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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
185 pmbaty 5
  Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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  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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  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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  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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#include <algorithm>
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#include <cassert>
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#include "bitboard.h"
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#include "pawns.h"
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#include "position.h"
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#include "thread.h"
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29
namespace {
30
 
31
  #define V Value
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  #define S(mg, eg) make_score(mg, eg)
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185 pmbaty 34
  // Pawn penalties
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  constexpr Score Backward = S( 9, 24);
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  constexpr Score Doubled  = S(11, 56);
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  constexpr Score Isolated = S( 5, 15);
96 pmbaty 38
 
169 pmbaty 39
  // Connected pawn bonus by opposed, phalanx, #support and rank
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  Score Connected[2][2][3][RANK_NB];
96 pmbaty 41
 
185 pmbaty 42
  // Strength of pawn shelter for our king by [distance from edge][rank].
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  // RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
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  constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
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    { V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V(  25) },
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    { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) },
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    { V(-10), V( 75), V( 23), V( -2), V( 32), V(  3), V( -45) },
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    { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) }
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  };
96 pmbaty 50
 
185 pmbaty 51
  // Danger of enemy pawns moving toward our king by [distance from edge][rank].
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  // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
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  // is behind our king.
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  constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
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    { V( 89), V(107), V(123), V(93), V(57), V( 45), V( 51) },
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    { V( 44), V(-18), V(123), V(46), V(39), V( -7), V( 23) },
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    { V(  4), V( 52), V(162), V(37), V( 7), V(-14), V( -2) },
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    { V(-10), V(-14), V( 90), V(15), V( 2), V( -7), V(-16) }
154 pmbaty 59
  };
96 pmbaty 60
 
61
  #undef S
62
  #undef V
63
 
64
  template<Color Us>
65
  Score evaluate(const Position& pos, Pawns::Entry* e) {
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185 pmbaty 67
    constexpr Color     Them = (Us == WHITE ? BLACK : WHITE);
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    constexpr Direction Up   = (Us == WHITE ? NORTH : SOUTH);
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154 pmbaty 70
    Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
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    Bitboard lever, leverPush;
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    Square s;
169 pmbaty 73
    bool opposed, backward;
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    Score score = SCORE_ZERO;
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    const Square* pl = pos.squares<PAWN>(Us);
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    Bitboard ourPawns   = pos.pieces(  Us, PAWN);
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    Bitboard theirPawns = pos.pieces(Them, PAWN);
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    e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
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    e->semiopenFiles[Us] = 0xFF;
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    e->kingSquares[Us]   = SQ_NONE;
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    e->pawnAttacks[Us]   = pawn_attacks_bb<Us>(ourPawns);
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    e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
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    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
86
 
87
    // Loop through all pawns of the current color and score each pawn
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    while ((s = *pl++) != SQ_NONE)
89
    {
90
        assert(pos.piece_on(s) == make_piece(Us, PAWN));
91
 
92
        File f = file_of(s);
93
 
154 pmbaty 94
        e->semiopenFiles[Us]   &= ~(1 << f);
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        e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
96
 
97
        // Flag the pawn
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        opposed    = theirPawns & forward_file_bb(Us, s);
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        stoppers   = theirPawns & passed_pawn_mask(Us, s);
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        lever      = theirPawns & PawnAttacks[Us][s];
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        leverPush  = theirPawns & PawnAttacks[Us][s + Up];
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        doubled    = ourPawns   & (s - Up);
154 pmbaty 103
        neighbours = ourPawns   & adjacent_files_bb(f);
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        phalanx    = neighbours & rank_bb(s);
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        supported  = neighbours & rank_bb(s - Up);
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185 pmbaty 107
        // A pawn is backward when it is behind all pawns of the same color
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        // on the adjacent files and cannot be safely advanced.
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        backward =  !(ourPawns & pawn_attack_span(Them, s + Up))
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                  && (stoppers & (leverPush | (s + Up)));
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        // Passed pawns will be properly scored in evaluation because we need
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        // full attack info to evaluate them. Include also not passed pawns
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        // which could become passed after one or two pawn pushes when are
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        // not attacked more times than defended.
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        if (   !(stoppers ^ lever ^ leverPush)
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            && popcount(supported) >= popcount(lever) - 1
169 pmbaty 118
            && popcount(phalanx)   >= popcount(leverPush))
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            e->passedPawns[Us] |= s;
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169 pmbaty 121
        else if (   stoppers == SquareBB[s + Up]
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                 && relative_rank(Us, s) >= RANK_5)
123
        {
124
            b = shift<Up>(supported) & ~theirPawns;
125
            while (b)
126
                if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)]))
127
                    e->passedPawns[Us] |= s;
128
        }
129
 
96 pmbaty 130
        // Score this pawn
169 pmbaty 131
        if (supported | phalanx)
132
            score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)];
96 pmbaty 133
 
169 pmbaty 134
        else if (!neighbours)
135
            score -= Isolated, e->weakUnopposed[Us] += !opposed;
136
 
96 pmbaty 137
        else if (backward)
169 pmbaty 138
            score -= Backward, e->weakUnopposed[Us] += !opposed;
96 pmbaty 139
 
169 pmbaty 140
        if (doubled && !supported)
154 pmbaty 141
            score -= Doubled;
96 pmbaty 142
    }
143
 
