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Line 4... Line 4...
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  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
4
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
5
  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
5
  Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
6
 
6
 
7
  Stockfish is free software: you can redistribute it and/or modify
7
  Stockfish is free software: you can redistribute it and/or modify
8
  it under the terms of the GNU General Public License as published by
8
  it under the terms of the GNU General Public License as published by
9
  the Free Software Foundation, either version 3 of the License, or
9
  the Free Software Foundation, either version 3 of the License, or
10
  (at your option) any later version.
10
  (at your option) any later version.
Line 29... Line 29...
29
namespace {
29
namespace {
30
 
30
 
31
  #define V Value
31
  #define V Value
32
  #define S(mg, eg) make_score(mg, eg)
32
  #define S(mg, eg) make_score(mg, eg)
33
 
33
 
34
  // Isolated pawn penalty by opposed flag
34
  // Isolated pawn penalty
35
  const Score Isolated[2] = { S(45, 40), S(30, 27) };
35
  const Score Isolated = S(13, 18);
36
 
36
 
37
  // Backward pawn penalty by opposed flag
37
  // Backward pawn penalty
38
  const Score Backward[2] = { S(56, 33), S(41, 19) };
38
  const Score Backward = S(24, 12);
39
 
39
 
40
  // Unsupported pawn penalty for pawns which are neither isolated or backward
-
 
41
  const Score Unsupported = S(17, 8);
-
 
42
 
-
 
43
  // Connected pawn bonus by opposed, phalanx, twice supported and rank
40
  // Connected pawn bonus by opposed, phalanx, #support and rank
44
  Score Connected[2][2][2][RANK_NB];
41
  Score Connected[2][2][3][RANK_NB];
45
 
42
 
46
  // Doubled pawn penalty
43
  // Doubled pawn penalty
47
  const Score Doubled = S(18,38);
44
  const Score Doubled = S(18, 38);
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),
-
 
52
    S(17, 16), S(33, 32), S(0, 0), S(0, 0)
-
 
53
  };
-
 
54
 
45
 
55
  // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
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.
56
  const Value ShelterWeakness[][RANK_NB] = {
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
57
    { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
50
      { V(106), V( 6), V(33), V(86), V( 87), V(104), V(112) },
58
    { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
51
      { V(101), V( 2), V(65), V(98), V( 58), V( 89), V(115) },
59
    { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
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) },
60
    { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) }
56
      { V( 81), V( 2), V(47), V(63), V( 94), V( 93), V(104) } }
61
  };
57
  };
62
 
58
 
63
  // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
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.
64
  const Value StormDanger[][4][RANK_NB] = {
62
  const Value StormDanger[][4][RANK_NB] = {
65
    { { V( 0),  V(  67), V( 134), V(38), V(32) },
63
    { { V( 0),  V(-290), V(-274), V(57), V(41) },  // BlockedByKing
66
      { V( 0),  V(  57), V( 139), V(37), V(22) },
64
      { V( 0),  V(  60), V( 144), V(39), V(13) },
67
      { V( 0),  V(  43), V( 115), V(43), V(27) },
65
      { V( 0),  V(  65), V( 141), V(41), V(34) },
68
      { V( 0),  V(  68), V( 124), V(57), V(32) } },
66
      { V( 0),  V(  53), V( 127), V(56), V(14) } },
69
    { { V(20),  V(  43), V( 100), V(56), V(20) },
67
    { { V( 4),  V(  73), V( 132), V(46), V(31) },  // Unopposed
70
      { V(23),  V(  20), V(  98), V(40), V(15) },
68
      { V( 1),  V(  64), V( 143), V(26), V(13) },
71
      { V(23),  V(  39), V( 103), V(36), V(18) },
69
      { V( 1),  V(  47), V( 110), V(44), V(24) },
72
      { V(28),  V(  19), V( 108), V(42), V(26) } },
70
      { V( 0),  V(  72), V( 127), V(50), V(31) } },
73
    { { V( 0),  V(   0), V(  75), V(14), V( 2) },
71
    { { V( 0),  V(   0), V(  79), V(23), V( 1) },  // BlockedByPawn
74
      { V( 0),  V(   0), V( 150), V(30), V( 4) },
72
      { V( 0),  V(   0), V( 148), V(27), V( 2) },
75
      { V( 0),  V(   0), V( 160), V(22), V( 5) },
73
      { V( 0),  V(   0), V( 161), V(16), V( 1) },
76
      { V( 0),  V(   0), V( 166), V(24), V(13) } },
74
      { V( 0),  V(   0), V( 171), V(22), V(15) } },
77
    { { V( 0),  V(-283), V(-281), V(57), V(31) },
75
    { { V(22),  V(  45), V( 104), V(62), V( 6) },  // Unblocked
78
      { V( 0),  V(  58), V( 141), V(39), V(18) },
76
      { V(31),  V(  30), V(  99), V(39), V(19) },
79
      { V( 0),  V(  65), V( 142), V(48), V(32) },
77
      { V(23),  V(  29), V(  96), V(41), V(15) },
80
      { V( 0),  V(  60), V( 126), V(51), V(19) } }
78
      { V(21),  V(  23), V( 116), V(41), V(15) } }
81
  };
79
  };
82
 
