X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=069c8d9401aa29127699235ee9e6cb872384d367;hp=41d2e6f8148234d46d86a729c08a4468a737b597;hb=55bd27b8f08a151128d7065fa2819aa3e9605299;hpb=10e64e05094e75d89baa4495fa867a8a64195bb7 diff --git a/src/pawns.cpp b/src/pawns.cpp index 41d2e6f8..069c8d94 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -26,6 +26,7 @@ namespace { + #define V Value #define S(mg, eg) make_score(mg, eg) // Doubled pawn penalty by opposed flag and file @@ -63,74 +64,65 @@ namespace { const Score PawnStructureWeight = S(233, 201); - #undef S - - typedef Value V; - // Weakness of our pawn shelter in front of the king indexed by [king pawn][rank] const Value ShelterWeakness[2][8] = - { { V(141), V(0), V(38), V(102), V(128), V(141), V(141), V(141) }, - { V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61), V( 61) } }; + { { 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] const Value StormDanger[2][8] = - { { V(26), V(0), V(128), V(51), V(26), V(0), V(0), V(0) }, - { V(13), V(0), V( 64), V(25), V(13), V(0), V(0), V(0) } }; + { { V(26), V(0), V(128), V(51), V(26) }, + { V(13), V(0), V( 64), V(25), V(13) } }; // Max bonus for king safety. Corresponds to start position with all the pawns - // in front of the king and no enemy pawns on the horizont. + // in front of the king and no enemy pawn on the horizont. const Value MaxSafetyBonus = V(263); - 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); - } + #undef S + #undef V } -/// 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. -PawnInfo* PawnInfoTable::pawn_info(const Position& pos) const { +PawnEntry* PawnTable::probe(const Position& pos) { Key key = pos.pawn_key(); - PawnInfo* pi = probe(key); + PawnEntry* e = entries[key]; - // If pi->key matches the position's pawn hash key, it means that we + // If e->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; + if (e->key == key) + return e; - // 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(pos, wPawns, bPawns, pi) - - evaluate_pawns(pos, bPawns, wPawns, pi); + e->value = evaluate_pawns(pos, wPawns, bPawns, e) + - evaluate_pawns(pos, bPawns, wPawns, e); - pi->value = apply_weight(pi->value, PawnStructureWeight); + e->value = apply_weight(e->value, PawnStructureWeight); - return pi; + return e; } -/// PawnInfoTable::evaluate_pawns() evaluates each pawn of the given color +/// PawnTable::evaluate_pawns() evaluates each pawn of the given color template -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) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -151,18 +143,18 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, r = rank_of(s); // This file cannot be half open - pi->halfOpenFiles[Us] &= ~(1 << f); + e->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 & adjacent_files_bb(f)); chain = ourPawns & adjacent_files_bb(f) & b; + 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)); // Test for backward pawn backward = false; @@ -204,7 +196,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, // full attack info to evaluate passed pawns. Only the frontmost passed // pawn on each file is considered a true passed pawn. if (passed && !doubled) - pi->passedPawns[Us] |= s; + e->passedPawns[Us] |= s; // Score this pawn if (isolated) @@ -222,36 +214,38 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, if (candidate) value += CandidateBonus[relative_rank(Us, s)]; } + return value; } +/// PawnEntry::shelter_storm() calculates shelter and storm penalties for the file +/// the king is on, as well as the two adjacent files. + template -int PawnInfo::shelter_storm(const Position& pos, Square ksq) { +Value PawnEntry::shelter_storm(const Position& pos, Square ksq) { const Color Them = (Us == WHITE ? BLACK : WHITE); - int safety = 0; - Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, ksq) | RankBB[rank_of(ksq)]); - Bitboard ourPawns = b & pos.pieces(Us) & ~RankBB[rank_of(ksq)]; + Value safety = MaxSafetyBonus; + Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, ksq) | rank_bb(ksq)); + Bitboard ourPawns = b & pos.pieces(Us) & ~rank_bb(ksq); Bitboard theirPawns = b & pos.pieces(Them); Rank rkUs, rkThem; File kf = file_of(ksq); - // Compute shelter and storm values for the file the king is on, as well as - // the two adjacent files. Computation is done from the white point of view. kf = (kf == FILE_A) ? kf++ : (kf == FILE_H) ? kf-- : kf; for (int f = kf - 1; f <= kf + 1; f++) { // Shelter penalty is higher for the pawn in front of the king b = ourPawns & FileBB[f]; - rkUs = b ? rank_of(Us == WHITE ? first_1(b) : ~last_1(b)) : RANK_1; + rkUs = b ? rank_of(Us == WHITE ? lsb(b) : ~msb(b)) : RANK_1; safety -= ShelterWeakness[f != kf][rkUs]; // Storm danger is smaller if enemy pawn is blocked b = theirPawns & FileBB[f]; - rkThem = b ? rank_of(Us == WHITE ? first_1(b) : ~last_1(b)) : RANK_1; + rkThem = b ? rank_of(Us == WHITE ? lsb(b) : ~msb(b)) : RANK_1; safety -= StormDanger[rkThem == rkUs + 1][rkThem]; } @@ -259,33 +253,35 @@ int PawnInfo::shelter_storm(const Position& pos, Square ksq) { } -/// PawnInfo::update_safety() calculates and caches a bonus for king safety. It is +/// PawnEntry::update_safety() calculates and caches a bonus for king safety. It is /// called only when king square changes, about 20% of total king_safety() calls. template -Score PawnInfo::update_safety(const Position& pos, Square ksq) { +Score PawnEntry::update_safety(const Position& pos, Square ksq) { + + kingSquares[Us] = ksq; + castleRights[Us] = pos.can_castle(Us); + minKPdistance[Us] = 0; - int bonus = 0; + Bitboard pawns = pos.pieces(Us, PAWN); + if (pawns) + while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {} - if (relative_rank(Us, ksq) <= RANK_4) - { - bonus = shelter_storm(pos, ksq); + if (relative_rank(Us, ksq) > RANK_4) + return kingSafety[Us] = make_score(0, -16 * minKPdistance[Us]); - // If we can castle use the bonus after the castle if is bigger - if (pos.can_castle(Us == WHITE ? WHITE_OO : BLACK_OO)) - bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_G1))); + Value bonus = shelter_storm(pos, ksq); - if (pos.can_castle(Us == WHITE ? WHITE_OOO : BLACK_OOO)) - bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); + // If we can castle use the bonus after the castle if is bigger + if (pos.can_castle(make_castle_right(Us, KING_SIDE))) + bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_G1))); - bonus += MaxSafetyBonus; // Offset to be sure bonus is always positive - } + if (pos.can_castle(make_castle_right(Us, QUEEN_SIDE))) + bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); - kingSquares[Us] = ksq; - kingShelters[Us] = make_score(bonus, 0); - return kingShelters[Us]; + return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]); } // Explicit template instantiation -template Score PawnInfo::update_safety(const Position& pos, Square ksq); -template Score PawnInfo::update_safety(const Position& pos, Square ksq); +template Score PawnEntry::update_safety(const Position& pos, Square ksq); +template Score PawnEntry::update_safety(const Position& pos, Square ksq);