X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=74ae4c2ff5ee78d47036d32aae73d260d0d51468;hp=5b64ac6163091814e53150544b2add49c93e10b0;hb=c5d478b92303314da0ea072640ee0214ca160199;hpb=f84f04742a30166c2751de28245e11922da132fb diff --git a/src/pawns.cpp b/src/pawns.cpp index 5b64ac61..74ae4c2f 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -17,6 +17,7 @@ along with this program. If not, see . */ +#include #include #include "bitboard.h" @@ -29,71 +30,78 @@ namespace { #define V Value #define S(mg, eg) make_score(mg, eg) - // Doubled pawn penalty by opposed flag and file - const Score DoubledPawnPenalty[2][FILE_NB] = { - { S(13, 43), S(20, 48), S(23, 48), S(23, 48), - S(23, 48), S(23, 48), S(20, 48), S(13, 43) }, - { S(13, 43), S(20, 48), S(23, 48), S(23, 48), - S(23, 48), S(23, 48), S(20, 48), S(13, 43) }}; + // Doubled pawn penalty by file + const Score Doubled[FILE_NB] = { + S(13, 43), S(20, 48), S(23, 48), S(23, 48), + S(23, 48), S(23, 48), S(20, 48), S(13, 43) }; // Isolated pawn penalty by opposed flag and file - const Score IsolatedPawnPenalty[2][FILE_NB] = { + const Score Isolated[2][FILE_NB] = { { S(37, 45), S(54, 52), S(60, 52), S(60, 52), S(60, 52), S(60, 52), S(54, 52), S(37, 45) }, { S(25, 30), S(36, 35), S(40, 35), S(40, 35), - S(40, 35), S(40, 35), S(36, 35), S(25, 30) }}; + S(40, 35), S(40, 35), S(36, 35), S(25, 30) } }; // Backward pawn penalty by opposed flag and file - const Score BackwardPawnPenalty[2][FILE_NB] = { + const Score Backward[2][FILE_NB] = { { S(30, 42), S(43, 46), S(49, 46), S(49, 46), S(49, 46), S(49, 46), S(43, 46), S(30, 42) }, { S(20, 28), S(29, 31), S(33, 31), S(33, 31), - S(33, 31), S(33, 31), S(29, 31), S(20, 28) }}; + S(33, 31), S(33, 31), S(29, 31), S(20, 28) } }; - // Pawn chain membership bonus by file - const Score ChainBonus[FILE_NB] = { - S(11,-1), S(13,-1), S(13,-1), S(14,-1), - S(14,-1), S(13,-1), S(13,-1), S(11,-1) - }; + // Connected pawn bonus by file and rank (initialized by formula) + Score Connected[FILE_NB][RANK_NB]; // Candidate passed pawn bonus by rank - const Score CandidateBonus[RANK_NB] = { + const Score CandidatePassed[RANK_NB] = { S( 0, 0), S( 6, 13), S(6,13), S(14,29), - S(34,68), S(83,166), S(0, 0), S( 0, 0) - }; + S(34,68), S(83,166), S(0, 0), S( 0, 0) }; - const Score PawnStructureWeight = S(233, 201); + // Bonus for file distance of the two outermost pawns + const Score PawnsFileSpan = S(0, 15); - // Weakness of our pawn shelter in front of the king indexed by [king pawn][rank] - const Value ShelterWeakness[2][RANK_NB] = - { { 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) } }; + // Weakness of our pawn shelter in front of the king indexed by [rank] + const Value ShelterWeakness[RANK_NB] = + { V(100), V(0), V(27), V(73), V(92), V(101), V(101) }; - // Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank] - const Value StormDanger[2][RANK_NB] = - { { V(26), V(0), V(128), V(51), V(26) }, - { V(13), V(0), V( 64), V(25), V(13) } }; + // Danger of enemy pawns moving toward our king indexed by + // [no friendly pawn | pawn unblocked | pawn blocked][rank of enemy pawn] + const Value StormDanger[3][RANK_NB] = { + { V( 0), V(64), V(128), V(51), V(26) }, + { V(26), V(32), V( 96), V(38), V(20) }, + { V( 0), 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 pawn on the horizont. + // in front of the king and no enemy pawn on the horizon. const Value MaxSafetyBonus = V(263); #undef S #undef V template - Score evaluate_pawns(const Position& pos, Bitboard ourPawns, - Bitboard theirPawns, Pawns::Entry* e) { + Score evaluate(const Position& pos, Pawns::Entry* e) { - const Color Them = (Us == WHITE ? BLACK : WHITE); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square Up = (Us == WHITE ? DELTA_N : DELTA_S); + const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); + const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); Bitboard b; Square s; File f; - Rank r; - bool passed, isolated, doubled, opposed, chain, backward, candidate; + bool passed, isolated, doubled, opposed, connected, backward, candidate; Score value = SCORE_ZERO; - const Square* pl = pos.piece_list(Us, PAWN); + const Square* pl = pos.list(Us); + + Bitboard