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  1. /*
  2.   Stockfish, a UCI chess playing engine derived from Glaurung 2.1
  3.   Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
  4.   Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
  5.   Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
  6.  
  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
  9.   the Free Software Foundation, either version 3 of the License, or
  10.   (at your option) any later version.
  11.  
  12.   Stockfish is distributed in the hope that it will be useful,
  13.   but WITHOUT ANY WARRANTY; without even the implied warranty of
  14.   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  15.   GNU General Public License for more details.
  16.  
  17.   You should have received a copy of the GNU General Public License
  18.   along with this program.  If not, see <http://www.gnu.org/licenses/>.
  19. */
  20.  
  21. #include <algorithm>
  22. #include <cassert>
  23.  
  24. #include "bitboard.h"
  25. #include "pawns.h"
  26. #include "position.h"
  27. #include "thread.h"
  28.  
  29. namespace {
  30.  
  31.   #define V Value
  32.   #define S(mg, eg) make_score(mg, eg)
  33.  
  34.   // Pawn penalties
  35.   constexpr Score Backward = S( 9, 24);
  36.   constexpr Score Doubled  = S(11, 56);
  37.   constexpr Score Isolated = S( 5, 15);
  38.  
  39.   // Connected pawn bonus by opposed, phalanx, #support and rank
  40.   Score Connected[2][2][3][RANK_NB];
  41.  
  42.   // Strength of pawn shelter for our king by [distance from edge][rank].
  43.   // RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
  44.   constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
  45.     { V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V(  25) },
  46.     { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) },
  47.     { V(-10), V( 75), V( 23), V( -2), V( 32), V(  3), V( -45) },
  48.     { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) }
  49.   };
  50.  
  51.   // Danger of enemy pawns moving toward our king by [distance from edge][rank].
  52.   // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
  53.   // is behind our king.
  54.   constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
  55.     { V( 89), V(107), V(123), V(93), V(57), V( 45), V( 51) },
  56.     { V( 44), V(-18), V(123), V(46), V(39), V( -7), V( 23) },
  57.     { V(  4), V( 52), V(162), V(37), V( 7), V(-14), V( -2) },
  58.     { V(-10), V(-14), V( 90), V(15), V( 2), V( -7), V(-16) }
  59.   };
  60.  
  61.   #undef S
  62.   #undef V
  63.  
  64.   template<Color Us>
  65.   Score evaluate(const Position& pos, Pawns::Entry* e) {
  66.  
  67.     constexpr Color     Them = (Us == WHITE ? BLACK : WHITE);
  68.     constexpr Direction Up   = (Us == WHITE ? NORTH : SOUTH);
  69.  
  70.     Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
  71.     Bitboard lever, leverPush;
  72.     Square s;
  73.     bool opposed, backward;
  74.     Score score = SCORE_ZERO;
  75.     const Square* pl = pos.squares<PAWN>(Us);
  76.  
  77.     Bitboard ourPawns   = pos.pieces(  Us, PAWN);
  78.     Bitboard theirPawns = pos.pieces(Them, PAWN);
  79.  
  80.     e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
  81.     e->semiopenFiles[Us] = 0xFF;
  82.     e->kingSquares[Us]   = SQ_NONE;
  83.     e->pawnAttacks[Us]   = pawn_attacks_bb<Us>(ourPawns);
  84.     e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
  85.     e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
  86.  
  87.     // Loop through all pawns of the current color and score each pawn
  88.     while ((s = *pl++) != SQ_NONE)
  89.     {
  90.         assert(pos.piece_on(s) == make_piece(Us, PAWN));
  91.  
  92.         File f = file_of(s);
  93.  
  94.         e->semiopenFiles[Us]   &= ~(1 << f);
  95.         e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
  96.  
  97.         // Flag the pawn
  98.         opposed    = theirPawns & forward_file_bb(Us, s);
  99.         stoppers   = theirPawns & passed_pawn_mask(Us, s);
  100.         lever      = theirPawns & PawnAttacks[Us][s];
  101.         leverPush  = theirPawns & PawnAttacks[Us][s + Up];
  102.         doubled    = ourPawns   & (s - Up);
  103.         neighbours = ourPawns   & adjacent_files_bb(f);
  104.         phalanx    = neighbours & rank_bb(s);
  105.         supported  = neighbours & rank_bb(s - Up);
  106.  
  107.         // A pawn is backward when it is behind all pawns of the same color
  108.         // on the adjacent files and cannot be safely advanced.
  109.         backward =  !(ourPawns & pawn_attack_span(Them, s + Up))
  110.                   && (stoppers & (leverPush | (s + Up)));
  111.  
  112.         // Passed pawns will be properly scored in evaluation because we need
  113.         // full attack info to evaluate them. Include also not passed pawns
  114.         // which could become passed after one or two pawn pushes when are
  115.         // not attacked more times than defended.
  116.         if (   !(stoppers ^ lever ^ leverPush)
  117.             && popcount(supported) >= popcount(lever) - 1
  118.             && popcount(phalanx)   >= popcount(leverPush))
  119.             e->passedPawns[Us] |= s;
  120.  