80
 
83
  // Max bonus for king safety. Corresponds to start position with all the pawns
81
  // 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.
82
  // in front of the king and no enemy pawn on the horizon.
85
  const Value MaxSafetyBonus = V(258);
83
  const Value MaxSafetyBonus = V(258);
Line 88... Line 86...
88
  #undef V
86
  #undef V
89
 
87
 
90
  template<Color Us>
88
  template<Color Us>
91
  Score evaluate(const Position& pos, Pawns::Entry* e) {
89
  Score evaluate(const Position& pos, Pawns::Entry* e) {
92
 
90
 
93
    const Color  Them  = (Us == WHITE ? BLACK      : WHITE);
91
    const Color     Them  = (Us == WHITE ? BLACK      : WHITE);
94
    const Square Up    = (Us == WHITE ? NORTH      : SOUTH);
92
    const Direction Up    = (Us == WHITE ? NORTH      : SOUTH);
95
    const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
93
    const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
96
    const Square Left  = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
94
    const Direction Left  = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
97
 
95
 
98
    Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
96
    Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
-
 
97
    Bitboard lever, leverPush;
99
    Square s;
98
    Square s;
100
    bool opposed, lever, connected, backward;
99
    bool opposed, backward;
101
    Score score = SCORE_ZERO;
100
    Score score = SCORE_ZERO;
102
    const Square* pl = pos.squares<PAWN>(Us);
101
    const Square* pl = pos.squares<PAWN>(Us);
103
    const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
-
 
104
 
102
 
105
    Bitboard ourPawns   = pos.pieces(Us  , PAWN);
103
    Bitboard ourPawns   = pos.pieces(  Us, PAWN);
106
    Bitboard theirPawns = pos.pieces(Them, PAWN);
104
    Bitboard theirPawns = pos.pieces(Them, PAWN);
107
 
105
 
108
    e->passedPawns[Us]   = e->pawnAttacksSpan[Us] = 0;
106
    e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
109
    e->semiopenFiles[Us] = 0xFF;
107
    e->semiopenFiles[Us] = 0xFF;
110
    e->kingSquares[Us]   = SQ_NONE;
108
    e->kingSquares[Us]   = SQ_NONE;
111
    e->pawnAttacks[Us]   = shift<Right>(ourPawns) | shift<Left>(ourPawns);
109
    e->pawnAttacks[Us]   = shift<Right>(ourPawns) | shift<Left>(ourPawns);
112
    e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
110
    e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
113
    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
111
    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
Line 121... Line 119...
121
 
