X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=04222a2aa4ee98544afd22d193850c5012fa5ba4;hp=c85d4fd942b907cd6de1b0241c1bb49a763d57da;hb=44f79bdf5a092c3acec0a8bf8f2c1440e5a9da90;hpb=79d06d8840110713ca135ca53f2347a57c6494e2 diff --git a/src/pawns.cpp b/src/pawns.cpp index c85d4fd9..04222a2a 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -32,11 +32,12 @@ namespace { #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); - constexpr Score Attacked2Unsupported = S( 0, 20); + constexpr Score Backward = S( 9, 24); + constexpr Score BlockedStorm = S(82, 82); + constexpr Score Doubled = S(11, 56); + constexpr Score Isolated = S( 5, 15); + constexpr Score WeakLever = S( 0, 56); + constexpr Score WeakUnopposed = S(13, 27); // Connected pawn bonus constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 }; @@ -52,13 +53,13 @@ namespace { // 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. - // [0][1-2] accommodate opponent pawn on edge (likely blocked by our king) + // is behind our king. Note that UnblockedStorm[0][1-2] accommodate opponent pawn + // on edge, likely blocked by our king. constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = { - { V( 89), V(-285), V(-185), 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) } + { V( 85), V(-289), V(-166), V(97), V(50), V( 45), V( 50) }, + { V( 46), V( -25), V( 122), V(45), V(37), V(-10), V( 20) }, + { V( -6), V( 51), V( 168), V(34), V(-2), V(-22), V(-14) }, + { V(-15), V( -11), V( 101), V( 4), V(11), V(-15), V(-29) } }; #undef S @@ -68,26 +69,23 @@ namespace { Score evaluate(const Position& pos, Pawns::Entry* e) { constexpr Color Them = (Us == WHITE ? BLACK : WHITE); - constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Direction Up = pawn_push(Us); - Bitboard b, neighbours, stoppers, doubled, support, phalanx; - Bitboard lever, leverPush; + Bitboard neighbours, stoppers, support, phalanx, opposed; + Bitboard lever, leverPush, blocked; Square s; - bool opposed, backward; + bool backward, passed, doubled; 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); + Bitboard doubleAttackThem = pawn_double_attacks_bb(theirPawns); - // Unsupported enemy pawns attacked twice by us - score += Attacked2Unsupported * popcount( theirPawns - & pawn_double_attacks_bb(ourPawns) - & ~pawn_attacks_bb(theirPawns)); + e->passedPawns[Us] = 0; + e->kingSquares[Us] = SQ_NONE; + e->pawnAttacks[Us] = e->pawnAttacksSpan[Us] = pawn_attacks_bb(ourPawns); // Loop through all pawns of the current color and score each pawn while ((s = *pl++) != SQ_NONE) @@ -96,10 +94,9 @@ namespace { Rank r = relative_rank(Us, s); - e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); - // Flag the pawn opposed = theirPawns & forward_file_bb(Us, s); + blocked = theirPawns & (s + Up); stoppers = theirPawns & passed_pawn_span(Us, s); lever = theirPawns & PawnAttacks[Us][s]; leverPush = theirPawns & PawnAttacks[Us][s + Up]; @@ -108,43 +105,50 @@ namespace { 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))) + // A pawn is backward when it is behind all pawns of the same color on + // the adjacent files and cannot safely advance. + backward = !(neighbours & forward_ranks_bb(Them, s + Up)) + && (leverPush | blocked); + + // Compute additional span if pawn is not backward nor blocked + if (!backward && !blocked) + e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); + + // A pawn is passed if one of the three following conditions is true: + // (a) there is no stoppers except some levers + // (b) the only stoppers are the leverPush, but we outnumber them + // (c) there is only one front stopper which can be levered. + passed = !(stoppers ^ lever) + || ( !(stoppers ^ leverPush) + && popcount(phalanx) >= popcount(leverPush)) + || ( stoppers == blocked && r >= RANK_5 + && (shift(support) & ~(theirPawns | doubleAttackThem))); + + // Passed pawns will be properly scored later in evaluation when we have + // full attack info. + if (passed) 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); + int v = Connected[r] * (2 + bool(phalanx) - bool(opposed)) + + 21 * popcount(support); score += make_score(v, v * (r - 2) / 4); } + else if (!neighbours) - score -= Isolated + WeakUnopposed * int(!opposed); + score -= Isolated + + WeakUnopposed * !opposed; else if (backward) - score -= Backward + WeakUnopposed * int(!opposed); + score -= Backward + + WeakUnopposed * !opposed; - if (doubled && !support) - score -= Doubled; + if (!support) + score -= Doubled * doubled + + WeakLever * more_than_one(lever); } return score; @@ -179,36 +183,35 @@ Entry* probe(const Position& pos) { /// 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) { +Score Entry::evaluate_shelter(const Position& pos, Square ksq) { - constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq); Bitboard ourPawns = b & pos.pieces(Us); Bitboard theirPawns = b & pos.pieces(Them); - Value bonus[] = { Value(5), Value(5) }; + Score bonus = make_score(5, 5); 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, frontmost_sq(Them, b)) : RANK_1; + int ourRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; b = theirPawns & file_bb(f); - Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; + int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; - int d = std::min(f, ~f); - bonus[MG] += ShelterStrength[d][ourRank]; + File d = map_to_queenside(f); + bonus += make_score(ShelterStrength[d][ourRank], 0); if (ourRank && (ourRank == theirRank - 1)) - bonus[MG] -= 82 * (theirRank == RANK_3), bonus[EG] -= 82 * (theirRank == RANK_3); + bonus -= BlockedStorm * int(theirRank == RANK_3); else - bonus[MG] -= UnblockedStorm[d][theirRank]; + bonus -= make_score(UnblockedStorm[d][theirRank], 0); } - if (bonus[MG] > mg_value(shelter)) - shelter = make_score(bonus[MG], bonus[EG]); + return bonus; } @@ -221,27 +224,28 @@ Score Entry::do_king_safety(const Position& pos) { Square ksq = pos.square(Us); kingSquares[Us] = ksq; castlingRights[Us] = pos.castling_rights(Us); + auto compare = [](Score a, Score b) { return mg_value(a) < mg_value(b); }; + + Score shelter = evaluate_shelter(pos, ksq); + // If we can castle use the bonus after castling if it is bigger + + if (pos.can_castle(Us & KING_SIDE)) + shelter = std::max(shelter, evaluate_shelter(pos, relative_square(Us, SQ_G1)), compare); + + if (pos.can_castle(Us & QUEEN_SIDE)) + shelter = std::max(shelter, evaluate_shelter(pos, relative_square(Us, SQ_C1)), compare); + + // In endgame we like to bring our king near our closest pawn 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); + return shelter - make_score(0, 16 * minPawnDist); } // Explicit template instantiation