X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=2378b5325dd05df41e1c319a25462021fca3fb1c;hp=915cd0ce22771aab12bf45e2a43e35bbcb8a4743;hb=255df4ffae29f4a038c9881c1f2f675e2f21f71e;hpb=9afa1d73306cb98e95acec5daf4efd65e592ceff diff --git a/src/pawns.cpp b/src/pawns.cpp index 915cd0ce..2378b532 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -32,72 +32,48 @@ namespace { #define S(mg, eg) make_score(mg, eg) // Isolated pawn penalty - const Score Isolated = S(13, 18); + constexpr Score Isolated = S(13, 16); // Backward pawn penalty - const Score Backward = S(24, 12); + constexpr Score Backward = S(17, 11); // Connected pawn bonus by opposed, phalanx, #support and rank Score Connected[2][2][3][RANK_NB]; // Doubled pawn penalty - const Score Doubled = S(18, 38); - - // Lever bonus by rank - const Score Lever[RANK_NB] = { - S( 0, 0), S( 0, 0), S(0, 0), S(0, 0), - S(17, 16), S(33, 32), S(0, 0), S(0, 0) - }; - - // Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank]. - // RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king. - const Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = { - { { V( 97), V(17), V( 9), V(44), V( 84), V( 87), V( 99) }, // Not On King file - { V(106), V( 6), V(33), V(86), V( 87), V(104), V(112) }, - { V(101), V( 2), V(65), V(98), V( 58), V( 89), V(115) }, - { V( 73), V( 7), V(54), V(73), V( 84), V( 83), V(111) } }, - { { V(104), V(20), V( 6), V(27), V( 86), V( 93), V( 82) }, // On King file - { V(123), V( 9), V(34), V(96), V(112), V( 88), V( 75) }, - { V(120), V(25), V(65), V(91), V( 66), V( 78), V(117) }, - { V( 81), V( 2), V(47), V(63), V( 94), V( 93), V(104) } } + constexpr Score Doubled = S(13, 40); + + // 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( 7), V(76), V(84), V( 38), V( 7), V( 30), V(-19) }, + { V(-3), V(93), V(52), V(-17), V(12), V(-22), V(-35) }, + { V(-6), V(83), V(25), V(-24), V(15), V( 22), V(-39) }, + { V(11), V(83), V(19), V( 8), V(18), V(-21), V(-30) } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]. - // For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has - // no pawn on the given file, or their pawn is behind our king. - const Value StormDanger[][4][RANK_NB] = { - { { V( 0), V(-290), V(-274), V(57), V(41) }, // BlockedByKing - { V( 0), V( 60), V( 144), V(39), V(13) }, - { V( 0), V( 65), V( 141), V(41), V(34) }, - { V( 0), V( 53), V( 127), V(56), V(14) } }, - { { V( 4), V( 73), V( 132), V(46), V(31) }, // Unopposed - { V( 1), V( 64), V( 143), V(26), V(13) }, - { V( 1), V( 47), V( 110), V(44), V(24) }, - { V( 0), V( 72), V( 127), V(50), V(31) } }, - { { V( 0), V( 0), V( 79), V(23), V( 1) }, // BlockedByPawn - { V( 0), V( 0), V( 148), V(27), V( 2) }, - { V( 0), V( 0), V( 161), V(16), V( 1) }, - { V( 0), V( 0), V( 171), V(22), V(15) } }, - { { V(22), V( 45), V( 104), V(62), V( 6) }, // Unblocked - { V(31), V( 30), V( 99), V(39), V(19) }, - { V(23), V( 29), V( 96), V(41), V(15) }, - { V(21), V( 23), V( 116), V(41), V(15) } } + // For the unblocked case, RANK_1 = 0 is used when opponent has no pawn on the + // given file, or their pawn is behind our king. + constexpr Value StormDanger[][4][RANK_NB] = { + { { V(25), V( 79), V(107), V( 51), V( 27) }, // UnBlocked + { V(15), V( 45), V(131), V( 8), V( 25) }, + { V( 0), V( 42), V(118), V( 56), V( 27) }, + { V( 3), V( 54), V(110), V( 55), V( 26) } }, + { { V( 0), V( 0), V( 37), V( 5), V(-48) }, // BlockedByPawn + { V( 0), V( 0), V( 68), V(-12), V( 13) }, + { V( 0), V( 0), V(111), V(-25), V( -3) }, + { V( 0), V( 0), V(108), V( 14), V( 21) } } }; - // 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. - const Value MaxSafetyBonus = V(258); - #undef S #undef V template Score evaluate(const Position& pos, Pawns::Entry* e) { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); - const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); - const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); Bitboard b, neighbours, stoppers, doubled, supported, phalanx; Bitboard lever, leverPush; @@ -112,7 +88,7 @@ namespace { e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0; e->semiopenFiles[Us] = 0xFF; e->kingSquares[Us] = SQ_NONE; - e->pawnAttacks[Us] = shift(ourPawns) | shift(ourPawns); + e->pawnAttacks[Us] = pawn_attacks_bb(ourPawns); e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares); e->pawnsOnSquares[Us][WHITE] = pos.count(Us) - e->pawnsOnSquares[Us][BLACK]; @@ -136,22 +112,10 @@ namespace { phalanx = neighbours & rank_bb(s); supported = 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. - if (!neighbours || lever || relative_rank(Us, s) >= RANK_5) - backward = false; - else - { - // Find the backmost rank with neighbours or stoppers - b = rank_bb(backmost_sq(Us, neighbours | stoppers)); - - // The pawn is backward when it cannot safely progress to that rank: - // either there is a stopper in the way on this rank, or there is a - // stopper on adjacent file which controls the way to that rank. - backward = (b | shift(b & adjacent_files_bb(f))) & stoppers; - - assert(!