X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fpawns.cpp;h=ed83fde72e5980d2a0cd8ff20f2df7f724b5675f;hb=HEAD;hp=d7848fbd2f33364cc63232c11646701dc47f1a5a;hpb=53d197b841731840891c783bb7e044f012db4aa7;p=stockfish diff --git a/src/pawns.cpp b/src/pawns.cpp deleted file mode 100644 index d7848fbd..00000000 --- a/src/pawns.cpp +++ /dev/null @@ -1,248 +0,0 @@ -/* - 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) 2015-2019 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) - - // Pawn penalties - constexpr Score Backward = S( 9, 24); - constexpr Score Doubled = S(11, 56); - constexpr Score Isolated = S( 5, 15); - constexpr Score WeakUnopposed = S( 13, 27); - - // Connected pawn bonus - constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 }; - - // Strength of pawn shelter for our king by [distance from edge][rank]. - // RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king. - constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = { - { V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V( 25) }, - { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) }, - { V(-10), V( 75), V( 23), V( -2), V( 32), V( 3), V( -45) }, - { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) } - }; - - // Danger of enemy pawns moving toward our king by [distance from edge][rank]. - // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn - // is behind our king. - constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = { - { V( 89), V(107), V(123), V(93), V(57), V( 45), V( 51) }, - { V( 44), V(-18), V(123), V(46), V(39), V( -7), V( 23) }, - { V( 4), V( 52), V(162), V(37), V( 7), V(-14), V( -2) }, - { V(-10), V(-14), V( 90), V(15), V( 2), V( -7), V(-16) } - }; - - #undef S - #undef V - - template - Score evaluate(const Position& pos, Pawns::Entry* e) { - - constexpr Color Them = (Us == WHITE ? BLACK : WHITE); - constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); - - Bitboard b, neighbours, stoppers, doubled, support, 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->kingSquares[Us] = SQ_NONE; - e->pawnAttacks[Us] = pawn_attacks_bb(ourPawns); - - // 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)); - - Rank r = relative_rank(Us, s); - - e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); - - // Flag the pawn - opposed = theirPawns & forward_file_bb(Us, s); - stoppers = theirPawns & passed_pawn_span(Us, s); - lever = theirPawns & PawnAttacks[Us][s]; - leverPush = theirPawns & PawnAttacks[Us][s + Up]; - doubled = ourPawns & (s - Up); - neighbours = ourPawns & adjacent_files_bb(s); - phalanx = neighbours & rank_bb(s); - support = 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. - backward = !(ourPawns & pawn_attack_span(Them, s + Up)) - && (stoppers & (leverPush | (s + Up))); - - // 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) || - (!(stoppers ^ leverPush) && popcount(phalanx) >= popcount(leverPush))) - e->passedPawns[Us] |= s; - - else if (stoppers == square_bb(s + Up) && r >= RANK_5) - { - b = shift(support) & ~theirPawns; - while (b) - if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)])) - e->passedPawns[Us] |= s; - } - - // Score this pawn - if (support | phalanx) - { - int v = Connected[r] * (phalanx ? 3 : 2) / (opposed ? 2 : 1) - + 17 * popcount(support); - - score += make_score(v, v * (r - 2) / 4); - } - else if (!neighbours) - score -= Isolated + WeakUnopposed * int(!opposed); - - else if (backward) - score -= Backward + WeakUnopposed * int(!opposed); - - if (doubled && !support) - score -= Doubled; - } - - return score; - } - -} // namespace - -namespace Pawns { - -/// 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->scores[WHITE] = evaluate(pos, e); - e->scores[BLACK] = evaluate(pos, e); - - return e; -} - - -/// Entry::evaluate_shelter() calculates the shelter bonus and the storm -/// penalty for a king, looking at the king file and the two closest files. - -template -void Entry::evaluate_shelter(const Position& pos, Square ksq, Score& shelter) { - - constexpr Color Them = (Us == WHITE ? BLACK : WHITE); - constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); - constexpr Bitboard BlockSquares = (Rank1BB | Rank2BB | Rank7BB | Rank8BB) - & (FileABB | FileHBB); - - Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq); - Bitboard ourPawns = b & pos.pieces(Us); - Bitboard theirPawns = b & pos.pieces(Them); - - Value bonus[] = { (shift(theirPawns) & BlockSquares & ksq) ? Value(374) : Value(5), - VALUE_ZERO }; - - File center = clamp(file_of(ksq), FILE_B, FILE_G); - for (File f = File(center - 1); f <= File(center + 1); ++f) - { - b = ourPawns & file_bb(f); - Rank ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; - - b = theirPawns & file_bb(f); - Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; - - int d = std::min(f, ~f); - bonus[MG] += ShelterStrength[d][ourRank]; - - if (ourRank && (ourRank == theirRank - 1)) - bonus[MG] -= 82 * (theirRank == RANK_3), bonus[EG] -= 82 * (theirRank == RANK_3); - else - bonus[MG] -= UnblockedStorm[d][theirRank]; - } - - if (bonus[MG] > mg_value(shelter)) - shelter = make_score(bonus[MG], bonus[EG]); -} - - -/// 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 = pos.square(Us); - kingSquares[Us] = ksq; - castlingRights[Us] = pos.castling_rights(Us); - - Bitboard pawns = pos.pieces(Us, PAWN); - int minPawnDist = pawns ? 8 : 0; - - if (pawns & PseudoAttacks[KING][ksq]) - minPawnDist = 1; - - else while (pawns) - minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns))); - - Score shelter = make_score(-VALUE_INFINITE, VALUE_ZERO); - evaluate_shelter(pos, ksq, shelter); - - // If we can castle use the bonus after the castling if it is bigger - if (pos.can_castle(Us | KING_SIDE)) - evaluate_shelter(pos, relative_square(Us, SQ_G1), shelter); - - if (pos.can_castle(Us | QUEEN_SIDE)) - evaluate_shelter(pos, relative_square(Us, SQ_C1), shelter); - - return shelter - make_score(VALUE_ZERO, 16 * minPawnDist); -} - -// Explicit template instantiation -template Score Entry::do_king_safety(const Position& pos); -template Score Entry::do_king_safety(const Position& pos); - -} // namespace Pawns