- /* 
-   Stockfish, a UCI chess playing engine derived from Glaurung 2.1 
-   Copyright (C) 2004-2008 Tord Romstad (Glaurung author) 
-   Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad 
-   Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad 
-   
-   Stockfish is free software: you can redistribute it and/or modify 
-   it under the terms of the GNU General Public License as published by 
-   the Free Software Foundation, either version 3 of the License, or 
-   (at your option) any later version. 
-   
-   Stockfish is distributed in the hope that it will be useful, 
-   but WITHOUT ANY WARRANTY; without even the implied warranty of 
-   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
-   GNU General Public License for more details. 
-   
-   You should have received a copy of the GNU General Public License 
-   along with this program.  If not, see <http://www.gnu.org/licenses/>. 
- */ 
-   
- #include <algorithm> 
- #include <cassert> 
-   
- #include "bitboard.h" 
- #include "bitcount.h" 
- #include "pawns.h" 
- #include "position.h" 
- #include "thread.h" 
-   
- namespace { 
-   
-   #define V Value 
-   #define S(mg, eg) make_score(mg, eg) 
-   
-   // Isolated pawn penalty by opposed flag and file 
-   const Score Isolated[2][FILE_NB] = { 
-     { S(31, 36), S(45, 41), S(50, 41), S(50, 41), 
-       S(50, 41), S(50, 41), S(45, 41), S(31, 36) }, 
-     { S(21, 24), S(30, 28), S(33, 28), S(33, 28), 
-       S(33, 28), S(33, 28), S(30, 28), S(21, 24) } }; 
-   
-   // Backward pawn penalty by opposed flag 
-   const Score Backward[2] = { S(56, 33), S(41, 19) }; 
-   
-   // Unsupported pawn penalty for pawns which are neither isolated or backward, 
-   // by number of pawns it supports [less than 2 / exactly 2]. 
-   const Score Unsupported[2] = { S(17, 8), S(21, 12) }; 
-   
-   // Connected pawn bonus by opposed, phalanx, twice supported and rank 
-   Score Connected[2][2][2][RANK_NB]; 
-   
-   // Doubled pawn penalty by file 
-   const Score Doubled[FILE_NB] = { 
-     S(11, 34), S(17, 38), S(19, 38), S(19, 38), 
-     S(19, 38), S(19, 38), S(17, 38), S(11, 34) }; 
-   
-   // Lever bonus by rank 
-   const Score Lever[RANK_NB] = { 
-     S( 0,  0), S( 0,  0), S(0, 0), S(0, 0), 
-     S(17, 16), S(33, 32), S(0, 0), S(0, 0) }; 
-   
-   // Weakness of our pawn shelter in front of the king by [distance from edge][rank] 
-   const Value ShelterWeakness[][RANK_NB] = { 
-     { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) }, 
-     { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) }, 
-     { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) }, 
-     { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } }; 
-   
-   // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] 
-   const Value StormDanger[][4][RANK_NB] = { 
-     { { V( 0),  V(  67), V( 134), V(38), V(32) }, 
-       { V( 0),  V(  57), V( 139), V(37), V(22) }, 
-       { V( 0),  V(  43), V( 115), V(43), V(27) }, 
-       { V( 0),  V(  68), V( 124), V(57), V(32) } }, 
-     { { V(20),  V(  43), V( 100), V(56), V(20) }, 
-       { V(23),  V(  20), V(  98), V(40), V(15) }, 
-       { V(23),  V(  39), V( 103), V(36), V(18) }, 
-       { V(28),  V(  19), V( 108), V(42), V(26) } }, 
-     { { V( 0),  V(   0), V(  75), V(14), V( 2) }, 
-       { V( 0),  V(   0), V( 150), V(30), V( 4) }, 
-       { V( 0),  V(   0), V( 160), V(22), V( 5) }, 
-       { V( 0),  V(   0), V( 166), V(24), V(13) } }, 
-     { { V( 0),  V(-283), V(-281), V(57), V(31) }, 
-       { V( 0),  V(  58), V( 141), V(39), V(18) }, 
-       { V( 0),  V(  65), V( 142), V(48), V(32) }, 
-       { V( 0),  V(  60), V( 126), V(51), V(19) } } }; 
-   
-   // Max bonus for king safety. Corresponds to start position with all the pawns 
-   // in front of the king and no enemy pawn on the horizon. 
