X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=08b0e7ba0fc32288dfcedb551bef82a89b197df1;hp=0089c42da28a818ec3ae0bca16331e2c1bb45c0d;hb=3376c68f4bb83dc9fd874eb9d710dab09609ae54;hpb=d3600c39a745179ed6b094b305d0645e83a1ee86 diff --git a/src/pawns.cpp b/src/pawns.cpp index 0089c42d..08b0e7ba 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -1,18 +1,18 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008 Marco Costalba + Copyright (C) 2008-2009 Marco Costalba 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 . */ @@ -23,8 +23,11 @@ //// #include +#include +#include "bitcount.h" #include "pawns.h" +#include "position.h" //// @@ -71,13 +74,13 @@ namespace { Value(32), Value(32), Value(32), Value(28) }; - // Pawn chain membership bonus by file, middle game. + // Pawn chain membership bonus by file, middle game. const Value ChainMidgameBonus[8] = { Value(14), Value(16), Value(17), Value(18), Value(18), Value(17), Value(16), Value(14) }; - // Pawn chain membership bonus by file, endgame. + // Pawn chain membership bonus by file, endgame. const Value ChainEndgameBonus[8] = { Value(16), Value(16), Value(16), Value(16), Value(16), Value(16), Value(16), Value(16) @@ -85,50 +88,45 @@ namespace { // Candidate passed pawn bonus by rank, middle game. const Value CandidateMidgameBonus[8] = { - Value(0), Value(12), Value(12), Value(20), - Value(40), Value(90), Value(0), Value(0) + Value( 0), Value(12), Value(12), Value(20), + Value(40), Value(90), Value( 0), Value( 0) }; // Candidate passed pawn bonus by rank, endgame. const Value CandidateEndgameBonus[8] = { - Value(0), Value(24), Value(24), Value(40), - Value(80), Value(180), Value(0), Value(0) + Value( 0), Value(24), Value(24), Value(40), + Value(80), Value(180), Value(0), Value( 0) }; - // Evaluate pawn storms? - const bool EvaluatePawnStorms = true; - // Pawn storm tables for positions with opposite castling: const int QStormTable[64] = { - 0, 0, 0, 0, 0, 0, 0, 0, - -22, -22, -22, -13, -4, 0, 0, 0, - -4, -9, -9, -9, -4, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, + -22,-22,-22,-13,-4, 0, 0, 0, + -4, -9, -9, -9,-4, 0, 0, 0, 9, 18, 22, 18, 9, 0, 0, 0, - 22, 31, 31, 22, 0, 0, 0, 0, - 31, 40, 40, 31, 0, 0, 0, 0, - 31, 40, 40, 31, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0 + 22, 31, 31, 22, 0, 0, 0, 0, + 31, 40, 40, 31, 0, 0, 0, 0, + 31, 40, 40, 31, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0 }; - + const int KStormTable[64] = { - 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, -4, -13, -22, -27, -27, - 0, 0, 0, -4, -9, -13, -18, -18, - 0, 0, 0, 0, 9, 9, 9, 9, - 0, 0, 0, 0, 9, 18, 27, 27, - 0, 0, 0, 0, 9, 27, 40, 36, - 0, 0, 0, 0, 0, 31, 40, 31, - 0, 0, 0, 0, 0, 0, 0, 0 + 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0,-4,-13,-22,-27,-27, + 0, 0, 0,-4, -9,-13,-18,-18, + 0, 0, 0, 0, 9, 9, 9, 9, + 0, 0, 0, 0, 9, 18, 27, 27, + 0, 0, 0, 0, 9, 27, 40, 36, + 0, 0, 0, 0, 0, 31, 40, 31, + 0, 0, 0, 0, 0, 0, 0, 0 }; - // Pawn storm open file bonuses by file: - const int KStormOpenFileBonus[8] = { - 45, 45, 30, 0, 0, 0, 0, 0 - }; + // Pawn storm open file bonuses by file + const int16_t KStormOpenFileBonus[8] = { 45, 45, 30, 0, 0, 0, 0, 0 }; + const int16_t QStormOpenFileBonus[8] = { 0, 0, 0, 0, 0, 30, 45, 30 }; - const int QStormOpenFileBonus[8] = { - 0, 0, 0, 0, 0, 30, 45, 30 - }; + // Pawn storm lever bonuses by file + const int StormLeverBonus[8] = { 20, 20, 10, 0, 0, 10, 20, 20 }; } @@ -140,14 +138,16 @@ namespace { /// Constructor PawnInfoTable::PawnInfoTable(unsigned numOfEntries) { + size = numOfEntries; entries = new PawnInfo[size]; - if(entries == NULL) { - std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo)) - << " bytes for pawn hash table." << std::endl; - exit(EXIT_FAILURE); + if (entries == NULL) + { + std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo)) + << " bytes for pawn hash table." << std::endl; + Application::exit_with_failure(); } - this->clear(); + clear(); } @@ -167,220 +167,231 @@ void PawnInfoTable::clear() { /// PawnInfoTable::get_pawn_info() takes