(backward && (forward_ranks_bb(Them, s + Up) & neighbours))); - } + // 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 @@ -159,7 +123,7 @@ namespace { // not attacked more times than defended. if ( !(stoppers ^ lever ^ leverPush) && !(ourPawns & forward_file_bb(Us, s)) - && popcount(supported) >= popcount(lever) + && popcount(supported) >= popcount(lever) - 1 && popcount(phalanx) >= popcount(leverPush)) e->passedPawns[Us] |= s; @@ -184,9 +148,6 @@ namespace { if (doubled && !supported) score -= Doubled; - - if (lever) - score += Lever[relative_rank(Us, s)]; } return score; @@ -202,7 +163,7 @@ namespace Pawns { void init() { - static const int Seed[RANK_NB] = { 0, 13, 24, 18, 76, 100, 175, 330 }; + static constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 65, 100, 175, 330 }; for (int opposed = 0; opposed <= 1; ++opposed) for (int phalanx = 0; phalanx <= 1; ++phalanx) @@ -231,44 +192,50 @@ Entry* probe(const Position& pos) { return e; e->key = key; - e->score = evaluate(pos, e) - evaluate(pos, e); - e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); + e->scores[WHITE] = evaluate(pos, e); + e->scores[BLACK] = evaluate(pos, e); e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]); + e->asymmetry = popcount( (e->passedPawns[WHITE] | e->passedPawns[BLACK]) + | (e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK])); + return e; } -/// Entry::shelter_storm() calculates shelter and storm penalties for the file -/// the king is on, as well as the two closest files. +/// 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 -Value Entry::shelter_storm(const Position& pos, Square ksq) { +Value Entry::evaluate_shelter(const Position& pos, Square ksq) { - const Color Them = (Us == WHITE ? BLACK : WHITE); - - enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked }; + enum { UnBlocked, BlockedByPawn }; + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard BlockRanks = (Us == WHITE ? Rank1BB | Rank2BB : Rank8BB | Rank7BB); Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, ksq) | rank_bb(ksq)); Bitboard ourPawns = b & pos.pieces(Us); Bitboard theirPawns = b & pos.pieces(Them); - Value safety = MaxSafetyBonus; - File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); + Value safety = (ourPawns & file_bb(ksq)) ? Value(5) : Value(-5); + + if (shift(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) + safety += Value(374); + + File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); for (File f = File(center - 1); f <= File(center + 1); ++f) { b = ourPawns & file_bb(f); - Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; + int ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : 0; b = theirPawns & file_bb(f); - Rank rkThem = 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); - safety -= ShelterWeakness[f == file_of(ksq)][d][rkUs] - + StormDanger - [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing : - rkUs == RANK_1 ? Unopposed : - rkThem == rkUs + 1 ? BlockedByPawn : Unblocked] - [d][rkThem]; + + safety += ShelterStrength[d][ourRank]; + if (ourRank || theirRank) + safety -= StormDanger[ourRank && (ourRank == theirRank - 1) ? BlockedByPawn : UnBlocked][d][theirRank]; } return safety; @@ -289,14 +256,14 @@ Score Entry::do_king_safety(const Position& pos, Square ksq) { if (pawns) while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} - Value bonus = shelter_storm(pos, ksq); + Value bonus = evaluate_shelter(pos, ksq); // If we can castle use the bonus after the castling if it is bigger if (pos.can_castle(MakeCastling::right)) - bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_G1))); + bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_G1))); if (pos.can_castle(MakeCastling::right)) - bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); + bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_C1))); return make_score(bonus, -16 * minKingPawnDistance); }