X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=336638eab48be66be4d45606518bb9a361a67b6b;hp=3d98c0124a512c0c843ea7f728138d3b370e48fb;hb=7b20bb6e1a98758e6afabe4e654761685c8dafa5;hpb=6933f05f4b1b7b1bd2c072029bf5a06cbeac5b0b diff --git a/src/pawns.cpp b/src/pawns.cpp index 3d98c012..336638ea 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -24,6 +24,7 @@ #include "bitcount.h" #include "pawns.h" #include "position.h" +#include "thread.h" namespace { @@ -62,33 +63,33 @@ namespace { // Weakness of our pawn shelter in front of the king by [distance from edge][rank] const Value ShelterWeakness[][RANK_NB] = { - { V(101), V(10), V(24), V(68), V(90), V( 95), V(102) }, - { V(105), V( 1), V(30), V(76), V(95), V(100), V(105) }, - { V( 99), V( 0), V(32), V(72), V(92), V(101), V(100) }, - { V( 94), V( 1), V(31), V(68), V(89), V( 98), V(106) } }; + { V(100), V(13), V(24), V(64), V(89), V( 93), V(104) }, + { V(110), V( 1), V(29), V(75), V(96), V(102), V(107) }, + { V(102), V( 0), V(39), V(74), V(88), V(101), V( 98) }, + { V( 88), V( 4), V(33), V(67), V(92), V( 94), V(107) } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] const Value StormDanger[][4][RANK_NB] = { - { { V( 0), V( 61), V( 128), V(47), V(27) }, - { V( 0), V( 66), V( 131), V(49), V(27) }, - { V( 0), V( 62), V( 126), V(52), V(23) }, - { V( 0), V( 63), V( 128), V(52), V(26) } }, - { { V(25), V( 33), V( 95), V(39), V(21) }, - { V(24), V( 33), V( 97), V(42), V(22) }, - { V(24), V( 33), V( 93), V(35), V(23) }, - { V(26), V( 27), V( 96), V(37), V(22) } }, - { { V( 0), V( 0), V( 80), V(14), V( 8) }, - { V( 0), V( 0), V( 163), V(28), V(12) }, - { V( 0), V( 0), V( 163), V(25), V(15) }, - { V( 0), V( 0), V( 161), V(24), V(14) } }, - { { V( 0), V(-300), V(-300), V(54), V(23) }, - { V( 0), V( 67), V( 128), V(46), V(24) }, - { V( 0), V( 64), V( 130), V(50), V(29) }, - { V( 0), V( 63), V( 127), V(51), V(24) } } }; + { { V( 0), V( 63), V( 128), V(43), V(27) }, + { V( 0), V( 62), V( 131), V(44), V(26) }, + { V( 0), V( 59), V( 121), V(50), V(28) }, + { V( 0), V( 62), V( 127), V(54), V(28) } }, + { { V(24), V( 40), V( 93), V(42), V(22) }, + { V(24), V( 28), V( 101), V(38), V(20) }, + { V(24), V( 32), V( 95), V(36), V(23) }, + { V(27), V( 24), V( 99), V(36), V(24) } }, + { { V( 0), V( 0), V( 81), V(16), V( 6) }, + { V( 0), V( 0), V( 165), V(29), V( 9) }, + { V( 0), V( 0), V( 163), V(23), V(12) }, + { V( 0), V( 0), V( 161), V(28), V(13) } }, + { { V( 0), V(-296), V(-299), V(55), V(25) }, + { V( 0), V( 67), V( 131), V(46), V(21) }, + { V( 0), V( 65), V( 135), V(50), V(31) }, + { V( 0), V( 62), V( 128), V(51), V(24) } } }; // 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(261); + const Value MaxSafetyBonus = V(257); #undef S #undef V @@ -202,9 +203,9 @@ namespace { namespace Pawns { -/// init() initializes some tables used by evaluation. Instead of hard-coded -/// tables, when makes sense, we prefer to calculate them with a formula to -/// reduce independent parameters and to allow easier tuning and better insight. +/// Pawns::init() initializes some tables needed by evaluation. Instead of using +/// hard-coded tables, when makes sense, we prefer to calculate them with a formula +/// to reduce independent parameters and to allow easier tuning and better insight. void init() { @@ -220,14 +221,15 @@ void init() } -/// probe() takes a position as input, computes a Entry 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. +/// Pawns::probe() looks up the current position's pawns configuration in +/// the pawns hash table. It returns a pointer to the Entry if the position +/// is found. Otherwise a new Entry is computed and stored there, so we don't +/// have to recompute all when the same pawns configuration occurs again. -Entry* probe(const Position& pos, Table& entries) { +Entry* probe(const Position& pos) { Key key = pos.pawn_key(); - Entry* e = entries[key]; + Entry* e = pos.this_thread()->pawnsTable[key]; if (e->key == key) return e; @@ -286,7 +288,7 @@ Score Entry::do_king_safety(const Position& pos, Square ksq) { Bitboard pawns = pos.pieces(Us, PAWN); if (pawns) - while (!(DistanceRingsBB[ksq][minKingPawnDistance[Us]++] & pawns)) {} + while (!(DistanceRingBB[ksq][minKingPawnDistance[Us]++] & pawns)) {} if (relative_rank(Us, ksq) > RANK_4) return make_score(0, -16 * minKingPawnDistance[Us]);