a position object as input, computes -/// a PawnInfo object, and returns a pointer to it. The result is also +/// a PawnInfo 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::get_pawn_info(const Position &pos) { + assert(pos.is_ok()); Key key = pos.get_pawn_key(); int index = int(key & (size - 1)); PawnInfo *pi = entries + index; - // If pi->key matches the position's pawn hash key, it means that we + // If pi->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; + // information we found the last time instead of recomputing it + if (pi->key == key) + return pi; - // Clear the PawnInfo object, and set the key: + // Clear the PawnInfo object, and set the key pi->clear(); pi->key = key; Value mgValue[2] = {Value(0), Value(0)}; Value egValue[2] = {Value(0), Value(0)}; - // Loop through the pawns for both colors: - for(Color us = WHITE; us <= BLACK; us++) { + // Loop through the pawns for both colors + for (Color us = WHITE; us <= BLACK; us++) + { Color them = opposite_color(us); Bitboard ourPawns = pos.pawns(us); Bitboard theirPawns = pos.pawns(them); Bitboard pawns = ourPawns; - - // Initialize pawn storm scores by giving bonuses for open files: - if(EvaluatePawnStorms) - for(File f = FILE_A; f <= FILE_H; f++) - if(pos.file_is_half_open(us, f)) { - pi->ksStormValue[us] += KStormOpenFileBonus[f]; - pi->qsStormValue[us] += QStormOpenFileBonus[f]; + int bonus; + + // Initialize pawn storm scores by giving bonuses for open files + for (File f = FILE_A; f <= FILE_H; f++) + if (pos.file_is_half_open(us, f)) + { + pi->ksStormValue[us] += KStormOpenFileBonus[f]; + pi->qsStormValue[us] += QStormOpenFileBonus[f]; } - // Loop through all pawns of the current color and score each pawn: - while(pawns) { - Square s = pop_1st_bit(&pawns); - File f = square_file(s); - Rank r = square_rank(s); - bool passed, doubled, isolated, backward, chain, candidate; - int bonus; + // Loop through all pawns of the current color and score each pawn + while (pawns) + { + bool passed, doubled, isolated, backward, chain, candidate; + Square s = pop_1st_bit(&pawns); + File f = square_file(s); + Rank r = square_rank(s); - assert(pos.piece_on(s) == pawn_of_color(us)); + assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN)); - // The file containing the pawn is not half open: - pi->halfOpenFiles[us] &= ~(1 << f); + // The file containing the pawn is not half open + pi->halfOpenFiles[us] &= ~(1 << f); - // Passed, isolated or doubled pawn? - passed = pos.pawn_is_passed(us, s); - isolated = pos.pawn_is_isolated(us, s); - doubled = pos.pawn_is_doubled(us, s); + // Passed, isolated or doubled pawn? + passed = pos.pawn_is_passed(us, s); + isolated = pos.pawn_is_isolated(us, s); + doubled = pos.pawn_is_doubled(us, s); - if(EvaluatePawnStorms) { // We calculate kingside and queenside pawn storm - // scores for both colors. These are used when evaluating + // scores for both colors. These are used when evaluating // middle game positions with opposite side castling. // // Each pawn is given a base score given by a piece square table - // (KStormTable[] or QStormTable[]). This score is increased if - // there are enemy pawns on adjacent files in front of the pawn. - // This is because we want to be able to open files against the - // enemy king, and to avoid blocking the pawn structure (e.g. white - // pawns on h6, g5, black pawns on h7, g6, f7). - - // Kingside pawn storms: - bonus = KStormTable[relative_square(us, s)]; - if(bonus > 0 && outpost_mask(us, s) & theirPawns) { - switch(f) { - - case FILE_F: - bonus += bonus / 4; - break; - - case FILE_G: - bonus += bonus / 2 + bonus / 4; - break; + // (KStormTable[] or QStormTable[]). Pawns which seem to have good + // chances of creating an open file by exchanging itself against an + // enemy pawn on an adjacent file gets an additional bonus. - case FILE_H: - bonus += bonus / 2; - break; - - default: - break; - } + // Kingside pawn storms + bonus = KStormTable[relative_square(us, s)]; + if (f >= FILE_F) + { + Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB); + while (b) + { + Square s2 = pop_1st_bit(&b); + if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2))) + { + // The enemy pawn has no pawn beside itself, which makes it + // particularly vulnerable. Big bonus, especially against a + // weakness on the rook file. + if (square_file(s2) == FILE_H) + bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2); + else + bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2); + } else + // There is at least one enemy pawn beside the enemy pawn we look + // at, which means that the pawn has somewhat better chances of + // defending itself by advancing. Smaller bonus. + bonus += StormLeverBonus[f] - 2*square_distance(s, s2); + } } pi->ksStormValue[us] += bonus; - // Queenside pawn storms: + // Queenside pawn storms bonus = QStormTable[relative_square(us, s)]; - if(bonus > 0 && passed_pawn_mask(us, s) & theirPawns) { - switch(f) { + if (f <= FILE_C) + { + Bitboard b = outpost_mask(us, s) & theirPawns & (FileABB | FileBBB | FileCBB); + while (b) + { + Square s2 = pop_1st_bit(&b); + if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2))) + { + // The enemy pawn has no pawn beside itself, which makes it + // particularly vulnerable. Big bonus, especially against a + // weakness on the rook file. + if (square_file(s2) == FILE_A) + bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2); + else + bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2); + } else + // There is at least one enemy pawn beside the enemy pawn we look + // at, which means that the pawn has somewhat better chances of + // defending itself by advancing. Smaller bonus. + bonus += StormLeverBonus[f] - 4*square_distance(s, s2); + } + } + pi->qsStormValue[us] += bonus; - case FILE_A: - bonus += bonus / 2; - break; + // Member of a pawn chain (but not the backward one)? We could speed up + // the test a little by introducing an array of masks indexed by color + // and square for doing the test, but because everything is hashed, + // it probably won't make any noticable difference. + chain = ourPawns + & neighboring_files_bb(f) + & (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1))); - case FILE_B: - bonus += bonus / 2 + bonus / 4; - break; + // Test for backward pawn + // + // If the pawn is passed, isolated, or member of a pawn chain + // it cannot be backward. If can capture an enemy pawn or if + // there are friendly pawns behind on neighboring files it cannot + // be backward either. + if ( passed + || isolated + || chain + || (pos.pawn_attacks(us, s) & theirPawns) + || (ourPawns & behind_bb(us, r) & neighboring_files_bb(f))) + backward = false; + else + { + // We now know that there are no friendly pawns beside or behind this + // pawn on neighboring files. We now check whether the pawn is + // backward by looking in the forward direction on the neighboring + // files, and seeing whether we meet a friendly or an enemy pawn first. + Bitboard b; + if (us == WHITE) + { + for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b <<= 8); + backward = (b | (b << 8)) & theirPawns; + } + else + { + for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b >>= 8); + backward = (b | (b >> 8)) & theirPawns; + } + } - case FILE_C: - bonus += bonus / 2; - break; + // Test for candidate passed pawn + candidate = !passed + && pos.file_is_half_open(them, f) + && ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns) + - count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns) + >= 0); + + // In order to prevent doubled passed pawns from receiving a too big + // bonus, only the frontmost passed pawn on each file is considered as + // a true passed pawn. + if (passed && (ourPawns & squares_in_front_of(us, s))) + { + // candidate = true; + passed = false; + } - default: - break; - } + // Score this pawn + Value mv = Value(0), ev = Value(0); + if (isolated) + { + mv -= IsolatedPawnMidgamePenalty[f]; + ev -= IsolatedPawnEndgamePenalty[f]; + if (pos.file_is_half_open(them, f)) + { + mv -= IsolatedPawnMidgamePenalty[f] / 2; + ev -= IsolatedPawnEndgamePenalty[f] / 2; + } } - pi->qsStormValue[us] += bonus; - } - - // Member of a pawn chain? We could speed up the test a little by - // introducing an array of masks indexed by color and square for doing - // the test, but because everything is hashed, it probably won't make - // any noticable difference. - chain = (us == WHITE)? - (ourPawns & neighboring_files_bb(f) & (rank_bb(r) | rank_bb(r-1))) : - (ourPawns & neighboring_files_bb(f) & (rank_bb(r) | rank_bb(r+1))); - - - // Test for backward pawn. - - // If the pawn is isolated, passed, or member of a pawn chain, it cannot - // be backward: - if(passed || isolated || chain) - backward = false; - // If the pawn can capture an enemy pawn, it's not backward: - else if(pos.pawn_attacks(us, s) & theirPawns) - backward = false; - // Check for friendly pawns behind on neighboring files: - else if(ourPawns & in_front_bb(them, r) & neighboring_files_bb(f)) - backward = false; - else { - // We now know that there is no friendly pawns beside or behind this - // pawn on neighboring files. We now check whether the pawn is - // backward by looking in the forward direction on the neighboring - // files, and seeing whether we meet a friendly or an enemy pawn first. - Bitboard b; - if(us == WHITE) { - for(b=pos.pawn_attacks(us, s); !(b&(ourPawns|theirPawns)); b<<=8); - backward = (b | (b << 8)) & theirPawns; + if (doubled) + { + mv -= DoubledPawnMidgamePenalty[f]; + ev -= DoubledPawnEndgamePenalty[f]; } - else { - for(b=pos.pawn_attacks(us, s); !(b&(ourPawns|theirPawns)); b>>=8); - backward = (b | (b >> 8)) & theirPawns; + if (backward) + { + mv -= BackwardPawnMidgamePenalty[f]; + ev -= BackwardPawnEndgamePenalty[f]; + if (pos.file_is_half_open(them, f)) + { + mv -= BackwardPawnMidgamePenalty[f] / 2; + ev -= BackwardPawnEndgamePenalty[f] / 2; + } } - } - - // Test for candidate passed pawn. - candidate = - (!passed && pos.file_is_half_open(them, f) && - count_1s_max_15(neighboring_files_bb(f) - & (in_front_bb(them, r) | rank_bb(r)) - & ourPawns) - - count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) - & theirPawns) - >= 0); - - // In order to prevent doubled passed pawns from receiving a too big - // bonus, only the frontmost passed pawn on each file is considered as - // a true passed pawn. - if(passed && (ourPawns & squares_in_front_of(us, s))) { - // candidate = true; - passed = false; - } - - // Score this pawn: - Value mv = Value(0), ev = Value(0); - if(isolated) { - mv -= IsolatedPawnMidgamePenalty[f]; - ev -= IsolatedPawnEndgamePenalty[f]; - if(pos.file_is_half_open(them, f)) { - mv -= IsolatedPawnMidgamePenalty[f] / 2; - ev -= IsolatedPawnEndgamePenalty[f] / 2; + if (chain) + { + mv += ChainMidgameBonus[f]; + ev += ChainEndgameBonus[f]; } - } - if(doubled) { - mv -= DoubledPawnMidgamePenalty[f]; - ev -= DoubledPawnEndgamePenalty[f]; - } - if(backward) { - mv -= BackwardPawnMidgamePenalty[f]; - ev -= BackwardPawnEndgamePenalty[f]; - if(pos.file_is_half_open(them, f)) { - mv -= BackwardPawnMidgamePenalty[f] / 2; - ev -= BackwardPawnEndgamePenalty[f] / 2; + if (candidate) + { + mv += CandidateMidgameBonus[relative_rank(us, s)]; + ev += CandidateEndgameBonus[relative_rank(us, s)]; } - } - if(chain) { - mv += ChainMidgameBonus[f]; - ev += ChainEndgameBonus[f]; - } - if(candidate) { - mv += CandidateMidgameBonus[relative_rank(us, s)]; - ev += CandidateEndgameBonus[relative_rank(us, s)]; - } - - mgValue[us] += mv; - egValue[us] += ev; - - // If the pawn is passed, set the square of the pawn in the passedPawns - // bitboard: - if(passed) - set_bit(&(pi->passedPawns), s); - } - } + + mgValue[us] += mv; + egValue[us] += ev; + + // If the pawn is passed, set the square of the pawn in the passedPawns + // bitboard + if (passed) + set_bit(&(pi->passedPawns), s); + } // while(pawns) + } // for(colors) pi->mgValue = int16_t(mgValue[WHITE] - mgValue[BLACK]); pi->egValue = int16_t(egValue[WHITE] - egValue[BLACK]); - return pi; }