Subversion Repositories Games.Chess Giants

Rev

Rev 96 | Rev 169 | Go to most recent revision | Show entire file | Ignore whitespace | Details | Blame | Last modification | View Log | RSS feed

Rev 96 Rev 154
Line 20... Line 20...
20
 
20
 
21
#include <algorithm>
21
#include <algorithm>
22
#include <cassert>
22
#include <cassert>
23
 
23
 
24
#include "bitboard.h"
24
#include "bitboard.h"
25
#include "bitcount.h"
-
 
26
#include "pawns.h"
25
#include "pawns.h"
27
#include "position.h"
26
#include "position.h"
28
#include "thread.h"
27
#include "thread.h"
29
 
28
 
30
namespace {
29
namespace {
31
 
30
 
32
  #define V Value
31
  #define V Value
33
  #define S(mg, eg) make_score(mg, eg)
32
  #define S(mg, eg) make_score(mg, eg)
34
 
33
 
35
  // Isolated pawn penalty by opposed flag and file
34
  // Isolated pawn penalty by opposed flag
36
  const Score Isolated[2][FILE_NB] = {
-
 
37
    { S(31, 36), S(45, 41), S(50, 41), S(50, 41),
-
 
38
      S(50, 41), S(50, 41), S(45, 41), S(31, 36) },
35
  const Score Isolated[2] = { S(45, 40), S(30, 27) };
39
    { 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
 
36
 
42
  // Backward pawn penalty by opposed flag
37
  // Backward pawn penalty by opposed flag
43
  const Score Backward[2] = { S(56, 33), S(41, 19) };
38
  const Score Backward[2] = { S(56, 33), S(41, 19) };
44
 
39
 
45
  // Unsupported pawn penalty for pawns which are neither isolated or backward,
40
  // 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) };
41
  const Score Unsupported = S(17, 8);
48
 
42
 
49
  // Connected pawn bonus by opposed, phalanx, twice supported and rank
43
  // Connected pawn bonus by opposed, phalanx, twice supported and rank
50
  Score Connected[2][2][2][RANK_NB];
44
  Score Connected[2][2][2][RANK_NB];
51
 
45
 
52
  // Doubled pawn penalty by file
46
  // Doubled pawn penalty
53
  const Score Doubled[FILE_NB] = {
47
  const Score Doubled = S(18,38);
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
 
48
 
57
  // Lever bonus by rank
49
  // Lever bonus by rank
58
  const Score Lever[RANK_NB] = {
50
  const Score Lever[RANK_NB] = {
59
    S( 0,  0), S( 0,  0), S(0, 0), S(0, 0),
51
    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) };
52
    S(17, 16), S(33, 32), S(0, 0), S(0, 0)
-
 
53
  };
61
 
54
 
62
  // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
55
  // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
63
  const Value ShelterWeakness[][RANK_NB] = {
56
  const Value ShelterWeakness[][RANK_NB] = {
64
    { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
57
    { 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) },
58
    { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
66
    { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
59
    { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
67
    { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
60
    { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) }
-
 
61
  };
68
 
62
 
69
  // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
63
  // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
70
  const Value StormDanger[][4][RANK_NB] = {
64
  const Value StormDanger[][4][RANK_NB] = {
71
    { { V( 0),  V(  67), V( 134), V(38), V(32) },
65
    { { V( 0),  V(  67), V( 134), V(38), V(32) },
72
      { V( 0),  V(  57), V( 139), V(37), V(22) },
66
      { V( 0),  V(  57), V( 139), V(37), V(22) },
Line 81... Line 75...
81
      { V( 0),  V(   0), V( 160), V(22), V( 5) },
75
      { V( 0),  V(   0), V( 160), V(22), V( 5) },
82
      { V( 0),  V(   0), V( 166), V(24), V(13) } },
76
      { V( 0),  V(   0), V( 166), V(24), V(13) } },
83
    { { V( 0),  V(-283), V(-281), V(57), V(31) },
77
    { { V( 0),  V(-283), V(-281), V(57), V(31) },
84
      { V( 0),  V(  58), V( 141), V(39), V(18) },
78
      { V( 0),  V(  58), V( 141), V(39), V(18) },
85
      { V( 0),  V(  65), V( 142), V(48), V(32) },
79
      { V( 0),  V(  65), V( 142), V(48), V(32) },
86
      { V( 0),  V(  60), V( 126), V(51), V(19) } } };
80
      { V( 0),  V(  60), V( 126), V(51), V(19) } }
-
 
81
  };
87
 
82
 
88
  // Max bonus for king safety. Corresponds to start position with all the pawns
83
  // 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.
84
  // in front of the king and no enemy pawn on the horizon.
90
  const Value MaxSafetyBonus = V(258);
85
  const Value MaxSafetyBonus = V(258);
91
 
