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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) 2015-2016 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.   // Isolated pawn penalty by opposed flag
  35.   const Score Isolated[2] = { S(45, 40), S(30, 27) };
  36.  
  37.   // Backward pawn penalty by opposed flag
  38.   const Score Backward[2] = { S(56, 33), S(41, 19) };
  39.  
  40.   // Unsupported pawn penalty for pawns which are neither isolated or backward
  41.   const Score Unsupported = S(17, 8);
  42.  
  43.   // Connected pawn bonus by opposed, phalanx, twice supported and rank
  44.   Score Connected[2][2][2][RANK_NB];
  45.  
  46.   // Doubled pawn penalty
  47.   const Score Doubled = S(18,38);
  48.  
  49.   // Lever bonus by rank
  50.   const Score Lever[RANK_NB] = {
  51.     S( 0,  0), S( 0,  0), S(0, 0), S(0, 0),
  52.     S(17, 16), S(33, 32), S(0, 0), S(0, 0)
  53.   };
  54.  
  55.   // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
  56.   const Value ShelterWeakness[][RANK_NB] = {
  57.     { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
  58.     { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
  59.     { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
  60.     { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) }
  61.   };
  62.  
  63.   // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
  64.   const Value StormDanger[][4][RANK_NB] = {
  65.     { { V( 0),  V(  67), V( 134), V(38), V(32) },
  66.       { V( 0),  V(  57), V( 139), V(37), V(22) },
  67.       { V( 0),  V(  43), V( 115), V(43), V(27) },
  68.       { V( 0),  V(  68), V( 124), V(57), V(32) } },
  69.     { { V(20),  V(  43), V( 100), V(56), V(20) },
  70.       { V(23),  V(  20), V(  98), V(40), V(15) },
  71.       { V(23),  V(  39), V( 103), V(36), V(18) },
  72.       { V(28),  V(  19), V( 108), V(42), V(26) } },
  73.     { { V( 0),  V(   0), V(  75), V(14), V( 2) },
  74.       { V( 0),  V(   0), V( 150), V(30), V( 4) },
  75.       { V( 0),  V(   0), V( 160), V(22), V( 5) },
  76.       { V( 0),  V(   0), V( 166), V(24), V(13) } },
  77.     { { V( 0),  V(-283), V(-281), V(57), V(31) },
  78.       { V( 0),  V(  58), V( 141), V(39), V(18) },
  79.       { V( 0),  V(  65), V( 142), V(48), V(32) },
  80.       { V( 0),  V(  60), V( 126), V(51), V(19) } }
  81.   };
  82.  
  83.   // Max bonus for king safety. Corresponds to start position with all the pawns
  84.   // in front of the king and no enemy pawn on the horizon.
  85.   const Value MaxSafetyBonus = V(258);
  86.  
  87.   #undef S
  88.   #undef V
  89.  
  90.   template<Color Us>
  91.   Score evaluate(const Position& pos, Pawns::Entry* e) {
  92.  
  93.     const Color  Them  = (Us == WHITE ? BLACK      : WHITE);
  94.     const Square Up    = (Us == WHITE ? NORTH      : SOUTH);
  95.     const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
  96.     const Square Left  = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
  97.  
  98.     Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
  99.     Square s;
  100.     bool opposed, lever, connected, backward;
  101.     Score score = SCORE_ZERO;
  102.     const Square* pl = pos.squares<PAWN>(Us);
  103.     const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
  104.  
  105.     Bitboard ourPawns   = pos.pieces(Us  , PAWN);
  106.     Bitboard theirPawns = pos.pieces(Them, PAWN);
  107.  
  108.     e->passedPawns[Us]   = e->pawnAttacksSpan[Us] = 0;
  109.     e->semiopenFiles[Us] = 0xFF;
  110.     e->kingSquares[Us]   = SQ_NONE;
  111.     e->pawnAttacks[Us]   = shift<Right>(ourPawns) | shift<Left>(ourPawns);
  112.     e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
  113.     e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
  114.  
  115.     // Loop through all pawns of the current color and score each pawn
  116.     while ((s = *pl++) != SQ_NONE)
  117.     {
  118.         assert(pos.piece_on(s) == make_piece(Us, PAWN));
  119.  
  120.         File f = file_of(s);
  121.  
  122.         e->semiopenFiles[Us]   &= ~(1 << f);
  123.         e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
  124.  
  125.         // Flag the pawn
  126.         opposed    = theirPawns & forward_bb(Us, s);
  127.         stoppers   = theirPawns & passed_pawn_mask(Us, s);
  128.         lever      = theirPawns & pawnAttacksBB[s];
  129.         doubled    = ourPawns   & (s + Up);
  130.         neighbours = ourPawns   & adjacent_files_bb(f);
  131.         phalanx    = neighbours & rank_bb(s);
  132.         supported  = neighbours & rank_bb(s - Up);
  133.         connected  = supported | phalanx;
  134.  
  135.         // A pawn is backward when it is behind all pawns of the same color on the
  136.         // adjacent files and cannot be safely advanced.
  137.         if (!neighbours || lever || relative_rank(Us, s) >= RANK_5)
  138.             backward = false;
  139.         else
  140.         {
  141.             // Find the backmost rank with neighbours or stoppers
  142.             b = rank_bb(backmost_sq(Us, neighbours | stoppers));
  143.  