-   const Value MaxSafetyBonus = V(258); 
-   
-   #undef S 
-   #undef V 
-   
-   template<Color Us> 
-   Score evaluate(const Position& pos, Pawns::Entry* e) { 
-   
-     const Color  Them  = (Us == WHITE ? BLACK    : WHITE); 
-     const Square Up    = (Us == WHITE ? DELTA_N  : DELTA_S); 
-     const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); 
-     const Square Left  = (Us == WHITE ? DELTA_NW : DELTA_SE); 
-   
-     Bitboard b, neighbours, doubled, supported, phalanx; 
-     Square s; 
-     bool passed, isolated, opposed, backward, lever, connected; 
-     Score score = SCORE_ZERO; 
-     const Square* pl = pos.squares<PAWN>(Us); 
-     const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)]; 
-   
-     Bitboard ourPawns   = pos.pieces(Us  , PAWN); 
-     Bitboard theirPawns = pos.pieces(Them, PAWN); 
-   
-     e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0; 
-     e->kingSquares[Us] = SQ_NONE; 
-     e->semiopenFiles[Us] = 0xFF; 
-     e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns); 
-     e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & DarkSquares); 
-     e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK]; 
-   
-     // Loop through all pawns of the current color and score each pawn 
-     while ((s = *pl++) != SQ_NONE) 
-     { 
-         assert(pos.piece_on(s) == make_piece(Us, PAWN)); 
-   
-         File f = file_of(s); 
-   
-         e->semiopenFiles[Us] &= ~(1 << f); 
-         e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); 
-   
-         // Flag the pawn 
-         neighbours  =   ourPawns   & adjacent_files_bb(f); 
-         doubled     =   ourPawns   & forward_bb(Us, s); 
-         opposed     =   theirPawns & forward_bb(Us, s); 
-         passed      = !(theirPawns & passed_pawn_mask(Us, s)); 
-         lever       =   theirPawns & pawnAttacksBB[s]; 
-         phalanx     =   neighbours & rank_bb(s); 
-         supported   =   neighbours & rank_bb(s - Up); 
-         connected   =   supported | phalanx; 
-         isolated    =  !neighbours; 
-   
-         // Test for backward pawn. 
-         // If the pawn is passed, isolated, lever or connected it cannot be 
-         // backward. If there are friendly pawns behind on adjacent files 
-         // or if it is sufficiently advanced, it cannot be backward either. 
-         if (   (passed | isolated | lever | connected) 
-             || (ourPawns & pawn_attack_span(Them, s)) 
-             || (relative_rank(Us, s) >= RANK_5)) 
-             backward = false; 
-         else 
-         { 
-             // We now know there are no friendly pawns beside or behind this 
-             // pawn on adjacent files. We now check whether the pawn is 
-             // backward by looking in the forward direction on the adjacent 
-             // files, and picking the closest pawn there. 
-             b = pawn_attack_span(Us, s) & (ourPawns | theirPawns); 
-             b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b)); 
-   
-             // If we have an enemy pawn in the same or next rank, the pawn is 
-             // backward because it cannot advance without being captured. 
-             backward = (b | shift_bb<Up>(b)) & theirPawns; 
-         } 
-   
-         assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns)); 
-   
-         // Passed pawns will be properly scored in evaluation because we need 
-         // full attack info to evaluate them. Only the frontmost passed 
-         // pawn on each file is considered a true passed pawn. 
-         if (passed && !doubled) 
-             e->passedPawns[Us] |= s; 
-   
-         // Score this pawn 
-         if (isolated) 
-             score -= Isolated[opposed][f]; 
-   
-         else if (backward) 
-             score -= Backward[opposed]; 
-   
-         else if (!supported) 
-             score -= Unsupported[more_than_one(neighbours & rank_bb(s + Up))]; 
-   
-         if (connected) 
-             score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)]; 
-   
-         if (doubled) 
-             score -= Doubled[f] / distance<Rank>(s, frontmost_sq(Us, doubled)); 
-   
-         if (lever) 
-             score += Lever[relative_rank(Us, s)]; 
-     } 
-   
-     b = e->semiopenFiles[Us] ^ 0xFF; 
-     e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0; 
-   
-     return score; 
-   } 
-   
- } // namespace 
-   
- namespace Pawns { 
-   
- /// Pawns::init() initializes some tables needed by evaluation. Instead of using 
- /// hard-coded tables, when makes sense, we prefer to calculate them with a formula 
- /// to reduce independent parameters and to allow easier tuning and better insight. 
