X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=80dead4fb5378b00068320139ed59861417b11ab;hp=d5514e2eaea411e474e1802230ac1da2985ec95b;hb=255df4ffae29f4a038c9881c1f2f675e2f21f71e;hpb=5c5af4fa6533e22fb56dd22985cf2b3938efde6c diff --git a/src/pawns.cpp b/src/pawns.cpp index d5514e2e..2378b532 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -1,7 +1,8 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2018 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 @@ -17,225 +18,258 @@ along with this program. If not, see . */ +#include #include #include "bitboard.h" -#include "bitcount.h" #include "pawns.h" #include "position.h" +#include "thread.h" namespace { + #define V Value #define S(mg, eg) make_score(mg, eg) - // Doubled pawn penalty by opposed flag and file - const Score DoubledPawnPenalty[2][8] = { - { 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) }}; - - // Isolated pawn penalty by opposed flag and file - const Score IsolatedPawnPenalty[2][8] = { - { 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) }}; - - // Backward pawn penalty by opposed flag and file - const Score BackwardPawnPenalty[2][8] = { - { 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) }}; - - // Pawn chain membership bonus by file - const Score ChainBonus[8] = { - S(11,-1), S(13,-1), S(13,-1), S(14,-1), - S(14,-1), S(13,-1), S(13,-1), S(11,-1) - }; + // Isolated pawn penalty + constexpr Score Isolated = S(13, 16); + + // Backward pawn penalty + 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 + constexpr Score Doubled = S(13, 40); - // Candidate passed pawn bonus by rank - const Score CandidateBonus[8] = { - S( 0, 0), S( 6, 13), S(6,13), S(14,29), - S(34,68), S(83,166), S(0, 0), S( 0, 0) + // 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) } }; - const Score PawnStructureWeight = S(233, 201); + // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]. + // 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) } } + }; #undef S - - inline Score apply_weight(Score v, Score w) { - return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, - (int(eg_value(v)) * eg_value(w)) / 0x100); + #undef V + + template + Score evaluate(const Position& pos, Pawns::Entry* e) { + + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + + Bitboard b, neighbours, stoppers, doubled, supported, phalanx; + Bitboard lever, leverPush; + Square s; + bool opposed, backward; + Score score = SCORE_ZERO; + const Square* pl = pos.squares(Us); + + Bitboard ourPawns = pos.pieces( Us, PAWN); + Bitboard theirPawns = pos.pieces(Them, PAWN); + + e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0; + e->semiopenFiles[Us] = 0xFF; + e->kingSquares[Us] = SQ_NONE; + 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]; + + // Loop through all pawns of the current color and score each pawn + while ((s = *pl++) != SQ_NONE) + { + assert(pos.piece_on(s) == make_piece(Us, PAWN)); + + File f = file_of(s); + + e->semiopenFiles[Us] &= ~(1 << f); + e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); + + // Flag the pawn + opposed = theirPawns & forward_file_bb(Us, s); + stoppers = theirPawns & passed_pawn_mask(Us, s); + lever = theirPawns & PawnAttacks[Us][s]; + leverPush = theirPawns & PawnAttacks[Us][s + Up]; + doubled = ourPawns & (s - Up); + neighbours = ourPawns & adjacent_files_bb(f); + 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. + 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 + // 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; + + else if ( stoppers == SquareBB[s + Up] + && relative_rank(Us, s) >= RANK_5) + { + b = shift(supported) & ~theirPawns; + while (b) + if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)])) + e->passedPawns[Us] |= s; + } + + // Score this pawn + if (supported | phalanx) + score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)]; + + else if (!neighbours) + score -= Isolated, e->weakUnopposed[Us] += !opposed; + + else if (backward) + score -= Backward, e->weakUnopposed[Us] += !opposed; + + if (doubled && !supported) + score -= Doubled; + } + + return score; } -} +} // namespace + +namespace Pawns { -/// PawnInfoTable::get_pawn_info() takes a position object as input, computes -/// a PawnInfo object, and returns a pointer to it. The result is also stored -/// in an hash table, so we don't have to recompute everything when the same -/// pawn structure occurs again. +/// 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. -PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const { +void init() { - Key key = pos.get_pawn_key(); - PawnInfo* pi = probe(key); + static constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 65, 100, 175, 330 }; - // If pi->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 (pi->key == key) - return pi; + for (int opposed = 0; opposed <= 1; ++opposed) + for (int phalanx = 0; phalanx <= 1; ++phalanx) + for (int support = 0; support <= 2; ++support) + for (Rank r = RANK_2; r < RANK_8; ++r) + { + int v = 17 * support; + v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; + + Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4); + } +} - // Initialize PawnInfo entry - pi->key = key; - pi->passedPawns[WHITE] = pi->passedPawns[BLACK] = 0; - pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE; - pi->halfOpenFiles[WHITE] = pi->halfOpenFiles[BLACK] = 0xFF; - // Calculate pawn attacks - Bitboard wPawns = pos.pieces(PAWN, WHITE); - Bitboard bPawns = pos.pieces(PAWN, BLACK); - pi->pawnAttacks[WHITE] = ((wPawns << 9) & ~FileABB) | ((wPawns << 7) & ~FileHBB); - pi->pawnAttacks[BLACK] = ((bPawns >> 7) & ~FileABB) | ((bPawns >> 9) & ~FileHBB); +/// 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. - // Evaluate pawns for both colors and weight the result - pi->value = evaluate_pawns(pos, wPawns, bPawns, pi) - - evaluate_pawns(pos, bPawns, wPawns, pi); +Entry* probe(const Position& pos) { - pi->value = apply_weight(pi->value, PawnStructureWeight); + Key key = pos.pawn_key(); + Entry* e = pos.this_thread()->pawnsTable[key]; - return pi; + if (e->key == key) + return e; + + e->key = key; + 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; } -/// PawnInfoTable::evaluate_pawns() evaluates each pawn of the given color +/// 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 -Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, - Bitboard theirPawns, PawnInfo* pi) { - - const BitCountType Max15 = CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; - const Color Them = (Us == WHITE ? BLACK : WHITE); - - Bitboard b; - Square s; - File f; - Rank r; - bool passed, isolated, doubled, opposed, chain, backward, candidate; - Score value = SCORE_ZERO; - const Square* pl = pos.piece_list(Us, PAWN); - - // Loop through all pawns of the current color and score each pawn - while ((s = *pl++) != SQ_NONE) +Value Entry::evaluate_shelter(const Position& pos, Square ksq) { + + 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 = (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) { - assert(pos.piece_on(s) == make_piece(Us, PAWN)); - - f = file_of(s); - r = rank_of(s); - - // This file cannot be half open - pi->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). - passed = !(theirPawns & passed_pawn_mask(Us, s)); - doubled = ourPawns & squares_in_front_of(Us, s); - opposed = theirPawns & squares_in_front_of(Us, s); - isolated = !(ourPawns & neighboring_files_bb(f)); - chain = ourPawns & neighboring_files_bb(f) & b; - - // 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 neighboring 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)) - { - // We now know that there are no friendly pawns beside or behind this - // pawn on neighboring files. We now check whether the pawn is - // backward by looking in the forward direction on the neighboring - // files, and seeing whether we meet a friendly or an enemy pawn first. - b = pos.attacks_from(s, Us); - - // 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; - } - - assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns)); - - // 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 neighboring files is higher or equal than the number of - // enemy pawns in the forward direction on the neighboring files. - candidate = !(opposed | passed | backward | isolated) - && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != EmptyBoardBB - && count_1s(b) >= count_1s(attack_span_mask(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 - // pawn on each file is considered a true passed pawn. - if (passed && !doubled) - set_bit(&(pi->passedPawns[Us]), s); - - // Score this pawn - if (isolated) - value -= IsolatedPawnPenalty[opposed][f]; - - if (doubled) - value -= DoubledPawnPenalty[opposed][f]; - - if (backward) - value -= BackwardPawnPenalty[opposed][f]; - - if (chain) - value += ChainBonus[f]; - - if (candidate) - value += CandidateBonus[relative_rank(Us, s)]; + b = ourPawns & file_bb(f); + int ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : 0; + + b = theirPawns & file_bb(f); + int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; + + int d = std::min(f, ~f); + + safety += ShelterStrength[d][ourRank]; + if (ourRank || theirRank) + safety -= StormDanger[ourRank && (ourRank == theirRank - 1) ? BlockedByPawn : UnBlocked][d][theirRank]; } - return value; + + return safety; } -/// PawnInfo::updateShelter() calculates and caches king shelter. It is called -/// only when king square changes, about 20% of total king_shelter() calls. +/// Entry::do_king_safety() calculates a bonus for king safety. It is called only +/// when king square changes, which is about 20% of total king_safety() calls. + template -Score PawnInfo::updateShelter(const Position& pos, Square ksq) { +Score Entry::do_king_safety(const Position& pos, Square ksq) { - const int Shift = (Us == WHITE ? 8 : -8); + kingSquares[Us] = ksq; + castlingRights[Us] = pos.can_castle(Us); + int minKingPawnDistance = 0; - Bitboard pawns; - int r, shelter = 0; + Bitboard pawns = pos.pieces(Us, PAWN); + if (pawns) + while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} - if (relative_rank(Us, ksq) <= RANK_4) - { - pawns = pos.pieces(PAWN, Us) & this_and_neighboring_files_bb(file_of(ksq)); - r = ksq & (7 << 3); - for (int i = 0; i < 3; i++) - { - r += Shift; - shelter += BitCount8Bit[(pawns >> r) & 0xFF] << (6 - i); - } - } - kingSquares[Us] = ksq; - kingShelters[Us] = make_score(shelter, 0); - return kingShelters[Us]; + 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, evaluate_shelter(pos, relative_square(Us, SQ_G1))); + + if (pos.can_castle(MakeCastling::right)) + bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_C1))); + + return make_score(bonus, -16 * minKingPawnDistance); } // Explicit template instantiation -template Score PawnInfo::updateShelter(const Position& pos, Square ksq); -template Score PawnInfo::updateShelter(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, Square ksq); + +} // namespace Pawns