119
 
122
        e->semiopenFiles[Us]   &= ~(1 << f);
120
        e->semiopenFiles[Us]   &= ~(1 << f);
123
        e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
121
        e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
124
 
122
 
125
        // Flag the pawn
123
        // Flag the pawn
126
        opposed    = theirPawns & forward_bb(Us, s);
124
        opposed    = theirPawns & forward_file_bb(Us, s);
127
        stoppers   = theirPawns & passed_pawn_mask(Us, s);
125
        stoppers   = theirPawns & passed_pawn_mask(Us, s);
128
        lever      = theirPawns & pawnAttacksBB[s];
126
        lever      = theirPawns & PawnAttacks[Us][s];
-
 
127
        leverPush  = theirPawns & PawnAttacks[Us][s + Up];
129
        doubled    = ourPawns   & (s + Up);
128
        doubled    = ourPawns   & (s - Up);
130
        neighbours = ourPawns   & adjacent_files_bb(f);
129
        neighbours = ourPawns   & adjacent_files_bb(f);
131
        phalanx    = neighbours & rank_bb(s);
130
        phalanx    = neighbours & rank_bb(s);
132
        supported  = neighbours & rank_bb(s - Up);
131
        supported  = neighbours & rank_bb(s - Up);
133
        connected  = supported | phalanx;
-
 
134
 
132
 
135
        // A pawn is backward when it is behind all pawns of the same color on the
133
        // A pawn is backward when it is behind all pawns of the same color on the
136
        // adjacent files and cannot be safely advanced.
134
        // adjacent files and cannot be safely advanced.
137
        if (!neighbours || lever || relative_rank(Us, s) >= RANK_5)
135
        if (!neighbours || lever || relative_rank(Us, s) >= RANK_5)
138
            backward = false;
136
            backward = false;
Line 144... Line 142...
144
            // The pawn is backward when it cannot safely progress to that rank:
142
            // The pawn is backward when it cannot safely progress to that rank:
145
            // either there is a stopper in the way on this rank, or there is a
143
            // 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.
144
            // stopper on adjacent file which controls the way to that rank.
147
            backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
145
            backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
148
 
146
 
149
            assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours));
147
            assert(!(backward && (forward_ranks_bb(Them, s + Up) & neighbours)));
150
        }
148
        }
151
 
149
 
152
        // Passed pawns will be properly scored in evaluation because we need
150
        // Passed pawns will be properly scored in evaluation because we need
153
        // full attack info to evaluate them.
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)
154
        if (!stoppers && !(ourPawns & forward_bb(Us, s)))
155
            && !(ourPawns & forward_file_bb(Us, s))
-
 
156
            && popcount(supported) >= popcount(lever)
-
 
157
            && popcount(phalanx)   >= popcount(leverPush))
155
            e->passedPawns[Us] |= s;
158
            e->passedPawns[Us] |= s;
-
 
159
 
-
 
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
        }
156
 
168
 
157
        // Score this pawn
169
        // Score this pawn
-
 
170
        if (supported | phalanx)
-
 
171
            score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)];
-
 
172
 
158
        if (!neighbours)
173
        else if (!neighbours)
159
            score -= Isolated[opposed];
174
            score -= Isolated, e->weakUnopposed[Us] += !opposed;
160
 
175
 
161
        else if (backward)
176
        else if (backward)
162
            score -= Backward[opposed];
177
            score -= Backward, e->weakUnopposed[Us] += !opposed;
163
 
178
 
164
        else if (!supported)
179
        if (doubled && !supported)
165
            score -= Unsupported;
-
 
166
 
-
 
167
        if (connected)
-
 
168
            score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
-
 
169
 
-
 
170
        if (doubled)
-
 
171
            score -= Doubled;
180
            score -= Doubled;
172
 
-
 
173
        if (lever)
-
 
174
            score += Lever[relative_rank(Us, s)];
-
 
175
    }
181
    }
176
 
182
 
177
    return score;
183
    return score;
178
  }
184
  }
179
 
185
 
Line 185... Line 191...
185
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
191
/// 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.
192
/// to reduce independent parameters and to allow easier tuning and better insight.
187
 
