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  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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  Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
5
  Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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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.
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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
34
  // Pawn penalties
35
  const Score Isolated = S(13, 18);
35
  constexpr Score Backward = S( 9, 24);
36
 
-
 
37
  // Backward pawn penalty
36
  constexpr Score Doubled  = S(11, 56);
38
  const Score Backward = S(24, 12);
37
  constexpr Score Isolated = S( 5, 15);
39
 
38
 
40
  // Connected pawn bonus by opposed, phalanx, #support and rank
39
  // Connected pawn bonus by opposed, phalanx, #support and rank
41
  Score Connected[2][2][3][RANK_NB];
40
  Score Connected[2][2][3][RANK_NB];
42
 
41
 
43
  // Doubled pawn penalty
-
 
44
  const Score Doubled = S(18, 38);
-
 
45
 
-
 
46
  // Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank].
42
  // Strength of pawn shelter for our king by [distance from edge][rank].
47
  // RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king.
43
  // RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
48
  const Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = {
44
  constexpr Value ShelterStrength[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
-
 
50
      { V(106), V( 6), V(33), V(86), V( 87), V(104), V(112) },
-
 
51
      { V(101), V( 2), V(65), V(98), V( 58), V( 89), V(115) },
45
    { V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V(  25) },
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) },
46
    { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) },
55
      { V(120), V(25), V(65), V(91), V( 66), V( 78), V(117) },
47
    { V(-10), V( 75), V( 23), V( -2), V( 32), V(  3), V( -45) },
56
      { V( 81), V( 2), V(47), V(63), V( 94), V( 93), V(104) } }
48
    { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) }
57
  };
49
  };
58
 
50
 
59
  // Danger of enemy pawns moving toward our king by [type][distance from edge][rank].
51
  // Danger of enemy pawns moving toward our king by [distance from edge][rank].
60
  // For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has
52
  // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
61
  // no pawn on the given file, or their pawn is behind our king.
53
  // is behind our king.
62
  const Value StormDanger[][4][RANK_NB] = {
54
  constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
63
    { { V( 0),  V(-290), V(-274), V(57), V(41) },  // BlockedByKing
-
 
64
      { V( 0),  V(  60), V( 144), V(39), V(13) },
-
 
65
      { V( 0),  V(  65), V( 141), V(41), V(34) },
-
 
66
      { V( 0),  V(  53), V( 127), V(56), V(14) } },
55
    { V( 89), V(107), V(123), V(93), V(57), V( 45), V( 51) },
67
    { { V( 4),  V(  73), V( 132), V(46), V(31) },  // Unopposed
56
    { V( 44), V(-18), V(123), V(46), V(39), V( -7), V( 23) },
68
      { V( 1),  V(  64), V( 143), V(26), V(13) },
-
 
69
      { V( 1),  V(  47), V( 110), V(44), V(24) },
-
 
70
      { V( 0),  V(  72), V( 127), V(50), V(31) } },
57
    { V(  4), V( 52), V(162), V(37), V( 7), V(-14), V( -2) },
71
    { { V( 0),  V(   0), V(  79), V(23), V( 1) },  // BlockedByPawn
-
 
72
      { V( 0),  V(   0), V( 148), V(27), V( 2) },
-
 
73
      { V( 0),  V(   0), V( 161), V(16), V( 1) },
-
 
74
      { V( 0),  V(   0), V( 171), V(22), V(15) } },
-
 
75
    { { V(22),  V(  45), V( 104), V(62), V( 6) },  // Unblocked
58
    { V(-10), V(-14), V( 90), V(15), V( 2), V( -7), V(-16) }
76
      { V(31),  V(  30), V(  99), V(39), V(19) },
-
 
77
      { V(23),  V(  29), V(  96), V(41), V(15) },
-
 
78
      { V(21),  V(  23), V( 116), V(41), V(15) } }
-
 
79
  };
59
  };
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
 
60
 
85
  #undef S
61
  #undef S
86
  #undef V
62
  #undef V
87
 
63
 
88
  template<Color Us>
64
  template<Color Us>
89
  Score evaluate(const Position& pos, Pawns::Entry* e) {
65
  Score evaluate(const Position& pos, Pawns::Entry* e) {
90
 
66
 
91
    const Color     Them  = (Us == WHITE ? BLACK      : WHITE);
67
    constexpr Color     Them = (Us == WHITE ? BLACK : WHITE);
92
    const Direction Up    = (Us == WHITE ? NORTH      : SOUTH);
68
    constexpr 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);
-
 
95
 
69
 
96
    Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
70
    Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
97
    Bitboard lever, leverPush;
71
    Bitboard lever, leverPush;
98
    Square s;
72
    Square s;
99
    bool opposed, backward;
73
    bool opposed, backward;
Line 104... Line 78...
104
    Bitboard theirPawns = pos.pieces(Them, PAWN);
78
    Bitboard theirPawns = pos.pieces(Them, PAWN);
105
 
