/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, 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 "bitboard.h" #include "bitcount.h" #include "pawns.h" #include "position.h" namespace { #define S(mg, eg) make_score(mg, eg) // Doubled pawn penalty by opposed flag and file const Score DoubledPawnPenalty[2][8] = { { S(13, 43), S(20, 48), S(23, 48), S(23, 48), S(23, 48), S(23, 48), S(20, 48), S(13, 43) }, { S(13, 43), S(20, 48), S(23, 48), S(23, 48), S(23, 48), S(23, 48), S(20, 48), S(13, 43) }}; // Isolated pawn penalty by opposed flag and file const Score IsolatedPawnPenalty[2][8] = { { S(37, 45), S(54, 52), S(60, 52), S(60, 52), S(60, 52), S(60, 52), S(54, 52), S(37, 45) }, { S(25, 30), S(36, 35), S(40, 35), S(40, 35), S(40, 35), S(40, 35), S(36, 35), S(25, 30) }}; // Backward pawn penalty by opposed flag and file const Score BackwardPawnPenalty[2][8] = { { S(30, 42), S(43, 46), S(49, 46), S(49, 46), S(49, 46), S(49, 46), S(43, 46), S(30, 42) }, { S(20, 28), S(29, 31), S(33, 31), S(33, 31), S(33, 31), S(33, 31), S(29, 31), S(20, 28) }}; // Pawn chain membership bonus by file const Score ChainBonus[8] = { S(11,-1), S(13,-1), S(13,-1), S(14,-1), S(14,-1), S(13,-1), S(13,-1), S(11,-1) }; // Candidate passed pawn bonus by rank const Score CandidateBonus[8] = { S( 0, 0), S( 6, 13), S(6,13), S(14,29), S(34,68), S(83,166), S(0, 0), S( 0, 0) }; const Score PawnStructureWeight = S(233, 201); #undef S inline Score apply_weight(Score v, Score w) { return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, (int(eg_value(v)) * eg_value(w)) / 0x100); } } /// PawnInfoTable::pawn_info() takes a position object as input, computes /// a PawnInfo object, and returns a pointer to it. The result is also stored /// in an hash table, so we don't have to recompute everything when the same /// pawn structure occurs again. PawnInfo* PawnInfoTable::pawn_info(const Position& pos) const { Key key = pos.pawn_key(); PawnInfo* pi = probe(key); // If pi->key matches the position's pawn hash key, it means that we // have analysed this pawn structure before, and we can simply return // the information we found the last time instead of recomputing it. if (pi->key == key) return pi; // Initialize PawnInfo entry pi->key = key; pi->passedPawns[WHITE] = pi->passedPawns[BLACK] = 0; pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE; pi->halfOpenFiles[WHITE] = pi->halfOpenFiles[BLACK] = 0xFF; // Calculate pawn attacks Bitboard wPawns = pos.pieces(PAWN, WHITE); Bitboard bPawns = pos.pieces(PAWN, BLACK); pi->pawnAttacks[WHITE] = ((wPawns << 9) & ~FileABB) | ((wPawns << 7) & ~FileHBB); pi->pawnAttacks[BLACK] = ((bPawns >> 7) & ~FileABB) | ((bPawns >> 9) & ~FileHBB); // Evaluate pawns for both colors and weight the result pi->value = evaluate_pawns(pos, wPawns, bPawns, pi) - evaluate_pawns(pos, bPawns, wPawns, pi); pi->value = apply_weight(pi->value, PawnStructureWeight); return pi; } /// PawnInfoTable::evaluate_pawns() evaluates each pawn of the given color template Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi) { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b; Square s; File f; Rank r; bool passed, isolated, doubled, opposed, chain, backward, candidate; Score value = SCORE_ZERO; const Square* pl = pos.piece_list(Us, PAWN); // 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)); f = file_of(s); r = rank_of(s); // This file cannot be half open pi->halfOpenFiles[Us] &= ~(1 << f); // Our rank plus previous one. Used for chain detection b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1)); // Flag the pawn as passed, isolated, doubled or member of a pawn // chain (but not the backward one). passed = !(theirPawns & passed_pawn_mask(Us, s)); doubled = ourPawns & squares_in_front_of(Us, s); opposed = theirPawns & squares_in_front_of(Us, s); isolated = !(ourPawns & neighboring_files_bb(f)); chain = ourPawns & neighboring_files_bb(f) & b; // Test for backward pawn backward = false; // If the pawn is passed, isolated, or member of a pawn chain it cannot // be backward. If there are friendly pawns behind on neighboring files // or if can capture an enemy pawn it cannot be backward either. if ( !(passed | isolated | chain) && !(ourPawns & attack_span_mask(Them, s)) && !(pos.attacks_from(s, Us) & theirPawns)) { // We now know that there are no friendly pawns beside or behind this // pawn on neighboring files. We now check whether the pawn is // backward by looking in the forward direction on the neighboring // files, and seeing whether we meet a friendly or an enemy pawn first. b = pos.attacks_from(s, Us); // Note that we are sure to find something because pawn is not passed // nor isolated, so loop is potentially infinite, but it isn't. while (!(b & (ourPawns | theirPawns))) Us == WHITE ? b <<= 8 : b >>= 8; // The friendly pawn needs to be at least two ranks closer than the // enemy pawn in order to help the potentially backward pawn advance. backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns; } assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns)); // A not passed pawn is a candidate to become passed if it is free to // advance and if the number of friendly pawns beside or behind this // pawn on neighboring files is higher or equal than the number of // enemy pawns in the forward direction on the neighboring files. candidate = !(opposed | passed | backward | isolated) && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0 && popcount(b) >= popcount(attack_span_mask(Us, s) & theirPawns); // Passed pawns will be properly scored in evaluation because we need // full attack info to evaluate passed pawns. Only the frontmost passed // pawn on each file is considered a true passed pawn. if (passed && !doubled) set_bit(&(pi->passedPawns[Us]), s); // Score this pawn if (isolated) value -= IsolatedPawnPenalty[opposed][f]; if (doubled) value -= DoubledPawnPenalty[opposed][f]; if (backward) value -= BackwardPawnPenalty[opposed][f]; if (chain) value += ChainBonus[f]; if (candidate) value += CandidateBonus[relative_rank(Us, s)]; } return value; } /// PawnInfo::updateShelter() calculates and caches king shelter. It is called /// only when king square changes, about 20% of total king_shelter() calls. template Score PawnInfo::updateShelter(const Position& pos, Square ksq) { const int Shift = (Us == WHITE ? 8 : -8); Bitboard pawns; int r, shelter = 0; if (relative_rank(Us, ksq) <= RANK_4) { pawns = pos.pieces(PAWN, Us) & this_and_neighboring_files_bb(file_of(ksq)); r = ksq & (7 << 3); for (int i = 0; i < 3; i++) { r += Shift; shelter += BitCount8Bit[(pawns >> r) & 0xFF] << (6 - i); } } kingSquares[Us] = ksq; kingShelters[Us] = make_score(shelter, 0); return kingShelters[Us]; } // Explicit template instantiation template Score PawnInfo::updateShelter(const Position& pos, Square ksq); template Score PawnInfo::updateShelter(const Position& pos, Square ksq);