( 110), V(44), V(24) },
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      { V( 0),  V(  72), V( 127), V(50), V(31) } },
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    { { V( 0),  V(   0), V(  79), V(23), V( 1) },  // BlockedByPawn
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      { V( 0),  V(   0), V( 148), V(27), V( 2) },
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      { V( 0),  V(   0), V( 161), V(16), V( 1) },
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      { V( 0),  V(   0), V( 171), V(22), V(15) } },
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    { { V(22),  V(  45), V( 104), V(62), V( 6) },  // Unblocked
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      { V(31),  V(  30), V(  99), V(39), V(19) },
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      { V(23),  V(  29), V(  96), V(41), V(15) },
78
      { V(21),  V(  23), V( 116), V(41), V(15) } }
154 pmbaty 79
  };
96 pmbaty 80
 
81
  // Max bonus for king safety. Corresponds to start position with all the pawns
82
  // in front of the king and no enemy pawn on the horizon.
83
  const Value MaxSafetyBonus = V(258);
84
 
85
  #undef S
86
  #undef V
87
 
88
  template<Color Us>
89
  Score evaluate(const Position& pos, Pawns::Entry* e) {
90
 
169 pmbaty 91
    const Color     Them  = (Us == WHITE ? BLACK      : WHITE);
92
    const Direction Up    = (Us == WHITE ? NORTH      : SOUTH);
93
    const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
94
    const Direction Left  = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
96 pmbaty 95
 
154 pmbaty 96
    Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
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    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);
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);
110
    e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
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
114
    while ((s = *pl++) != SQ_NONE)
115
    {
116
        assert(pos.piece_on(s) == make_piece(Us, PAWN));
117
 
118
        File f = file_of(s);
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
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];
128
        doubled    = ourPawns   & (s - Up);
154 pmbaty 129
        neighbours = ourPawns   & adjacent_files_bb(f);
130
        phalanx    = neighbours & rank_bb(s);
131
        supported  = neighbours & rank_bb(s - Up);
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.
135
        if (!neighbours || lever || relative_rank(Us, s) >= RANK_5)
96 pmbaty 136
            backward = false;
137
        else
138
        {
154 pmbaty 139
            // Find the backmost rank with neighbours or stoppers
140
            b = rank_bb(backmost_sq(Us, neighbours | stoppers));
96 pmbaty 141
 
154 pmbaty 142
            // 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
144
            // stopper on adjacent file which controls the way to that rank.
145
            backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
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
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
153
        // not attacked more times than defended.
154
        if (   !(stoppers ^ lever ^ leverPush)
155
            && !(ourPawns & forward_file_bb(Us, s))
156
            && popcount(supported) >= popcount(lever)
157
            && popcount(phalanx)   >= popcount(leverPush))
96 pmbaty 158
            e->passedPawns[Us] |= s;
159
 
169 pmbaty 160
        else if (   stoppers == SquareBB[s + Up]
161
                 && relative_rank(Us, s) >= RANK_5)
162
        {
163
            b = shift<Up>(supported) & ~theirPawns;
164
            while (b)
165
                if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)]))
166
                    e->passedPawns[Us] |= s;
167
        }
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)];
96 pmbaty 172
 
169 pmbaty 173
        else if (!neighbours)
174
            score -= Isolated, e->weakUnopposed[Us] += !opposed;
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;
184
  }
185
 
186
} // namespace
187
 
188
namespace Pawns {
189
 
190
/// Pawns::init() initializes some tables needed by evaluation. Instead of using
191
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
192
/// to reduce independent parameters and to allow easier tuning and better insight.
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)
199
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
169 pmbaty 200
          for (int support = 0; support <= 2; ++support)
96 pmbaty 201
              for (Rank r = RANK_2; r < RANK_8; ++r)
202
  {
169 pmbaty 203
      int v = 17 * support;
204
      v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
205
 
206
      Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4);
96 pmbaty 207
  }
208
}
209
 
210
 
211
/// Pawns::probe() looks up the current position's pawns configuration in
212
/// the pawns hash table. It returns a pointer to the Entry if the position
213
/// is found. Otherwise a new Entry is computed and stored there, so we don't
214
/// have to recompute all when the same pawns configuration occurs again.
215
 
216
Entry* probe(const Position& pos) {
217
 
218
  Key key = pos.pawn_key();
219
  Entry* e = pos.this_thread()->pawnsTable[key];
220
 
221
  if (e->key == key)
222
      return e;
223
 
224
  e->key = key;
225
  e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
154 pmbaty 226
  e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
227
  e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
96 pmbaty 228
  return e;
229
}
230
 
231
 
232
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
169 pmbaty 233
/// the king is on, as well as the two closest files.
96 pmbaty 234
 
235
template<Color Us>
236
Value Entry::shelter_storm(const Position& pos, Square ksq) {
237
 
238
  const Color Them = (Us == WHITE ? BLACK : WHITE);
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);
245
  Value safety = MaxSafetyBonus;
246
  File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
247
 
169 pmbaty 248
  for (File f = File(center - 1); f <= File(center + 1); ++f)
96 pmbaty 249
  {
250
      b = ourPawns & file_bb(f);
251
      Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
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]
96 pmbaty 258
               + StormDanger
259
                 [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing  :
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;
266
}
267
 
268
 
269
/// Entry::do_king_safety() calculates a bonus for king safety. It is called only
270
/// when king square changes, which is about 20% of total king_safety() calls.
271
 
272
template<Color Us>
273
Score Entry::do_king_safety(const Position& pos, Square ksq) {
274
 
275
  kingSquares[Us] = ksq;
276
  castlingRights[Us] = pos.can_castle(Us);
277
  int minKingPawnDistance = 0;
278
 
279
  Bitboard pawns = pos.pieces(Us, PAWN);
280
  if (pawns)
281
      while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
282
 
283
  Value bonus = shelter_storm<Us>(pos, ksq);
284
 
285
  // If we can castle use the bonus after the castling if it is bigger
286
  if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
287
      bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
288
 
289
  if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
290
      bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
291
 
292
  return make_score(bonus, -16 * minKingPawnDistance);
293
}
294
 
295
// Explicit template instantiation
296
template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
297
template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
298
 
299
} // namespace Pawns