  144.             // The pawn is backward when it cannot safely progress to that rank:
  145.             // either there is a stopper in the way on this rank, or there is a
  146.             // stopper on adjacent file which controls the way to that rank.
  147.             backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
  148.  
  149.             assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours));
  150.         }
  151.  
  152.         // Passed pawns will be properly scored in evaluation because we need
  153.         // full attack info to evaluate them.
  154.         if (!stoppers && !(ourPawns & forward_bb(Us, s)))
  155.             e->passedPawns[Us] |= s;
  156.  
  157.         // Score this pawn
  158.         if (!neighbours)
  159.             score -= Isolated[opposed];
  160.  
  161.         else if (backward)
  162.             score -= Backward[opposed];
  163.  
  164.         else if (!supported)
  165.             score -= Unsupported;
  166.  
  167.         if (connected)
  168.             score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
  169.  
  170.         if (doubled)
  171.             score -= Doubled;
  172.  
  173.         if (lever)
  174.             score += Lever[relative_rank(Us, s)];
  175.     }
  176.  
  177.     return score;
  178.   }
  179.  
  180. } // namespace
  181.  
  182. namespace Pawns {
  183.  
  184. /// Pawns::init() initializes some tables needed by evaluation. Instead of using
  185. /// hard-coded tables, when makes sense, we prefer to calculate them with a formula
  186. /// to reduce independent parameters and to allow easier tuning and better insight.
  187.  
  188. void init() {
  189.  
  190.   static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
  191.  
  192.   for (int opposed = 0; opposed <= 1; ++opposed)
  193.       for (int phalanx = 0; phalanx <= 1; ++phalanx)
  194.           for (int apex = 0; apex <= 1; ++apex)
  195.               for (Rank r = RANK_2; r < RANK_8; ++r)
  196.   {
  197.       int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
  198.       v += (apex ? v / 2 : 0);
  199.       Connected[opposed][phalanx][apex][r] = make_score(v, v * 5 / 8);
  200.   }
  201. }
  202.  
  203.  
  204. /// Pawns::probe() looks up the current position's pawns configuration in
  205. /// the pawns hash table. It returns a pointer to the Entry if the position
  206. /// is found. Otherwise a new Entry is computed and stored there, so we don't
  207. /// have to recompute all when the same pawns configuration occurs again.
  208.  
  209. Entry* probe(const Position& pos) {
  210.  
  211.   Key key = pos.pawn_key();
  212.   Entry* e = pos.this_thread()->pawnsTable[key];
  213.  
  214.   if (e->key == key)
  215.       return e;
  216.  
  217.   e->key = key;
  218.   e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
  219.   e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
  220.   e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
  221.   return e;
  222. }
  223.  
  224.  
  225. /// Entry::shelter_storm() calculates shelter and storm penalties for the file
  226. /// the king is on, as well as the two adjacent files.
  227.  
  228. template<Color Us>
  229. Value Entry::shelter_storm(const Position& pos, Square ksq) {
  230.  
  231.   const Color Them = (Us == WHITE ? BLACK : WHITE);
  232.  
  233.   enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing };
  234.  
  235.   Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq));
  236.   Bitboard ourPawns = b & pos.pieces(Us);
  237.   Bitboard theirPawns = b & pos.pieces(Them);
  238.   Value safety = MaxSafetyBonus;
  239.   File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
  240.  
  241.   for (File f = center - File(1); f <= center + File(1); ++f)
  242.   {
  243.       b = ourPawns & file_bb(f);
  244.       Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
  245.  
  246.       b  = theirPawns & file_bb(f);
  247.       Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
  248.  
  249.       safety -=  ShelterWeakness[std::min(f, FILE_H - f)][rkUs]
  250.                + StormDanger
  251.                  [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing  :
  252.                   rkUs   == RANK_1                                          ? NoFriendlyPawn :
  253.                   rkThem == rkUs + 1                                        ? BlockedByPawn  : Unblocked]
  254.                  [std::min(f, FILE_H - f)][rkThem];
  255.   }
  256.  
  257.   return safety;
  258. }
  259.  
  260.  
  261. /// Entry::do_king_safety() calculates a bonus for king safety. It is called only
  262. /// when king square changes, which is about 20% of total king_safety() calls.
  263.  
  264. template<Color Us>
  265. Score Entry::do_king_safety(const Position& pos, Square ksq) {
  266.  
  267.   kingSquares[Us] = ksq;
  268.   castlingRights[Us] = pos.can_castle(Us);
  269.   int minKingPawnDistance = 0;
  270.  
  271.   Bitboard pawns = pos.pieces(Us, PAWN);
  272.   if (pawns)
  273.       while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
  274.  
  275.   Value bonus = shelter_storm<Us>(pos, ksq);
  276.  
  277.   // If we can castle use the bonus after the castling if it is bigger
  278.   if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
  279.       bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
  280.  
  281.   if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
  282.       bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
  283.  
  284.   return make_score(bonus, -16 * minKingPawnDistance);
  285. }
  286.  
  287. // Explicit template instantiation
  288. template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
  289. template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
  290.  
  291. } // namespace Pawns
  292.