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/*
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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.
11
 
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
*/
20
 
21
#include <algorithm>
22
#include <cassert>
23
 
24
#include "bitboard.h"
25
#include "bitcount.h"
26
#include "pawns.h"
27
#include "position.h"
28
#include "thread.h"
29
 
30
namespace {
31
 
32
  #define V Value
33
  #define S(mg, eg) make_score(mg, eg)
34
 
35
  // Isolated pawn penalty by opposed flag and file
36
  const Score Isolated[2][FILE_NB] = {
37
    { S(31, 36), S(45, 41), S(50, 41), S(50, 41),
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      S(50, 41), S(50, 41), S(45, 41), S(31, 36) },
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    { S(21, 24), S(30, 28), S(33, 28), S(33, 28),
40
      S(33, 28), S(33, 28), S(30, 28), S(21, 24) } };
41
 
42
  // Backward pawn penalty by opposed flag
43
  const Score Backward[2] = { S(56, 33), S(41, 19) };
44
 
45
  // Unsupported pawn penalty for pawns which are neither isolated or backward,
46
  // by number of pawns it supports [less than 2 / exactly 2].
47
  const Score Unsupported[2] = { S(17, 8), S(21, 12) };
48
 
49
  // Connected pawn bonus by opposed, phalanx, twice supported and rank
50
  Score Connected[2][2][2][RANK_NB];
51
 
52
  // Doubled pawn penalty by file
53
  const Score Doubled[FILE_NB] = {
54
    S(11, 34), S(17, 38), S(19, 38), S(19, 38),
55
    S(19, 38), S(19, 38), S(17, 38), S(11, 34) };
56
 
57
  // Lever bonus by rank
58
  const Score Lever[RANK_NB] = {
59
    S( 0,  0), S( 0,  0), S(0, 0), S(0, 0),
60
    S(17, 16), S(33, 32), S(0, 0), S(0, 0) };
61
 
62
  // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
63
  const Value ShelterWeakness[][RANK_NB] = {
64
    { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
65
    { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
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    { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
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    { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
68
 
69
  // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
70
  const Value StormDanger[][4][RANK_NB] = {
71
    { { V( 0),  V(  67), V( 134), V(38), V(32) },
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      { V( 0),  V(  57), V( 139), V(37), V(22) },
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      { V( 0),  V(  43), V( 115), V(43), V(27) },
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      { V( 0),  V(  68), V( 124), V(57), V(32) } },
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    { { V(20),  V(  43), V( 100), V(56), V(20) },
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      { 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) },
86
      { V( 0),  V(  60), V( 126), V(51), V(19) } } };
87
 
88
  // Max bonus for king safety. Corresponds to start position with all the pawns
89
  // in front of the king and no enemy pawn on the horizon.
90
  const Value MaxSafetyBonus = V(258);
91
 
92
  #undef S
93
  #undef V
94
 
95
  template<Color Us>
96
  Score evaluate(const Position& pos, Pawns::Entry* e) {
97
 
98
    const Color  Them  = (Us == WHITE ? BLACK    : WHITE);
99
    const Square Up    = (Us == WHITE ? DELTA_N  : DELTA_S);
100
    const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
101
    const Square Left  = (Us == WHITE ? DELTA_NW : DELTA_SE);
102
 
103
    Bitboard b, neighbours, doubled, supported, phalanx;
104
    Square s;
105
    bool passed, isolated, opposed, backward, lever, connected;
106
    Score score = SCORE_ZERO;
107
    const Square* pl = pos.squares<PAWN>(Us);
108
    const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
109
 
110
    Bitboard ourPawns   = pos.pieces(Us  , PAWN);
111
    Bitboard theirPawns = pos.pieces(Them, PAWN);
112
 
113
    e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
114
    e->kingSquares[Us] = SQ_NONE;
115
    e->semiopenFiles[Us] = 0xFF;
116
    e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
117
    e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & DarkSquares);
118
    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
119
 
120
    // Loop through all pawns of the current color and score each pawn
121
    while ((s = *pl++) != SQ_NONE)
122
    {
123
        assert(pos.piece_on(s) == make_piece(Us, PAWN));
124
 
125
        File f = file_of(s);
126
 
127
        e->semiopenFiles[Us] &= ~(1 << f);
128
        e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
129
 
130
        // Flag the pawn
131
        neighbours  =   ourPawns   & adjacent_files_bb(f);
132
        doubled     =   ourPawns   & forward_bb(Us, s);
133
        opposed     =   theirPawns & forward_bb(Us, s);
134
        passed      = !(theirPawns & passed_pawn_mask(Us, s));
135
        lever       =   theirPawns & pawnAttacksBB[s];
136
        phalanx     =   neighbours & rank_bb(s);
137
        supported   =   neighbours & rank_bb(s - Up);
138
        connected   =   supported | phalanx;
139
        isolated    =  !neighbours;
140
 
141
        // Test for backward pawn.
142
        // If the pawn is passed, isolated, lever or connected it cannot be
143
        // backward. If there are friendly pawns behind on adjacent files
144
        // or if it is sufficiently advanced, it cannot be backward either.
145
        if (   (passed | isolated | lever | connected)
146
            || (ourPawns & pawn_attack_span(Them, s))
147
            || (relative_rank(Us, s) >= RANK_5))
148
            backward = false;
149
        else
150
        {
151
            // We now know there are no friendly pawns beside or behind this
152
            // pawn on adjacent files. We now check whether the pawn is
153
            // backward by looking in the forward direction on the adjacent
154
            // files, and picking the closest pawn there.
155
            b = pawn_attack_span(Us, s) & (ourPawns | theirPawns);
156
            b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b));
157
 