193
 
188
void init() {
194
void init() {
189
 
195
 
190
  static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
196
  static const int Seed[RANK_NB] = { 0, 13, 24, 18, 76, 100, 175, 330 };
191
 
197
 
192
  for (int opposed = 0; opposed <= 1; ++opposed)
198
  for (int opposed = 0; opposed <= 1; ++opposed)
193
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
199
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
194
          for (int apex = 0; apex <= 1; ++apex)
200
          for (int support = 0; support <= 2; ++support)
195
              for (Rank r = RANK_2; r < RANK_8; ++r)
201
              for (Rank r = RANK_2; r < RANK_8; ++r)
196
  {
202
  {
-
 
203
      int v = 17 * support;
197
      int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
204
      v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
198
      v += (apex ? v / 2 : 0);
-
 
-
 
205
 
199
      Connected[opposed][phalanx][apex][r] = make_score(v, v * 5 / 8);
206
      Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4);
200
  }
207
  }
201
}
208
}
202
 
209
 
203
 
210
 
204
/// Pawns::probe() looks up the current position's pawns configuration in
211
/// Pawns::probe() looks up the current position's pawns configuration in
Line 221... Line 228...
221
  return e;
228
  return e;
222
}
229
}
223
 
230
 
224
 
231
 
225
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
232
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
226
/// the king is on, as well as the two adjacent files.
233
/// the king is on, as well as the two closest files.
227
 
234
 
228
template<Color Us>
235
template<Color Us>
229
Value Entry::shelter_storm(const Position& pos, Square ksq) {
236
Value Entry::shelter_storm(const Position& pos, Square ksq) {
230
 
237
 
231
  const Color Them = (Us == WHITE ? BLACK : WHITE);
238
  const Color Them = (Us == WHITE ? BLACK : WHITE);
232
 
239
 
233
  enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing };
240
  enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked };
234
 
241
 
235
  Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq));
242
  Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, ksq) | rank_bb(ksq));
236
  Bitboard ourPawns = b & pos.pieces(Us);
243
  Bitboard ourPawns = b & pos.pieces(Us);
237
  Bitboard theirPawns = b & pos.pieces(Them);
244
  Bitboard theirPawns = b & pos.pieces(Them);
238
  Value safety = MaxSafetyBonus;
245
  Value safety = MaxSafetyBonus;
239
  File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
246
  File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
240
 
247
 
241
  for (File f = center - File(1); f <= center + File(1); ++f)
248
  for (File f = File(center - 1); f <= File(center + 1); ++f)
242
  {
249
  {
243
      b = ourPawns & file_bb(f);
250
      b = ourPawns & file_bb(f);
244
      Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
251
      Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
245
 
252
 
246
      b  = theirPawns & file_bb(f);
253
      b = theirPawns & file_bb(f);
247
      Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
254
      Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
248
 
255
 
-
 
256
      int d = std::min(f, ~f);
249
      safety -=  ShelterWeakness[std::min(f, FILE_H - f)][rkUs]
257
      safety -=  ShelterWeakness[f == file_of(ksq)][d][rkUs]
250
               + StormDanger
258
               + StormDanger
251
                 [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing  :
259
                 [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing  :
252
                  rkUs   == RANK_1                                          ? NoFriendlyPawn :
260
                  rkUs   == RANK_1                                          ? Unopposed :
253
                  rkThem == rkUs + 1                                        ? BlockedByPawn  : Unblocked]
261
                  rkThem == rkUs + 1                                        ? BlockedByPawn  : Unblocked]
254
                 [std::min(f, FILE_H - f)][rkThem];
262
                 [d][rkThem];
255
  }
263
  }
256
 
264
 
257
  return safety;
265
  return safety;
258
}
266
}
259
 
267