#define S(mg, eg) make_score(mg, eg)
// Doubled pawn penalty by opposed flag and file
#define S(mg, eg) make_score(mg, eg)
// Doubled pawn penalty by opposed flag and file
{ 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
{ 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
{ 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
{ 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
{ 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
{ 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
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
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
S( 0, 0), S( 6, 13), S(6,13), S(14,29),
S(34,68), S(83,166), S(0, 0), S( 0, 0)
};
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);
// Weakness of our pawn shelter in front of the king indexed by [king pawn][rank]
const Score PawnStructureWeight = S(233, 201);
// Weakness of our pawn shelter in front of the king indexed by [king pawn][rank]
{ { V(141), V(0), V(38), V(102), V(128), V(141), V(141) },
{ V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61) } };
// Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank]
{ { V(141), V(0), V(38), V(102), V(128), V(141), V(141) },
{ V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61) } };
// Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank]
{ { V(26), V(0), V(128), V(51), V(26) },
{ V(13), V(0), V( 64), V(25), V(13) } };
{ { V(26), V(0), V(128), V(51), V(26) },
{ V(13), V(0), V( 64), V(25), V(13) } };
-/// 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.
+/// PawnTable::probe() takes a position object as input, computes a PawnEntry
+/// object, and returns a pointer to it. The result is also stored in a hash
+/// table, so we don't have to recompute everything when the same pawn structure
+/// occurs again.
// have analysed this pawn structure before, and we can simply return
// the information we found the last time instead of recomputing it.
// have analysed this pawn structure before, and we can simply return
// the information we found the last time instead of recomputing it.
- // 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;
+ e->key = key;
+ e->passedPawns[WHITE] = e->passedPawns[BLACK] = 0;
+ e->kingSquares[WHITE] = e->kingSquares[BLACK] = SQ_NONE;
+ e->halfOpenFiles[WHITE] = e->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);
+ Bitboard wPawns = pos.pieces(WHITE, PAWN);
+ Bitboard bPawns = pos.pieces(BLACK, PAWN);
+ e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
+ e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
- // Evaluate pawns for both colors and weight the result
- pi->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, pi)
- - evaluate_pawns<BLACK>(pos, bPawns, wPawns, pi);
+ e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
+ - evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
-Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
- Bitboard theirPawns, PawnInfo* pi) {
+Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
+ Bitboard theirPawns, PawnEntry* e) {
// 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).
// 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 & adjacent_files_bb(f));
+ isolated = !(ourPawns & adjacent_files_bb(f));
+ doubled = ourPawns & forward_bb(Us, s);
+ opposed = theirPawns & forward_bb(Us, s);
+ passed = !(theirPawns & passed_pawn_mask(Us, s));
// full attack info to evaluate passed pawns. Only the frontmost passed
// pawn on each file is considered a true passed pawn.
if (passed && !doubled)
// full attack info to evaluate passed pawns. Only the frontmost passed
// pawn on each file is considered a true passed pawn.
if (passed && !doubled)
safety -= ShelterWeakness[f != kf][rkUs];
// Storm danger is smaller if enemy pawn is blocked
b = theirPawns & FileBB[f];
safety -= ShelterWeakness[f != kf][rkUs];
// Storm danger is smaller if enemy pawn is blocked
b = theirPawns & FileBB[f];
Value bonus = shelter_storm<Us>(pos, ksq);
// If we can castle use the bonus after the castle if is bigger
Value bonus = shelter_storm<Us>(pos, ksq);
// If we can castle use the bonus after the castle if is bigger
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
-template Score PawnInfo::update_safety<WHITE>(const Position& pos, Square ksq);
-template Score PawnInfo::update_safety<BLACK>(const Position& pos, Square ksq);
+template Score PawnEntry::update_safety<WHITE>(const Position& pos, Square ksq);
+template Score PawnEntry::update_safety<BLACK>(const Position& pos, Square ksq);