X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=7d39a4a08bde360f2299f3cc231817e0d749ac07;hp=1131b5e81a77cc4a02fc2133ef2221ea97fdf873;hb=39257509452a81db28538462e6581b05d1a4b7fb;hpb=efd4ca27c4d7abad41e0469aa9b3b26b12068914 diff --git a/src/pawns.cpp b/src/pawns.cpp index 1131b5e8..7d39a4a0 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -2,7 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad - Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad + Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, 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 @@ -32,9 +32,9 @@ namespace { #define S(mg, eg) make_score(mg, eg) // Pawn penalties - constexpr Score Isolated = S( 4, 20); - constexpr Score Backward = S(21, 22); - constexpr Score Doubled = S(12, 54); + constexpr Score Backward = S( 9, 24); + constexpr Score Doubled = S(11, 56); + constexpr Score Isolated = S( 5, 15); // Connected pawn bonus by opposed, phalanx, #support and rank Score Connected[2][2][3][RANK_NB]; @@ -42,26 +42,22 @@ namespace { // 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( 16), V(82), V( 83), V( 47), V( 19), V( 44), V( 4) }, - { V(-51), V(56), V( 33), V(-58), V(-57), V(-50), V(-39) }, - { V(-20), V(71), V( 16), V(-10), V( 13), V( 19), V(-30) }, - { V(-29), V(12), V(-21), V(-40), V(-15), V(-77), V(-91) } + { V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V( 25) }, + { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) }, + { V(-10), V( 75), V( 23), V( -2), V( 32), V( 3), V( -45) }, + { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) } }; // Danger of enemy pawns moving toward our king by [distance from edge][rank]. // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn // is behind our king. constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = { - { V(54), V( 48), V( 99), V(91), V(42), V( 32), V( 31) }, - { V(34), V( 27), V(105), V(38), V(32), V(-19), V( 3) }, - { V(-4), V( 28), V( 87), V(18), V(-3), V(-14), V(-11) }, - { V(-5), V( 22), V( 75), V(14), V( 2), V( -5), V(-19) } + { V( 89), V(107), V(123), V(93), V(57), V( 45), V( 51) }, + { V( 44), V(-18), V(123), V(46), V(39), V( -7), V( 23) }, + { V( 4), V( 52), V(162), V(37), V( 7), V(-14), V( -2) }, + { V(-10), V(-14), V( 90), V(15), V( 2), V( -7), V(-16) } }; - // Danger of blocked enemy pawns storming our king, by rank - constexpr Value BlockedStorm[RANK_NB] = - { V(0), V(0), V( 81), V(-9), V(-5), V(-1), V(26) }; - #undef S #undef V @@ -118,7 +114,6 @@ namespace { // which could become passed after one or two pawn pushes when are // not attacked more times than defended. if ( !(stoppers ^ lever ^ leverPush) - && !(ourPawns & forward_file_bb(Us, s)) && popcount(supported) >= popcount(lever) - 1 && popcount(phalanx) >= popcount(leverPush)) e->passedPawns[Us] |= s; @@ -208,14 +203,12 @@ Value Entry::evaluate_shelter(const Position& pos, Square ksq) { 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 b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq); Bitboard ourPawns = b & pos.pieces(Us); Bitboard theirPawns = b & pos.pieces(Them); - Value safety = (ourPawns & file_bb(ksq)) ? Value(5) : Value(-5); - - if (shift(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) - safety += Value(374); + Value safety = (shift(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) ? + Value(374) : Value(5); File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); for (File f = File(center - 1); f <= File(center + 1); ++f) @@ -228,7 +221,7 @@ Value Entry::evaluate_shelter(const Position& pos, Square ksq) { int d = std::min(f, ~f); safety += ShelterStrength[d][ourRank]; - safety -= (ourRank && (ourRank == theirRank - 1)) ? BlockedStorm[theirRank] + safety -= (ourRank && (ourRank == theirRank - 1)) ? 66 * (theirRank == RANK_3) : UnblockedStorm[d][theirRank]; } @@ -240,30 +233,31 @@ Value Entry::evaluate_shelter(const Position& pos, Square ksq) { /// when king square changes, which is about 20% of total king_safety() calls. template -Score Entry::do_king_safety(const Position& pos, Square ksq) { +Score Entry::do_king_safety(const Position& pos) { + Square ksq = pos.square(Us); kingSquares[Us] = ksq; castlingRights[Us] = pos.can_castle(Us); int minKingPawnDistance = 0; Bitboard pawns = pos.pieces(Us, PAWN); if (pawns) - while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} + while (!(DistanceRingBB[ksq][++minKingPawnDistance] & pawns)) {} 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)) + if (pos.can_castle(Us | KING_SIDE)) bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_G1))); - if (pos.can_castle(MakeCastling::right)) + if (pos.can_castle(Us | QUEEN_SIDE)) bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_C1))); return make_score(bonus, -16 * minKingPawnDistance); } // Explicit template instantiation -template Score Entry::do_king_safety(const Position& pos, Square ksq); -template Score Entry::do_king_safety(const Position& pos, Square ksq); +template Score Entry::do_king_safety(const Position& pos); +template Score Entry::do_king_safety(const Position& pos); } // namespace Pawns