X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=1653e23ad5181b01bb9a1f16c16e794faddc1a0f;hp=8e3e7815ec60bdf8193979a015fc57abfb645db1;hb=ed72a1e9ba37a9fa2674da8f46bb0597a1721c2d;hpb=8e95c39bfa97e6248d9686b47dc4361f23fda06f diff --git a/src/pawns.cpp b/src/pawns.cpp index 8e3e7815..1653e23a 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -44,7 +44,7 @@ namespace { S(40, 35), S(40, 35), S(36, 35), S(25, 30) } }; // Backward pawn penalty by opposed flag - const Score Backward[2] = { S(67, 56), S(49, 40) }; + const Score Backward[2] = { S(67, 42), S(49, 24) }; // Connected pawn bonus by opposed, phalanx, twice supported and rank Score Connected[2][2][2][RANK_NB]; @@ -57,39 +57,33 @@ namespace { // Unsupported pawn penalty const Score UnsupportedPawnPenalty = S(20, 10); - // Center bind bonus: Two pawns controlling the same central square - const Bitboard CenterBindMask[COLOR_NB] = { - (FileDBB | FileEBB) & (Rank5BB | Rank6BB | Rank7BB), - (FileDBB | FileEBB) & (Rank4BB | Rank3BB | Rank2BB) - }; - const Score CenterBind = S(16, 0); // Weakness of our pawn shelter in front of the king by [distance from edge][rank] const Value ShelterWeakness[][RANK_NB] = { - { V( 99), V(20), V(26), V(54), V(85), V( 92), V(108) }, - { V(117), V( 1), V(27), V(71), V(94), V(104), V(118) }, - { V(104), V( 4), V(51), V(76), V(82), V(102), V( 97) }, - { V( 80), V(12), V(43), V(65), V(88), V( 91), V(115) } }; + { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) }, + { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) }, + { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) }, + { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] const Value StormDanger[][4][RANK_NB] = { - { { V( 0), V( 65), V( 126), V(36), V(30) }, - { V( 0), V( 55), V( 135), V(36), V(23) }, - { V( 0), V( 47), V( 116), V(45), V(26) }, - { V( 0), V( 62), V( 127), V(57), V(34) } }, - { { V(21), V( 45), V( 93), V(50), V(19) }, - { V(23), V( 24), V( 105), V(41), V(13) }, - { V(23), V( 36), V( 101), V(38), V(20) }, - { V(30), V( 19), V( 110), V(41), V(27) } }, - { { V( 0), V( 0), V( 81), V(14), V( 4) }, - { V( 0), V( 0), V( 169), V(30), V( 3) }, - { V( 0), V( 0), V( 168), V(24), V( 5) }, - { V( 0), V( 0), V( 162), V(26), V(10) } }, - { { V( 0), V(-283), V(-298), V(57), V(29) }, - { V( 0), V( 63), V( 137), V(42), V(18) }, - { V( 0), V( 67), V( 145), V(49), V(33) }, - { V( 0), V( 62), V( 126), V(53), V(21) } } }; + { { V( 0), V( 67), V( 134), V(38), V(32) }, + { V( 0), V( 57), V( 139), V(37), V(22) }, + { V( 0), V( 43), V( 115), V(43), V(27) }, + { V( 0), V( 68), V( 124), V(57), V(32) } }, + { { V(20), V( 43), V( 100), V(56), V(20) }, + { V(23), V( 20), V( 98), V(40), V(15) }, + { V(23), V( 39), V( 103), V(36), V(18) }, + { V(28), V( 19), V( 108), V(42), V(26) } }, + { { V( 0), V( 0), V( 75), V(14), V( 2) }, + { V( 0), V( 0), V( 150), V(30), V( 4) }, + { V( 0), V( 0), V( 160), V(22), V( 5) }, + { V( 0), V( 0), V( 166), V(24), V(13) } }, + { { V( 0), V(-283), V(-281), V(57), V(31) }, + { V( 0), V( 58), V( 141), V(39), V(18) }, + { V( 0), V( 65), V( 142), V(48), V(32) }, + { V( 0), V( 60), V( 126), V(51), V(19) } } }; // Max bonus for king safety. Corresponds to start position with all the pawns // in front of the king and no enemy pawn on the horizon. @@ -106,17 +100,21 @@ namespace { const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); + const Bitboard CenterBindMask = + Us == WHITE ? (FileDBB | FileEBB) & (Rank5BB | Rank6BB | Rank7BB) + : (FileDBB | FileEBB) & (Rank4BB | Rank3BB | Rank2BB); + Bitboard b, neighbours, doubled, supported, phalanx; Square s; bool passed, isolated, opposed, backward, lever, connected; Score score = SCORE_ZERO; - const Square* pl = pos.list(Us); + const Square* pl = pos.squares(Us); const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)]; Bitboard ourPawns = pos.pieces(Us , PAWN); Bitboard theirPawns = pos.pieces(Them, PAWN); - e->passedPawns[Us] = 0; + e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0; e->kingSquares[Us] = SQ_NONE; e->semiopenFiles[Us] = 0xFF; e->pawnAttacks[Us] = shift_bb(ourPawns) | shift_bb(ourPawns); @@ -130,8 +128,8 @@ namespace { File f = file_of(s); - // This file cannot be semi-open e->semiopenFiles[Us] &= ~(1 << f); + e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); // Flag the pawn neighbours = ourPawns & adjacent_files_bb(f); @@ -147,9 +145,10 @@ namespace { // Test for backward pawn. // If the pawn is passed, isolated, lever or connected it cannot be // backward. If there are friendly pawns behind on adjacent files - // it cannot be backward either. + // or if it is sufficiently advanced, it cannot be backward either. if ( (passed | isolated | lever | connected) - || (ourPawns & pawn_attack_span(Them, s))) + || (ourPawns & pawn_attack_span(Them, s)) + || (relative_rank(Us, s) >= RANK_5)) backward = false; else { @@ -197,7 +196,7 @@ namespace { e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0; // Center binds: Two pawns controlling the same central square - b = shift_bb(ourPawns) & shift_bb(ourPawns) & CenterBindMask[Us]; + b = shift_bb(ourPawns) & shift_bb(ourPawns) & CenterBindMask; score += popcount(b) * CenterBind; return score; @@ -242,6 +241,7 @@ Entry* probe(const Position& pos) { e->key = key; e->score = evaluate(pos, e) - evaluate(pos, e); + e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); return e; }