158
            // If we have an enemy pawn in the same or next rank, the pawn is
159
            // backward because it cannot advance without being captured.
160
            backward = (b | shift_bb<Up>(b)) & theirPawns;
161
        }
162
 
163
        assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns));
164
 
165
        // Passed pawns will be properly scored in evaluation because we need
166
        // full attack info to evaluate them. Only the frontmost passed
167
        // pawn on each file is considered a true passed pawn.
168
        if (passed && !doubled)
169
            e->passedPawns[Us] |= s;
170
 
171
        // Score this pawn
172
        if (isolated)
173
            score -= Isolated[opposed][f];
174
 
175
        else if (backward)
176
            score -= Backward[opposed];
177
 
178
        else if (!supported)
179
            score -= Unsupported[more_than_one(neighbours & rank_bb(s + Up))];
180
 
181
        if (connected)
182
            score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
183
 
184
        if (doubled)
185
            score -= Doubled[f] / distance<Rank>(s, frontmost_sq(Us, doubled));
186
 
187
        if (lever)
188
            score += Lever[relative_rank(Us, s)];
189
    }
190
 
191
    b = e->semiopenFiles[Us] ^ 0xFF;
192
    e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0;
193
 
194
    return score;
195
  }
196
 
197
} // namespace
198
 
199
namespace Pawns {
200
 
201
/// Pawns::init() initializes some tables needed by evaluation. Instead of using
202
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
203
/// to reduce independent parameters and to allow easier tuning and better insight.
204
 
205
void init()
206
{
207
  static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
208
 
209
  for (int opposed = 0; opposed <= 1; ++opposed)
210
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
211
          for (int apex = 0; apex <= 1; ++apex)
212
              for (Rank r = RANK_2; r < RANK_8; ++r)
213
  {
214
      int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
215
      v += (apex ? v / 2 : 0);
216
      Connected[opposed][phalanx][apex][r] = make_score(v, v * 5 / 8);
217
  }
218
}
219
 
220
 
221
/// Pawns::probe() looks up the current position's pawns configuration in
222
/// the pawns hash table. It returns a pointer to the Entry if the position
223
/// is found. Otherwise a new Entry is computed and stored there, so we don't
224
/// have to recompute all when the same pawns configuration occurs again.
225
 
226
Entry* probe(const Position& pos) {
227
 
228
  Key key = pos.pawn_key();
229
  Entry* e = pos.this_thread()->pawnsTable[key];
230
 
231
  if (e->key == key)
232
      return e;
233
 
234
  e->key = key;
235
  e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
236
  e->asymmetry = popcount<Max15>(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
237
  return e;
238
}
239
 
240
 
241
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
242
/// the king is on, as well as the two adjacent files.
243
 
244
template<Color Us>
245
Value Entry::shelter_storm(const Position& pos, Square ksq) {
246
 
247
  const Color Them = (Us == WHITE ? BLACK : WHITE);
248
 
249
  enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing };
250
 
251
  Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq));
252
  Bitboard ourPawns = b & pos.pieces(Us);
253
  Bitboard theirPawns = b & pos.pieces(Them);
254
  Value safety = MaxSafetyBonus;
255
  File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
256
 
257
  for (File f = center - File(1); f <= center + File(1); ++f)
258
  {
259
      b = ourPawns & file_bb(f);
260
      Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
261
 
262
      b  = theirPawns & file_bb(f);
263
      Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
264
 
265
      safety -=  ShelterWeakness[std::min(f, FILE_H - f)][rkUs]
266
               + StormDanger
267
                 [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing  :
268
                  rkUs   == RANK_1                                          ? NoFriendlyPawn :
269
                  rkThem == rkUs + 1                                        ? BlockedByPawn  : Unblocked]
270
                 [std::min(f, FILE_H - f)][rkThem];
271
  }
272
 
273
  return safety;
274
}
275
 
276
 
277
/// Entry::do_king_safety() calculates a bonus for king safety. It is called only
278
/// when king square changes, which is about 20% of total king_safety() calls.
279
 
280
template<Color Us>
281
Score Entry::do_king_safety(const Position& pos, Square ksq) {
282
 
283
  kingSquares[Us] = ksq;
284
  castlingRights[Us] = pos.can_castle(Us);
285
  int minKingPawnDistance = 0;
286
 
287
  Bitboard pawns = pos.pieces(Us, PAWN);
288
  if (pawns)
289
      while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
290
 
291
  if (relative_rank(Us, ksq) > RANK_4)
292
      return make_score(0, -16 * minKingPawnDistance);
293
 
294
  Value bonus = shelter_storm<Us>(pos, ksq);
295
 
296
  // If we can castle use the bonus after the castling if it is bigger
297
  if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
298
      bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
299
 
300
  if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
301
      bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
302
 
303
  return make_score(bonus, -16 * minKingPawnDistance);
304
}
305
 
306
// Explicit template instantiation
307
template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
308
template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
309
 
310
} // namespace Pawns