144
    return score;
145
  }
146
 
147
} // namespace
148
 
149
namespace Pawns {
150
 
151
/// Pawns::init() initializes some tables needed by evaluation. Instead of using
152
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
153
/// to reduce independent parameters and to allow easier tuning and better insight.
154
 
154 pmbaty 155
void init() {
156
 
185 pmbaty 157
  static constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 65, 100, 175, 330 };
96 pmbaty 158
 
159
  for (int opposed = 0; opposed <= 1; ++opposed)
160
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
169 pmbaty 161
          for (int support = 0; support <= 2; ++support)
96 pmbaty 162
              for (Rank r = RANK_2; r < RANK_8; ++r)
163
  {
169 pmbaty 164
      int v = 17 * support;
165
      v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
166
 
167
      Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4);
96 pmbaty 168
  }
169
}
170
 
171
 
172
/// Pawns::probe() looks up the current position's pawns configuration in
173
/// the pawns hash table. It returns a pointer to the Entry if the position
174
/// is found. Otherwise a new Entry is computed and stored there, so we don't
175
/// have to recompute all when the same pawns configuration occurs again.
176
 
177
Entry* probe(const Position& pos) {
178
 
179
  Key key = pos.pawn_key();
180
  Entry* e = pos.this_thread()->pawnsTable[key];
181
 
182
  if (e->key == key)
183
      return e;
184
 
185
  e->key = key;
185 pmbaty 186
  e->scores[WHITE] = evaluate<WHITE>(pos, e);
187
  e->scores[BLACK] = evaluate<BLACK>(pos, e);
154 pmbaty 188
  e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
185 pmbaty 189
  e->asymmetry = popcount(  (e->passedPawns[WHITE]   | e->passedPawns[BLACK])
190
                          | (e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]));
191
 
96 pmbaty 192
  return e;
193
}
194
 
195
 
185 pmbaty 196
/// Entry::evaluate_shelter() calculates the shelter bonus and the storm
197
/// penalty for a king, looking at the king file and the two closest files.
96 pmbaty 198
 
199
template<Color Us>
185 pmbaty 200
Value Entry::evaluate_shelter(const Position& pos, Square ksq) {
96 pmbaty 201
 
185 pmbaty 202
  constexpr Color     Them = (Us == WHITE ? BLACK : WHITE);
203
  constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
204
  constexpr Bitboard  BlockRanks = (Us == WHITE ? Rank1BB | Rank2BB : Rank8BB | Rank7BB);
96 pmbaty 205
 
185 pmbaty 206
  Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
96 pmbaty 207
  Bitboard ourPawns = b & pos.pieces(Us);
208
  Bitboard theirPawns = b & pos.pieces(Them);
185 pmbaty 209
 
210
  Value safety = (shift<Down>(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) ?
211
                 Value(374) : Value(5);
212
 
96 pmbaty 213
  File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
169 pmbaty 214
  for (File f = File(center - 1); f <= File(center + 1); ++f)
96 pmbaty 215
  {
216
      b = ourPawns & file_bb(f);
185 pmbaty 217
      int ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : 0;
96 pmbaty 218
 
169 pmbaty 219
      b = theirPawns & file_bb(f);
185 pmbaty 220
      int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
96 pmbaty 221
 
169 pmbaty 222
      int d = std::min(f, ~f);
185 pmbaty 223
      safety += ShelterStrength[d][ourRank];
224
      safety -= (ourRank && (ourRank == theirRank - 1)) ? 66 * (theirRank == RANK_3)
225
                                                        : UnblockedStorm[d][theirRank];
96 pmbaty 226
  }
227
 
228
  return safety;
229
}
230
 
231
 
232
/// Entry::do_king_safety() calculates a bonus for king safety. It is called only
233
/// when king square changes, which is about 20% of total king_safety() calls.
234
 
235
template<Color Us>
185 pmbaty 236
Score Entry::do_king_safety(const Position& pos) {
96 pmbaty 237
 
185 pmbaty 238
  Square ksq = pos.square<KING>(Us);
96 pmbaty 239
  kingSquares[Us] = ksq;
240
  castlingRights[Us] = pos.can_castle(Us);
241
  int minKingPawnDistance = 0;
242
 
243
  Bitboard pawns = pos.pieces(Us, PAWN);
244
  if (pawns)
185 pmbaty 245
      while (!(DistanceRingBB[ksq][++minKingPawnDistance] & pawns)) {}
96 pmbaty 246
 
185 pmbaty 247
  Value bonus = evaluate_shelter<Us>(pos, ksq);
96 pmbaty 248
 
249
  // If we can castle use the bonus after the castling if it is bigger
185 pmbaty 250
  if (pos.can_castle(Us | KING_SIDE))
251
      bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
96 pmbaty 252
 
185 pmbaty 253
  if (pos.can_castle(Us | QUEEN_SIDE))
254
      bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
96 pmbaty 255
 
256
  return make_score(bonus, -16 * minKingPawnDistance);
257
}
258
 
259
// Explicit template instantiation
185 pmbaty 260
template Score Entry::do_king_safety<WHITE>(const Position& pos);
261
template Score Entry::do_king_safety<BLACK>(const Position& pos);
96 pmbaty 262
 
263
} // namespace Pawns