86
 
Line 93... Line 88...
93
  #undef V
88
  #undef V
94
 
89
 
95
  template<Color Us>
90
  template<Color Us>
96
  Score evaluate(const Position& pos, Pawns::Entry* e) {
91
  Score evaluate(const Position& pos, Pawns::Entry* e) {
97
 
92
 
98
    const Color  Them  = (Us == WHITE ? BLACK    : WHITE);
93
    const Color  Them  = (Us == WHITE ? BLACK      : WHITE);
99
    const Square Up    = (Us == WHITE ? DELTA_N  : DELTA_S);
94
    const Square Up    = (Us == WHITE ? NORTH      : SOUTH);
100
    const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
95
    const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
101
    const Square Left  = (Us == WHITE ? DELTA_NW : DELTA_SE);
96
    const Square Left  = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
102
 
97
 
103
    Bitboard b, neighbours, doubled, supported, phalanx;
98
    Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
104
    Square s;
99
    Square s;
105
    bool passed, isolated, opposed, backward, lever, connected;
100
    bool opposed, lever, connected, backward;
106
    Score score = SCORE_ZERO;
101
    Score score = SCORE_ZERO;
107
    const Square* pl = pos.squares<PAWN>(Us);
102
    const Square* pl = pos.squares<PAWN>(Us);
108
    const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
103
    const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
109
 
104
 
110
    Bitboard ourPawns   = pos.pieces(Us  , PAWN);
105
    Bitboard ourPawns   = pos.pieces(Us  , PAWN);
111
    Bitboard theirPawns = pos.pieces(Them, PAWN);
106
    Bitboard theirPawns = pos.pieces(Them, PAWN);
112
 
107
 
113
    e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
108
    e->passedPawns[Us]   = e->pawnAttacksSpan[Us] = 0;
114
    e->kingSquares[Us] = SQ_NONE;
-
 
115
    e->semiopenFiles[Us] = 0xFF;
109
    e->semiopenFiles[Us] = 0xFF;
-
 
110
    e->kingSquares[Us]   = SQ_NONE;
116
    e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
111
    e->pawnAttacks[Us]   = shift<Right>(ourPawns) | shift<Left>(ourPawns);
117
    e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & DarkSquares);
112
    e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
118
    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
113
    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
119
 
114
 
120
    // Loop through all pawns of the current color and score each pawn
115
    // Loop through all pawns of the current color and score each pawn
121
    while ((s = *pl++) != SQ_NONE)
116
    while ((s = *pl++) != SQ_NONE)
122
    {
117
    {
123
        assert(pos.piece_on(s) == make_piece(Us, PAWN));
118
        assert(pos.piece_on(s) == make_piece(Us, PAWN));
124
 
119
 
125
        File f = file_of(s);
120
        File f = file_of(s);
126
 
121
 
127
        e->semiopenFiles[Us] &= ~(1 << f);
122
        e->semiopenFiles[Us]   &= ~(1 << f);
128
        e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
123
        e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
129
 
124
 
130
        // Flag the pawn
125
        // Flag the pawn
131
        neighbours  =   ourPawns   & adjacent_files_bb(f);
126
        opposed    = theirPawns & forward_bb(Us, s);
132
        doubled     =   ourPawns   & forward_bb(Us, s);
127
        stoppers   = theirPawns & passed_pawn_mask(Us, s);
133
        opposed     =   theirPawns & forward_bb(Us, s);
128
        lever      = theirPawns & pawnAttacksBB[s];
134
        passed      = !(theirPawns & passed_pawn_mask(Us, s));
129
        doubled    = ourPawns   & (s + Up);
135
        lever       =   theirPawns & pawnAttacksBB[s];
130
        neighbours = ourPawns   & adjacent_files_bb(f);
136
        phalanx     =   neighbours & rank_bb(s);
131
        phalanx    = neighbours & rank_bb(s);
137
        supported   =   neighbours & rank_bb(s - Up);
132
        supported  = neighbours & rank_bb(s - Up);
138
        connected   =   supported | phalanx;
133
        connected  = supported | phalanx;
139
        isolated    =  !neighbours;
-
 
140
 
134
 
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
135
        // A pawn is backward when it is behind all pawns of the same color on the
144
        // or if it is sufficiently advanced, it cannot be backward either.
136
        // adjacent files and cannot be safely advanced.
145
        if (   (passed | isolated | lever | connected)
-
 