  121.         else if (   stoppers == SquareBB[s + Up]
  122.                  && relative_rank(Us, s) >= RANK_5)
  123.         {
  124.             b = shift<Up>(supported) & ~theirPawns;
  125.             while (b)
  126.                 if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)]))
  127.                     e->passedPawns[Us] |= s;
  128.         }
  129.  
  130.         // Score this pawn
  131.         if (supported | phalanx)
  132.             score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)];
  133.  
  134.         else if (!neighbours)
  135.             score -= Isolated, e->weakUnopposed[Us] += !opposed;
  136.  
  137.         else if (backward)
  138.             score -= Backward, e->weakUnopposed[Us] += !opposed;
  139.  
  140.         if (doubled && !supported)
  141.             score -= Doubled;
  142.     }
  143.  
  144.     return score;
  145.   }
  146.  
  147. } // namespace
  148.  
  149. namespace Pawns {
  150.  
  151. /// Pawns::init() initializes some tables needed by evaluation. Instead of using
  152. /// hard-coded tables, when makes sense, we prefer to calculate them with a formula
  153. /// to reduce independent parameters and to allow easier tuning and better insight.
  154.  
  155. void init() {
  156.  
  157.   static constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 65, 100, 175, 330 };
  158.  
  159.   for (int opposed = 0; opposed <= 1; ++opposed)
  160.       for (int phalanx = 0; phalanx <= 1; ++phalanx)
  161.           for (int support = 0; support <= 2; ++support)
  162.               for (Rank r = RANK_2; r < RANK_8; ++r)
  163.   {
  164.       int v = 17 * support;
  165.       v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
  166.  
  167.       Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4);
  168.   }
  169. }
  170.  
  171.  
  172. /// Pawns::probe() looks up the current position's pawns configuration in
  173. /// the pawns hash table. It returns a pointer to the Entry if the position
  174. /// is found. Otherwise a new Entry is computed and stored there, so we don't
  175. /// have to recompute all when the same pawns configuration occurs again.
  176.  
  177. Entry* probe(const Position& pos) {
  178.  
  179.   Key key = pos.pawn_key();
  180.   Entry* e = pos.this_thread()->pawnsTable[key];
  181.  
  182.   if (e->key == key)
  183.       return e;
  184.  
  185.   e->key = key;
  186.   e->scores[WHITE] = evaluate<WHITE>(pos, e);
  187.   e->scores[BLACK] = evaluate<BLACK>(pos, e);
  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.  
  192.   return e;
  193. }
  194.  
  195.  
  196. /// Entry::evaluate_shelter() calculates the shelter bonus and the storm
  197. /// penalty for a king, looking at the king file and the two closest files.
  198.  
  199. template<Color Us>
  200. Value Entry::evaluate_shelter(const Position& pos, Square ksq) {
  201.  
  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);
  205.  
  206.   Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
  207.   Bitboard ourPawns = b & pos.pieces(Us);
  208.   Bitboard theirPawns = b & pos.pieces(Them);
  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)));
  214.   for (File f = File(center - 1); f <= File(center + 1); ++f)
  215.   {
  216.       b = ourPawns & file_bb(f);
  217.       int ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : 0;
  218.  
  219.       b = theirPawns & file_bb(f);
  220.       int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
  221.  
  222.       int d = std::min(f, ~f);
  223.       safety += ShelterStrength[d][ourRank];
  224.       safety -= (ourRank && (ourRank == theirRank - 1)) ? 66 * (theirRank == RANK_3)
  225.                                                         : UnblockedStorm[d][theirRank];
  226.   }
  227.  
  228.   return safety;
  229. }
  230.  
  231.  
  232. /// Entry::do_king_safety() calculates a bonus for king safety. It is called only
  233. /// when king square changes, which is about 20% of total king_safety() calls.
  234.  
  235. template<Color Us>
  236. Score Entry::do_king_safety(const Position& pos) {
  237.  
  238.   Square ksq = pos.square<KING>(Us);
  239.   kingSquares[Us] = ksq;
  240.   castlingRights[Us] = pos.can_castle(Us);
  241.   int minKingPawnDistance = 0;
  242.  
  243.   Bitboard pawns = pos.pieces(Us, PAWN);
  244.   if (pawns)
  245.       while (!(DistanceRingBB[ksq][++minKingPawnDistance] & pawns)) {}
  246.  
  247.   Value bonus = evaluate_shelter<Us>(pos, ksq);
  248.  
  249.   // If we can castle use the bonus after the castling if it is bigger
  250.   if (pos.can_castle(Us | KING_SIDE))
  251.       bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
  252.  
  253.   if (pos.can_castle(Us | QUEEN_SIDE))
  254.       bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
  255.  
  256.   return make_score(bonus, -16 * minKingPawnDistance);
  257. }
  258.  
  259. // Explicit template instantiation
  260. template Score Entry::do_king_safety<WHITE>(const Position& pos);
  261. template Score Entry::do_king_safety<BLACK>(const Position& pos);
  262.  
  263. } // namespace Pawns
  264.