/* 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) 2015-2016 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 "bitcount.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 and file const Score Isolated[2][FILE_NB] = { { 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 const Score Backward[2] = { S(67, 42), S(49, 24) }; // Unsupported pawn penalty, for pawns which are neither isolated or backward const Score Unsupported = S(20, 10); // Connected pawn bonus by opposed, phalanx, twice supported and rank Score Connected[2][2][2][RANK_NB]; // Doubled pawn penalty by file const Score Doubled[FILE_NB] = { S(13, 43), S(20, 48), S(23, 48), S(23, 48), S(23, 48), S(23, 48), S(20, 48), S(13, 43) }; // Lever bonus by rank const Score Lever[RANK_NB] = { S( 0, 0), S( 0, 0), S(0, 0), S(0, 0), S(20, 20), S(40, 40), S(0, 0), S(0, 0) }; // Center bind bonus, when two pawns controls the same central square const Score CenterBind = S(16, 0); // Weakness of our pawn shelter in front of the king by [distance from edge][rank] const Value ShelterWeakness[][RANK_NB] = { { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) }, { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) }, { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) }, { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] const Value StormDanger[][4][RANK_NB] = { { { V( 0), V( 67), V( 134), V(38), V(32) }, { V( 0), V( 57), V( 139), V(37), V(22) }, { V( 0), V( 43), V( 115), V(43), V(27) }, { V( 0), V( 68), V( 124), V(57), V(32) } }, { { V(20), V( 43), V( 100), V(56), V(20) }, { V(23), V( 20), V( 98), V(40), V(15) }, { V(23), V( 39), V( 103), V(36), V(18) }, { V(28), V( 19), V( 108), V(42), V(26) } }, { { V( 0), V( 0), V( 75), V(14), V( 2) }, { V( 0), V( 0), V( 150), V(30), V( 4) }, { V( 0), V( 0), V( 160), V(22), V( 5) }, { V( 0), V( 0), V( 166), V(24), V(13) } }, { { V( 0), V(-283), V(-281), V(57), V(31) }, { V( 0), V( 58), V( 141), V(39), V(18) }, { V( 0), V( 65), V( 142), V(48), V(32) }, { V( 0), V( 60), V( 126), V(51), V(19) } } }; // 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 ? DELTA_N : DELTA_S); const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); const Bitboard CenterBindMask = Us == WHITE ? (FileDBB | FileEBB) & (Rank5BB | Rank6BB | Rank7BB) : (FileDBB | FileEBB) & (Rank4BB | Rank3BB | Rank2BB); Bitboard b, neighbours, doubled, supported, phalanx; Square s; bool passed, isolated, opposed, backward, lever, connected; Score score = SCORE_ZERO; const Square* pl = pos.squares(Us); const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)]; Bitboard ourPawns = pos.pieces(Us , PAWN); Bitboard theirPawns = pos.pieces(Them, PAWN); e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0; e->kingSquares[Us] = SQ_NONE; e->semiopenFiles[Us] = 0xFF; e->pawnAttacks[Us] = shift_bb(ourPawns) | shift_bb(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 neighbours = ourPawns & adjacent_files_bb(f); doubled = ourPawns & forward_bb(Us, s); opposed = theirPawns & forward_bb(Us, s); passed = !(theirPawns & passed_pawn_mask(Us, s)); lever = theirPawns & pawnAttacksBB[s]; phalanx = neighbours & rank_bb(s); supported = neighbours & rank_bb(s - Up); connected = supported | phalanx; isolated = !neighbours; // Test for backward pawn. // If the pawn is passed, isolated, lever or connected it cannot be // backward. If there are friendly pawns behind on adjacent files // or if it is sufficiently advanced, it cannot be backward either. if ( (passed | isolated | lever | connected) || (ourPawns & pawn_attack_span(Them, s)) || (relative_rank(Us, s) >= RANK_5)) backward = false; else { // We now know there are no friendly pawns beside or behind this // pawn on adjacent files. We now check whether the pawn is // backward by looking in the forward direction on the adjacent // files, and picking the closest pawn there. b = pawn_attack_span(Us, s) & (ourPawns | theirPawns); b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b)); // If we have an enemy pawn in the same or next rank, the pawn is // backward because it cannot advance without being captured. backward = (b | shift_bb(b)) & theirPawns; } assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns)); // Passed pawns will be properly scored in evaluation because we need // full attack info to evaluate them. Only the frontmost passed // pawn on each file is considered a true passed pawn. if (passed && !doubled) e->passedPawns[Us] |= s; // Score this pawn if (isolated) score -= Isolated[opposed][f]; else if (backward) score -= Backward[opposed]; else if (!supported) score -= Unsupported; if (connected) score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)]; if (doubled) score -= Doubled[f] / distance(s, frontmost_sq(Us, doubled)); if (lever) score += Lever[relative_rank(Us, s)]; } b = e->semiopenFiles[Us] ^ 0xFF; e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0; b = shift_bb(ourPawns) & shift_bb(ourPawns) & CenterBindMask; score += CenterBind * popcount(b); 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, 6, 15, 10, 57, 75, 135, 258 }; for (int opposed = 0; opposed <= 1; ++opposed) for (int phalanx = 0; phalanx <= 1; ++phalanx) for (int apex = 0; apex <= 1; ++apex) for (Rank r = RANK_2; r < RANK_8; ++r) { int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; v += (apex ? v / 2 : 0); Connected[opposed][phalanx][apex][r] = make_score(3 * v / 2, v); } } /// 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]); return e; } /// Entry::shelter_storm() calculates shelter and storm penalties for the file /// the king is on, as well as the two adjacent files. template Value Entry::shelter_storm(const Position& pos, Square ksq) { const Color Them = (Us == WHITE ? BLACK : WHITE); enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing }; Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(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; safety -= ShelterWeakness[std::min(f, FILE_H - f)][rkUs] + StormDanger [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing : rkUs == RANK_1 ? NoFriendlyPawn : rkThem == rkUs + 1 ? BlockedByPawn : Unblocked] [std::min(f, FILE_H - f)][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)) {} if (relative_rank(Us, ksq) > RANK_4) return make_score(0, -16 * minKingPawnDistance); 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