146
            || (ourPawns & pawn_attack_span(Them, s))
-
 
147
            || (relative_rank(Us, s) >= RANK_5))
137
        if (!neighbours || lever || relative_rank(Us, s) >= RANK_5)
148
            backward = false;
138
            backward = false;
149
        else
139
        else
150
        {
140
        {
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.
141
            // Find the backmost rank with neighbours or stoppers
155
            b = pawn_attack_span(Us, s) & (ourPawns | theirPawns);
142
            b = rank_bb(backmost_sq(Us, neighbours | stoppers));
156
            b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b));
-
 
157
 
143
 
-
 
144
            // The pawn is backward when it cannot safely progress to that rank:
158
            // If we have an enemy pawn in the same or next rank, the pawn is
145
            // either there is a stopper in the way on this rank, or there is a
159
            // backward because it cannot advance without being captured.
146
            // stopper on adjacent file which controls the way to that rank.
160
            backward = (b | shift_bb<Up>(b)) & theirPawns;
147
            backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
161
        }
-
 
162
 
148
 
163
        assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns));
149
            assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours));
-
 
150
        }
164
 
151
 
165
        // Passed pawns will be properly scored in evaluation because we need
152
        // Passed pawns will be properly scored in evaluation because we need
166
        // full attack info to evaluate them. Only the frontmost passed
153
        // full attack info to evaluate them.
167
        // pawn on each file is considered a true passed pawn.
154
        if (!stoppers && !(ourPawns & forward_bb(Us, s)))
168
        if (passed && !doubled)
-
 
169
            e->passedPawns[Us] |= s;
155
            e->passedPawns[Us] |= s;
170
 
156
 
171
        // Score this pawn
157
        // Score this pawn
172
        if (isolated)
158
        if (!neighbours)
173
            score -= Isolated[opposed][f];
159
            score -= Isolated[opposed];
174
 
160
 
175
        else if (backward)
161
        else if (backward)
176
            score -= Backward[opposed];
162
            score -= Backward[opposed];
177
 
163
 
178
        else if (!supported)
164
        else if (!supported)
179
            score -= Unsupported[more_than_one(neighbours & rank_bb(s + Up))];
165
            score -= Unsupported;
180
 
166
 
181
        if (connected)
167
        if (connected)
182
            score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
168
            score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
183
 
169
 
184
        if (doubled)
170
        if (doubled)
185
            score -= Doubled[f] / distance<Rank>(s, frontmost_sq(Us, doubled));
171
            score -= Doubled;
186
 
172
 
187
        if (lever)
173
        if (lever)
188
            score += Lever[relative_rank(Us, s)];
174
            score += Lever[relative_rank(Us, s)];
189
    }
175
    }
190
 
-
 
191
    b = e->semiopenFiles[Us] ^ 0xFF;
-
 
192
    e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0;
-
 
193
 
176
 
194
    return score;
177
    return score;
195
  }
178
  }
196
 
179
 
197
} // namespace
180
} // namespace
Line 200... Line 183...
200
 
183
 
201
/// Pawns::init() initializes some tables needed by evaluation. Instead of using
184
/// 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
185
/// 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.
186
/// to reduce independent parameters and to allow easier tuning and better insight.
204
 
187
 
205
void init()
188
void init() {
206
{
189
 
207
  static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
190
  static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
208
 
191
 
209
  for (int opposed = 0; opposed <= 1; ++opposed)
192
  for (int opposed = 0; opposed <= 1; ++opposed)
210
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
193
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
211
          for (int apex = 0; apex <= 1; ++apex)
194
          for (int apex = 0; apex <= 1; ++apex)
Line 231... Line 214...
231
  if (e->key == key)
214
  if (e->key == key)
232
      return e;
215
      return e;
233
 
216
 
234
  e->key = key;
217
  e->key = key;
235
  e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
218
  e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
236
  e->asymmetry = popcount<Max15>(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
219
  e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
-
 
220
  e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
237
  return e;
221
  return e;
238
}
222
}
239
 
223
 
240
 
224
 
241
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
225
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
Line 285... Line 269...
285
  int minKingPawnDistance = 0;
269
  int minKingPawnDistance = 0;
286
 
270
 
287
  Bitboard pawns = pos.pieces(Us, PAWN);
271
  Bitboard pawns = pos.pieces(Us, PAWN);
288
  if (pawns)
272
  if (pawns)
289
      while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
273
      while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
290
 
-
 
291
  if (relative_rank(Us, ksq) > RANK_4)
-
 
292
      return make_score(0, -16 * minKingPawnDistance);
-
 
293
 
274
 
294
  Value bonus = shelter_storm<Us>(pos, ksq);
275
  Value bonus = shelter_storm<Us>(pos, ksq);
295
 
276
 
296
  // If we can castle use the bonus after the castling if it is bigger
277
  // If we can castle use the bonus after the castling if it is bigger
297
  if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
278
  if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))