-   
- void init() 
- { 
-   static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 }; 
-   
-   for (int opposed = 0; opposed <= 1; ++opposed) 
-       for (int phalanx = 0; phalanx <= 1; ++phalanx) 
-           for (int apex = 0; apex <= 1; ++apex) 
-               for (Rank r = RANK_2; r < RANK_8; ++r) 
-   { 
-       int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; 
-       v += (apex ? v / 2 : 0); 
-       Connected[opposed][phalanx][apex][r] = make_score(v, v * 5 / 8); 
-   } 
- } 
-   
-   
- /// Pawns::probe() looks up the current position's pawns configuration in 
- /// the pawns hash table. It returns a pointer to the Entry if the position 
- /// is found. Otherwise a new Entry is computed and stored there, so we don't 
- /// have to recompute all when the same pawns configuration occurs again. 
-   
- Entry* probe(const Position& pos) { 
-   
-   Key key = pos.pawn_key(); 
-   Entry* e = pos.this_thread()->pawnsTable[key]; 
-   
-   if (e->key == key) 
-       return e; 
-   
-   e->key = key; 
-   e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e); 
-   e->asymmetry = popcount<Max15>(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); 
-   return e; 
- } 
-   
-   
- /// Entry::shelter_storm() calculates shelter and storm penalties for the file 
- /// the king is on, as well as the two adjacent files. 
-   
- template<Color Us> 
- Value Entry::shelter_storm(const Position& pos, Square ksq) { 
-   
-   const Color Them = (Us == WHITE ? BLACK : WHITE); 
-   
-   enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing }; 
-   
-   Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq)); 
-   Bitboard ourPawns = b & pos.pieces(Us); 
-   Bitboard theirPawns = b & pos.pieces(Them); 
-   Value safety = MaxSafetyBonus; 
-   File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); 
-   
-   for (File f = center - File(1); f <= center + File(1); ++f) 
-   { 
-       b = ourPawns & file_bb(f); 
-       Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; 
-   
-       b  = theirPawns & file_bb(f); 
-       Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; 
-   
-       safety -=  ShelterWeakness[std::min(f, FILE_H - f)][rkUs] 
-                + StormDanger 
-                  [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing  : 
-                   rkUs   == RANK_1                                          ? NoFriendlyPawn : 
-                   rkThem == rkUs + 1                                        ? BlockedByPawn  : Unblocked] 
-                  [std::min(f, FILE_H - f)][rkThem]; 
-   } 
-   
-   return safety; 
- } 
-   
-   
- /// Entry::do_king_safety() calculates a bonus for king safety. It is called only 
- /// when king square changes, which is about 20% of total king_safety() calls. 
-   
- template<Color Us> 
- Score Entry::do_king_safety(const Position& pos, Square ksq) { 
-   
-   kingSquares[Us] = ksq; 
-   castlingRights[Us] = pos.can_castle(Us); 
-   int minKingPawnDistance = 0; 
-   
-   Bitboard pawns = pos.pieces(Us, PAWN); 
-   if (pawns) 
-       while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} 
-   
-   if (relative_rank(Us, ksq) > RANK_4) 
-       return make_score(0, -16 * minKingPawnDistance); 
-   
-   Value bonus = shelter_storm<Us>(pos, ksq); 
-   
-   // If we can castle use the bonus after the castling if it is bigger 
-   if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right)) 
-       bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1))); 
-   
-   if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right)) 
-       bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1))); 
-   
-   return make_score(bonus, -16 * minKingPawnDistance); 
- } 
-   
- // Explicit template instantiation 
- template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq); 
- template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq); 
-   
- } // namespace Pawns 
-