79
 
106
    e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
80
    e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
107
    e->semiopenFiles[Us] = 0xFF;
81
    e->semiopenFiles[Us] = 0xFF;
108
    e->kingSquares[Us]   = SQ_NONE;
82
    e->kingSquares[Us]   = SQ_NONE;
109
    e->pawnAttacks[Us]   = shift<Right>(ourPawns) | shift<Left>(ourPawns);
83
    e->pawnAttacks[Us]   = pawn_attacks_bb<Us>(ourPawns);
110
    e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
84
    e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
111
    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
85
    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
112
 
86
 
113
    // Loop through all pawns of the current color and score each pawn
87
    // Loop through all pawns of the current color and score each pawn
114
    while ((s = *pl++) != SQ_NONE)
88
    while ((s = *pl++) != SQ_NONE)
Line 128... Line 102...
128
        doubled    = ourPawns   & (s - Up);
102
        doubled    = ourPawns   & (s - Up);
129
        neighbours = ourPawns   & adjacent_files_bb(f);
103
        neighbours = ourPawns   & adjacent_files_bb(f);
130
        phalanx    = neighbours & rank_bb(s);
104
        phalanx    = neighbours & rank_bb(s);
131
        supported  = neighbours & rank_bb(s - Up);
105
        supported  = neighbours & rank_bb(s - Up);
132
 
106
 
133
        // A pawn is backward when it is behind all pawns of the same color on the
107
        // A pawn is backward when it is behind all pawns of the same color
134
        // adjacent files and cannot be safely advanced.
108
        // on the adjacent files and cannot be safely advanced.
135
        if (!neighbours || lever || relative_rank(Us, s) >= RANK_5)
109
        backward =  !(ourPawns & pawn_attack_span(Them, s + Up))
136
            backward = false;
-
 
137
        else
-
 
138
        {
-
 
139
            // Find the backmost rank with neighbours or stoppers
-
 
140
            b = rank_bb(backmost_sq(Us, neighbours | stoppers));
110
                  && (stoppers & (leverPush | (s + Up)));
141
 
-
 
142
            // The pawn is backward when it cannot safely progress to that rank:
-
 
143
            // 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
 
-
 
147
            assert(!(backward && (forward_ranks_bb(Them, s + Up) & neighbours)));
-
 
148
        }
-
 
149
 
111
 
150
        // Passed pawns will be properly scored in evaluation because we need
112
        // Passed pawns will be properly scored in evaluation because we need
151
        // full attack info to evaluate them. Include also not passed pawns
113
        // full attack info to evaluate them. Include also not passed pawns
152
        // which could become passed after one or two pawn pushes when are
114
        // which could become passed after one or two pawn pushes when are
153
        // not attacked more times than defended.
115
        // not attacked more times than defended.
154
        if (   !(stoppers ^ lever ^ leverPush)
116
        if (   !(stoppers ^ lever ^ leverPush)
155
            && !(ourPawns & forward_file_bb(Us, s))
-
 
156
            && popcount(supported) >= popcount(lever)
117
            && popcount(supported) >= popcount(lever) - 1
157
            && popcount(phalanx)   >= popcount(leverPush))
118
            && popcount(phalanx)   >= popcount(leverPush))
158
            e->passedPawns[Us] |= s;
119
            e->passedPawns[Us] |= s;
159
 
120
 
160
        else if (   stoppers == SquareBB[s + Up]
121
        else if (   stoppers == SquareBB[s + Up]
161
                 && relative_rank(Us, s) >= RANK_5)
122
                 && relative_rank(Us, s) >= RANK_5)
Line 191... Line 152...
191
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
152
/// 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.
153
/// to reduce independent parameters and to allow easier tuning and better insight.
193
 
154
 
194
void init() {
155
void init() {
195
 
156
 
196
  static const int Seed[RANK_NB] = { 0, 13, 24, 18, 76, 100, 175, 330 };
157
  static constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 65, 100, 175, 330 };
197
 
158
 
198
  for (int opposed = 0; opposed <= 1; ++opposed)
159
  for (int opposed = 0; opposed <= 1; ++opposed)
199
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
160
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
200
          for (int support = 0; support <= 2; ++support)
161
          for (int support = 0; support <= 2; ++support)
201
              for (Rank r = RANK_2; r < RANK_8; ++r)
162
              for (Rank r = RANK_2; r < RANK_8; ++r)
Line 220... Line 181...
220
 
181
 
221
  if (e->key == key)
182
  if (e->key == key)
222
      return e;
183
      return e;
223
 
184
 
224
  e->key = key;
185
  e->key = key;
225
  e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
186
  e->scores[WHITE] = evaluate<WHITE>(pos, e);
226
  e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
187
  e->scores[BLACK] = evaluate<BLACK>(pos, e);
227
  e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
188
  e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
-
 