ourPawns = pos.pieces(Us, PAWN); + Bitboard theirPawns = pos.pieces(Them, PAWN); + + e->passedPawns[Us] = e->candidatePawns[Us] = 0; + e->kingSquares[Us] = SQ_NONE; + e->semiopenFiles[Us] = 0xFF; + e->pawnAttacks[Us] = shift_bb(ourPawns) | shift_bb(ourPawns); + e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares); + e->pawnsOnSquares[Us][WHITE] = pos.count(Us) - e->pawnsOnSquares[Us][BLACK]; // Loop through all pawns of the current color and score each pawn while ((s = *pl++) != SQ_NONE) @@ -101,57 +109,52 @@ namespace { assert(pos.piece_on(s) == make_piece(Us, PAWN)); f = file_of(s); - r = rank_of(s); - - // This file cannot be half open - 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). - 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; - - // If the pawn is passed, isolated, or member of a pawn chain it cannot - // be backward. If there are friendly pawns behind on adjacent files - // or if can capture an enemy pawn it cannot be backward either. - if ( !(passed | isolated | chain) - && !(ourPawns & attack_span_mask(Them, s)) - && !(pos.attacks_from(s, Us) & theirPawns)) + + // This file cannot be semi-open + e->semiopenFiles[Us] &= ~(1 << f); + + // Our rank plus previous one + b = rank_bb(s) | rank_bb(s - pawn_push(Us)); + + // Flag the pawn as passed, isolated, doubled or + // connected (but not the backward one). + connected = 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. + // If the pawn is passed, isolated, or connected it cannot be + // backward. If there are friendly pawns behind on adjacent files + // or if it can capture an enemy pawn it cannot be backward either. + if ( (passed | isolated | connected) + || (ourPawns & pawn_attack_span(Them, s)) + || (pos.attacks_from(s, Us) & theirPawns)) + backward = false; + else { // We now know that there are no friendly pawns beside or behind this // pawn on adjacent files. We now check whether the pawn is // backward by looking in the forward direction on the adjacent - // files, and seeing whether we meet a friendly or an enemy pawn first. - b = pos.attacks_from(s, Us); + // files, and picking the closest pawn there. + b = pawn_attack_span(Us, s) & (ourPawns | theirPawns); + b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b)); - // Note that we are sure to find something because pawn is not passed - // nor isolated, so loop is potentially infinite, but it isn't. - while (!(b & (ourPawns | theirPawns))) - Us == WHITE ? b <<= 8 : b >>= 8; - - // The friendly pawn needs to be at least two ranks closer than the - // enemy pawn in order to help the potentially backward pawn advance. - backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns; + // If we have an enemy pawn in the same or next rank, the pawn is + // backward because it cannot advance without being captured. + backward = (b | shift_bb(b)) & theirPawns; } - assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns)); + assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns)); - // A not passed pawn is a candidate to become passed if it is free to + // A not-passed pawn is a candidate to become passed, if it is free to // advance and if the number of friendly pawns beside or behind this - // pawn on adjacent files is higher or equal than the number of + // pawn on adjacent files is higher than or equal to the number of // enemy pawns in the forward direction on the adjacent files. candidate = !(opposed | passed | backward | isolated) - && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0 - && popcount(b) >= popcount(attack_span_mask(Us, s) & theirPawns); + && (b = pawn_attack_span(Them, s + pawn_push(Us)) & ourPawns) != 0 + && popcount(b) >= popcount(pawn_attack_span(Us, s) & theirPawns); // Passed pawns will be properly scored in evaluation because we need // full attack info to evaluate passed pawns. Only the frontmost passed @@ -161,33 +164,57 @@ namespace { // Score this pawn if (isolated) - value -= IsolatedPawnPenalty[opposed][f]; + value -= Isolated[opposed][f]; if (doubled) - value -= DoubledPawnPenalty[opposed][f]; + value -= Doubled[f]; if (backward) - value -= BackwardPawnPenalty[opposed][f]; + value -= Backward[opposed][f]; - if (chain) - value += ChainBonus[f]; + if (connected) + value += Connected[f][relative_rank(Us, s)]; if (candidate) - value += CandidateBonus[relative_rank(Us, s)]; - } + { + value += CandidatePassed[relative_rank(Us, s)]; - e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & BlackSquares); - e->pawnsOnSquares[Us][WHITE] = pos.piece_count(Us, PAWN) - e->pawnsOnSquares[Us][BLACK]; + if (!doubled) + e->candidatePawns[Us] |= s; + } + } - e->pawnsOnSquares[Them][BLACK] = popcount(theirPawns & BlackSquares); - e->pawnsOnSquares[Them][WHITE] = pos.piece_count(Them, PAWN) - e->pawnsOnSquares[Them][BLACK]; + // In endgame it's better to have pawns on both wings. So give a bonus according + // to file distance between left and right outermost pawns. + if (pos.count(Us) > 1) + { + b = e->semiopenFiles[Us] ^ 0xFF; + value += PawnsFileSpan * int(msb(b) - lsb(b)); + } return value; } -} + +} // namespace namespace Pawns { +/// init() initializes some tables by formula instead of hard-coding their values + +void init() { + + const int bonusesByFile[8] = { 1, 3, 3, 4, 4, 3, 3, 1 }; + int bonus; + + for (Rank r = RANK_1; r < RANK_8; ++r) + for (File f = FILE_A; f <= FILE_H; ++f) + { + bonus = r * (r-1) * (r-2) + bonusesByFile[f] * (r/2 + 1); + Connected[f][r] = make_score(bonus, bonus); + } +} + + /// probe() takes a position object 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. @@ -197,27 +224,11 @@ Entry* probe(const Position& pos, Table& entries) { Key key = pos.pawn_key(); Entry* e = entries[key]; - // 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 (e->key == key) return e; 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; - - 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); - - e->value = evaluate_pawns(pos, wPawns, bPawns, e) - - evaluate_pawns(pos, bPawns, wPawns, e); - - e->value = apply_weight(e->value, PawnStructureWeight); - + e->value = evaluate(pos, e) - evaluate(pos, e); return e; } @@ -231,39 +242,36 @@ Value Entry::shelter_storm(const Position& pos, Square ksq) { const Color Them = (Us == WHITE ? BLACK : WHITE); 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 b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq)); + Bitboard ourPawns = b & pos.pieces(Us); Bitboard theirPawns = b & pos.pieces(Them); Rank rkUs, rkThem; - File kf = file_of(ksq); - - kf = (kf == FILE_A) ? FILE_B : (kf == FILE_H) ? FILE_G : kf; + File kf = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); - for (int f = kf - 1; f <= kf + 1; f++) + for (File f = kf - File(1); f <= kf + File(1); ++f) { - // Shelter penalty is higher for the pawn in front of the king - b = ourPawns & FileBB[f]; - 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 ? lsb(b) : ~msb(b)) : RANK_1; - safety -= StormDanger[rkThem == rkUs + 1][rkThem]; + b = ourPawns & file_bb(f); + rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; + safety -= ShelterWeakness[rkUs]; + + b = theirPawns & file_bb(f); + rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; + safety -= StormDanger[rkUs == RANK_1 ? 0 : rkThem == rkUs + 1 ? 2 : 1][rkThem]; } return safety; } -/// Entry::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. +/// Entry::update_safety() calculates and caches a bonus for king safety. +/// It is called only when king square changes, which is about 20% of total +/// king_safety() calls. template Score Entry::update_safety(const Position& pos, Square ksq) { kingSquares[Us] = ksq; - castleRights[Us] = pos.can_castle(Us); + castlingFlags[Us] = pos.can_castle(Us); minKPdistance[Us] = 0; Bitboard pawns = pos.pieces(Us, PAWN); @@ -275,11 +283,11 @@ Score Entry::update_safety(const Position& pos, Square ksq) { Value bonus = shelter_storm(pos, ksq); - // If we can castle use the bonus after the castle if is bigger - if (pos.can_castle(make_castle_right(Us, KING_SIDE))) + // If we can castle use the bonus after the castling if it is bigger + if (pos.can_castle(make_castling_flag(Us, KING_SIDE))) bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_G1))); - if (pos.can_castle(make_castle_right(Us, QUEEN_SIDE))) + if (pos.can_castle(make_castling_flag(Us, QUEEN_SIDE))) bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]);