- /* 
-   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) 2015-2019 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 "pawns.h" 
- #include "position.h" 
- #include "thread.h" 
-   
- namespace { 
-   
-   #define V Value 
-   #define S(mg, eg) make_score(mg, eg) 
-   
-   // Pawn penalties 
-   constexpr Score Backward = S( 9, 24); 
-   constexpr Score Doubled  = S(11, 56); 
-   constexpr Score Isolated = S( 5, 15); 
-   
-   // Connected pawn bonus by opposed, phalanx, #support and rank 
-   Score Connected[2][2][3][RANK_NB]; 
-   
-   // Strength of pawn shelter for our king by [distance from edge][rank]. 
-   // RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king. 
-   constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = { 
-     { V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V(  25) }, 
-     { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) }, 
-     { V(-10), V( 75), V( 23), V( -2), V( 32), V(  3), V( -45) }, 
-     { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) } 
-   }; 
-   
-   // Danger of enemy pawns moving toward our king by [distance from edge][rank]. 
-   // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn 
-   // is behind our king. 
-   constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = { 
-     { V( 89), V(107), V(123), V(93), V(57), V( 45), V( 51) }, 
-     { V( 44), V(-18), V(123), V(46), V(39), V( -7), V( 23) }, 
-     { V(  4), V( 52), V(162), V(37), V( 7), V(-14), V( -2) }, 
-     { V(-10), V(-14), V( 90), V(15), V( 2), V( -7), V(-16) } 
-   }; 
-   
-   #undef S 
-   #undef V 
-   
-   template<Color Us> 
-   Score evaluate(const Position& pos, Pawns::Entry* e) { 
-   
-     constexpr Color     Them = (Us == WHITE ? BLACK : WHITE); 
-     constexpr Direction Up   = (Us == WHITE ? NORTH : SOUTH); 
-   
-     Bitboard b, neighbours, stoppers, doubled, supported, phalanx; 
-     Bitboard lever, leverPush; 
-     Square s; 
-     bool opposed, backward; 
-     Score score = SCORE_ZERO; 
-     const Square* pl = pos.squares<PAWN>(Us); 
-   
-     Bitboard ourPawns   = pos.pieces(  Us, PAWN); 
-     Bitboard theirPawns = pos.pieces(Them, PAWN); 
-   
-     e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0; 
-     e->semiopenFiles[Us] = 0xFF; 
-     e->kingSquares[Us]   = SQ_NONE; 
-     e->pawnAttacks[Us]   = pawn_attacks_bb<Us>(ourPawns); 
-     e->pawnsOnSquares[Us][BLACK] = popcount(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 
-         opposed    = theirPawns & forward_file_bb(Us, s); 
-         stoppers   = theirPawns & passed_pawn_mask(Us, s); 
-         lever      = theirPawns & PawnAttacks[Us][s]; 
-         leverPush  = theirPawns & PawnAttacks[Us][s + Up]; 
-         doubled    = ourPawns   & (s - Up); 
-         neighbours = ourPawns   & adjacent_files_bb(f); 
-         phalanx    = neighbours & rank_bb(s); 
-         supported  = neighbours & rank_bb(s - Up); 
-   
-         // A pawn is backward when it is behind all pawns of the same color 
-         // on the adjacent files and cannot be safely advanced. 
-         backward =  !(ourPawns & pawn_attack_span(Them, s + Up)) 
-                   && (stoppers & (leverPush | (s + Up))); 
-   
-         // Passed pawns will be properly scored in evaluation because we need 
-         // full attack info to evaluate them. Include also not passed pawns 
-         // which could become passed after one or two pawn pushes when are 
-         // not attacked more times than defended. 
-         if (   !(stoppers ^ lever ^ leverPush) 
-             && popcount(supported) >= popcount(lever) - 1 
-             && popcount(phalanx)   >= popcount(leverPush)) 
-             e->passedPawns[Us] |= s; 
-   
-         else if (   stoppers == SquareBB[s + Up] 
-                  && relative_rank(Us, s) >= RANK_5) 
-         { 
-             b = shift<Up>(supported) & ~theirPawns; 
-             while (b) 
-                 if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)])) 
-                     e->passedPawns[Us] |= s; 
-         } 
-   
-         // Score this pawn 
-         if (supported | phalanx) 
-             score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)]; 
-   
-         else if (!neighbours) 
-             score -= Isolated, e->weakUnopposed[Us] += !opposed; 
-   
-         else if (backward) 
-             score -= Backward, e->weakUnopposed[Us] += !opposed; 
-   
-         if (doubled && !supported) 
-             score -= Doubled; 
-     } 
-   
-     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 constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 65, 100, 175, 330 }; 
-   
-   for (int opposed = 0; opposed <= 1; ++opposed) 
-       for (int phalanx = 0; phalanx <= 1; ++phalanx) 
-           for (int support = 0; support <= 2; ++support) 
-               for (Rank r = RANK_2; r < RANK_8; ++r) 
-   { 
-       int v = 17 * support; 
-       v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; 
-   
-       Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4); 
-   } 
- } 
-   
-   
- /// 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->scores[WHITE] = evaluate<WHITE>(pos, e); 
-   e->scores[BLACK] = evaluate<BLACK>(pos, e); 
-   e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]); 
-   e->asymmetry = popcount(  (e->passedPawns[WHITE]   | e->passedPawns[BLACK]) 
-                           | (e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK])); 
-   
-   return e; 
- } 
-   
-   
- /// Entry::evaluate_shelter() calculates the shelter bonus and the storm 
- /// penalty for a king, looking at the king file and the two closest files. 
-   
- template<Color Us> 
- Value Entry::evaluate_shelter(const Position& pos, Square ksq) { 
-   
-   constexpr Color     Them = (Us == WHITE ? BLACK : WHITE); 
-   constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); 
-   constexpr Bitboard  BlockRanks = (Us == WHITE ? Rank1BB | Rank2BB : Rank8BB | Rank7BB); 
-   
-   Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq); 
-   Bitboard ourPawns = b & pos.pieces(Us); 
-   Bitboard theirPawns = b & pos.pieces(Them); 
-   
-   Value safety = (shift<Down>(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) ? 
-                  Value(374) : Value(5); 
-   
-   File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); 
-   for (File f = File(center - 1); f <= File(center + 1); ++f) 
-   { 
-       b = ourPawns & file_bb(f); 
-       int ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : 0; 
-   
-       b = theirPawns & file_bb(f); 
-       int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; 
-   
-       int d = std::min(f, ~f); 
-       safety += ShelterStrength[d][ourRank]; 
-       safety -= (ourRank && (ourRank == theirRank - 1)) ? 66 * (theirRank == RANK_3) 
-                                                         : UnblockedStorm[d][theirRank]; 
-   } 
-   
-   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 = pos.square<KING>(Us); 
-   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)) {} 
-   
-   Value bonus = evaluate_shelter<Us>(pos, ksq); 
-   
-   // If we can castle use the bonus after the castling if it is bigger 
-   if (pos.can_castle(Us | KING_SIDE)) 
-       bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1))); 
-   
-   if (pos.can_castle(Us | QUEEN_SIDE)) 
-       bonus = std::max(bonus, evaluate_shelter<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); 
- template Score Entry::do_king_safety<BLACK>(const Position& pos); 
-   
- } // namespace Pawns 
-