189
  e->asymmetry = popcount(  (e->passedPawns[WHITE]   | e->passedPawns[BLACK])
-
 
190
                          | (e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]));
-
 
191
 
228
  return e;
192
  return e;
229
}
193
}
230
 
194
 
231
 
195
 
232
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
196
/// Entry::evaluate_shelter() calculates the shelter bonus and the storm
233
/// the king is on, as well as the two closest files.
197
/// penalty for a king, looking at the king file and the two closest files.
234
 
198
 
235
template<Color Us>
199
template<Color Us>
236
Value Entry::shelter_storm(const Position& pos, Square ksq) {
200
Value Entry::evaluate_shelter(const Position& pos, Square ksq) {
237
 
201
 
238
  const Color Them = (Us == WHITE ? BLACK : WHITE);
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);
239
 
205
 
240
  enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked };
-
 
241
 
-
 
242
  Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, ksq) | rank_bb(ksq));
206
  Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
243
  Bitboard ourPawns = b & pos.pieces(Us);
207
  Bitboard ourPawns = b & pos.pieces(Us);
244
  Bitboard theirPawns = b & pos.pieces(Them);
208
  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
 
209
 
-
 
210
  Value safety = (shift<Down>(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) ?
-
 
211
                 Value(374) : Value(5);
-
 
212
 
-
 
213
  File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
248
  for (File f = File(center - 1); f <= File(center + 1); ++f)
214
  for (File f = File(center - 1); f <= File(center + 1); ++f)
249
  {
215
  {
250
      b = ourPawns & file_bb(f);
216
      b = ourPawns & file_bb(f);
251
      Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
217
      int ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : 0;
252
 
218
 
253
      b = theirPawns & file_bb(f);
219
      b = theirPawns & file_bb(f);
254
      Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
220
      int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
255
 
221
 
256
      int d = std::min(f, ~f);
222
      int d = std::min(f, ~f);
257
      safety -=  ShelterWeakness[f == file_of(ksq)][d][rkUs]
223
      safety += ShelterStrength[d][ourRank];
258
               + StormDanger
-
 
259
                 [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing  :
-
 
260
                  rkUs   == RANK_1                                          ? Unopposed :
224
      safety -= (ourRank && (ourRank == theirRank - 1)) ? 66 * (theirRank == RANK_3)
261
                  rkThem == rkUs + 1                                        ? BlockedByPawn  : Unblocked]
225
                                                        : UnblockedStorm[d][theirRank];
262
                 [d][rkThem];
-
 
263
  }
226
  }
264
 
227
 
265
  return safety;
228
  return safety;
266
}
229
}
267
 
230
 
268
 
231
 
269
/// Entry::do_king_safety() calculates a bonus for king safety. It is called only
232
/// 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.
233
/// when king square changes, which is about 20% of total king_safety() calls.
271
 
234
 
272
template<Color Us>
235
template<Color Us>
273
Score Entry::do_king_safety(const Position& pos, Square ksq) {
236
Score Entry::do_king_safety(const Position& pos) {
274
 
237
 
-
 
238
  Square ksq = pos.square<KING>(Us);
275
  kingSquares[Us] = ksq;
239
  kingSquares[Us] = ksq;
276
  castlingRights[Us] = pos.can_castle(Us);
240
  castlingRights[Us] = pos.can_castle(Us);
277
  int minKingPawnDistance = 0;
241
  int minKingPawnDistance = 0;
278
 
242
 
279
  Bitboard pawns = pos.pieces(Us, PAWN);
243
  Bitboard pawns = pos.pieces(Us, PAWN);
280
  if (pawns)
244
  if (pawns)
281
      while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
245
      while (!(DistanceRingBB[ksq][++minKingPawnDistance] & pawns)) {}
282
 
246
 
283
  Value bonus = shelter_storm<Us>(pos, ksq);
247
  Value bonus = evaluate_shelter<Us>(pos, ksq);
284
 
248
 
285
  // If we can castle use the bonus after the castling if it is bigger
249
  // If we can castle use the bonus after the castling if it is bigger
286
  if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
250
  if (pos.can_castle(Us | KING_SIDE))
287
      bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
251
      bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
288
 
252
 
289
  if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
253
  if (pos.can_castle(Us | QUEEN_SIDE))
290
      bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
254
      bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
291
 
255
 
292
  return make_score(bonus, -16 * minKingPawnDistance);
256
  return make_score(bonus, -16 * minKingPawnDistance);
293
}
257
}
294
 
258
 
295
// Explicit template instantiation
259
// Explicit template instantiation
296
template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
260
template Score Entry::do_king_safety<WHITE>(const Position& pos);
297
template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
261
template Score Entry::do_king_safety<BLACK>(const Position& pos);
298
 
262
 
299
} // namespace Pawns
263
} // namespace Pawns