/* 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) 2015-2017 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 . */ #include #include #include "bitboard.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 const Score Isolated[] = { S(27, 30), S(13, 18) }; // Backward pawn penalty by opposed flag const Score Backward[] = { S(40, 26), S(24, 12) }; // Connected pawn bonus by opposed, phalanx, #support and rank Score Connected[2][2][3][RANK_NB]; // Doubled pawn penalty const Score Doubled = S(18, 38); // 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 [isKingFile][distance from edge][rank]. // RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king. const Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = { { { V( 97), V(17), V( 9), V(44), V( 84), V( 87), V( 99) }, // Not On King file { V(106), V( 6), V(33), V(86), V( 87), V(104), V(112) }, { V(101), V( 2), V(65), V(98), V( 58), V( 89), V(115) }, { V( 73), V( 7), V(54), V(73), V( 84), V( 83), V(111) } }, { { V(104), V(20), V( 6), V(27), V( 86), V( 93), V( 82) }, // On King file { V(123), V( 9), V(34), V(96), V(112), V( 88), V( 75) }, { V(120), V(25), V(65), V(91), V( 66), V( 78), V(117) }, { V( 81), V( 2), V(47), V(63), V( 94), V( 93), V(104) } } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]. // For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has // no pawn on the given file, or their pawn is behind our king. const Value StormDanger[][4][RANK_NB] = { { { V( 0), V(-290), V(-274), V(57), V(41) }, // BlockedByKing { V( 0), V( 60), V( 144), V(39), V(13) }, { V( 0), V( 65), V( 141), V(41), V(34) }, { V( 0), V( 53), V( 127), V(56), V(14) } }, { { V( 4), V( 73), V( 132), V(46), V(31) }, // Unopposed { V( 1), V( 64), V( 143), V(26), V(13) }, { V( 1), V( 47), V( 110), V(44), V(24) }, { V( 0), V( 72), V( 127), V(50), V(31) } }, { { V( 0), V( 0), V( 79), V(23), V( 1) }, // BlockedByPawn { V( 0), V( 0), V( 148), V(27), V( 2) }, { V( 0), V( 0), V( 161), V(16), V( 1) }, { V( 0), V( 0), V( 171), V(22), V(15) } }, { { V(22), V( 45), V( 104), V(62), V( 6) }, // Unblocked { V(31), V( 30), V( 99), V(39), V(19) }, { V(23), V( 29), V( 96), V(41), V(15) }, { V(21), V( 23), V( 116), V(41), V(15) } } }; // 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 Score evaluate(const Position& pos, Pawns::Entry* e) { const Color Them = (Us == WHITE ? BLACK : WHITE); const Square Up = (Us == WHITE ? NORTH : SOUTH); const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); Bitboard b, neighbours, stoppers, doubled, supported, phalanx; Bitboard lever, leverPush; Square s; bool opposed, backward; Score score = SCORE_ZERO; const Square* pl = pos.squares(Us); Bitboard ourPawns = pos.pieces( Us, PAWN); Bitboard theirPawns = pos.pieces(Them, PAWN); e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0; e->semiopenFiles[Us] = 0xFF; e->kingSquares[Us] = SQ_NONE; e->pawnAttacks[Us] = shift(ourPawns) | shift(ourPawns); e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares); e->pawnsOnSquares[Us][WHITE] = pos.count(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. if (!neighbours || lever || relative_rank(Us, s) >= RANK_5) backward = false; else { // Find the backmost rank with neighbours or stoppers b = rank_bb(backmost_sq(Us, neighbours | stoppers)); // The pawn is backward when it cannot safely progress to that rank: // either there is a stopper in the way on this rank, or there is a // stopper on adjacent file which controls the way to that rank. backward = (b | shift(b & adjacent_files_bb(f))) & stoppers; assert(!(backward && (forward_ranks_bb(Them, s + Up) & neighbours))); } // 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) && !(ourPawns & forward_file_bb(Us, s)) && popcount(supported) >= popcount(lever) && popcount(phalanx) >= popcount(leverPush)) e->passedPawns[Us] |= s; else if ( stoppers == SquareBB[s + Up] && relative_rank(Us, s) >= RANK_5) { b = shift(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][!!phalanx][popcount(supported)][relative_rank(Us, s)]; else if (!neighbours) score -= Isolated[opposed]; else if (backward) score -= Backward[opposed]; if (doubled && !supported) score -= Doubled; if (lever) score += Lever[relative_rank(Us, s)]; } 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, 13, 24, 18, 76, 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->score = evaluate(pos, e) - evaluate(pos, e); e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); e->openFiles = popcount(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 closest files. template Value Entry::shelter_storm(const Position& pos, Square ksq) { const Color Them = (Us == WHITE ? BLACK : WHITE); enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked }; Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, 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; int d = std::min(f, FILE_H - f); safety -= ShelterWeakness[f == file_of(ksq)][d][rkUs] + StormDanger [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing : rkUs == RANK_1 ? Unopposed : rkThem == rkUs + 1 ? BlockedByPawn : Unblocked] [d][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 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)) {} Value bonus = shelter_storm(pos, ksq); // If we can castle use the bonus after the castling if it is bigger if (pos.can_castle(MakeCastling::right)) bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_G1))); if (pos.can_castle(MakeCastling::right)) bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); return make_score(bonus, -16 * minKingPawnDistance); } // Explicit template instantiation template Score Entry::do_king_safety(const Position& pos, Square ksq); template Score Entry::do_king_safety(const Position& pos, Square ksq); } // namespace Pawns