X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=89911e50b69bd848d59bf9ae01c2549112f72f60;hp=3aede5adfa7f111b42ddef9332e9182a5dfba8f5;hb=353e20674b2019094059caaa3567e9a44abe9cd1;hpb=a44c5cf4f77b05a0385c127b7c26cf086a73120e diff --git a/src/pawns.cpp b/src/pawns.cpp index 3aede5ad..7b266e77 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) 2015-2020 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 +18,244 @@ 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) + // Pawn penalties + constexpr Score Backward = S( 9, 24); + constexpr Score BlockedStorm = S(82, 82); + constexpr Score Doubled = S(11, 56); + constexpr Score Isolated = S( 5, 15); + constexpr Score WeakLever = S( 0, 56); + constexpr Score WeakUnopposed = S(13, 27); + + // Connected pawn bonus + constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 }; + + // 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( -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) } }; - // 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) + // 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. Note that UnblockedStorm[0][1-2] accommodate opponent pawn + // on edge, likely blocked by our king. + constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = { + { V( 85), V(-289), V(-166), V(97), V(50), V( 45), V( 50) }, + { V( 46), V( -25), V( 122), V(45), V(37), V(-10), V( 20) }, + { V( -6), V( 51), V( 168), V(34), V(-2), V(-22), V(-14) }, + { V(-15), V( -11), V( 101), V( 4), V(11), V(-15), V(-29) } }; - const Score PawnStructureWeight = S(233, 201); - #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; + constexpr Direction Up = pawn_push(Us); + + Bitboard neighbours, stoppers, support, phalanx, opposed; + Bitboard lever, leverPush, blocked; + Square s; + bool backward, passed, doubled; + Score score = SCORE_ZERO; + const Square* pl = pos.squares(Us); + + Bitboard ourPawns = pos.pieces( Us, PAWN); + Bitboard theirPawns = pos.pieces(Them, PAWN); + + Bitboard doubleAttackThem = pawn_double_attacks_bb(theirPawns); + + e->passedPawns[Us] = 0; + e->kingSquares[Us] = SQ_NONE; + e->pawnAttacks[Us] = e->pawnAttacksSpan[Us] = pawn_attacks_bb(ourPawns); + + // 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)); + + Rank r = relative_rank(Us, s); + + // Flag the pawn + opposed = theirPawns & forward_file_bb(Us, s); + blocked = theirPawns & (s + Up); + stoppers = theirPawns & passed_pawn_span(Us, s); + lever = theirPawns & PawnAttacks[Us][s]; + leverPush = theirPawns & PawnAttacks[Us][s + Up]; + doubled = ourPawns & (s - Up); + neighbours = ourPawns & adjacent_files_bb(s); + phalanx = neighbours & rank_bb(s); + support = neighbours & rank_bb(s - Up); + + e->blockedCount += blocked || more_than_one(leverPush); + + // A pawn is backward when it is behind all pawns of the same color on + // the adjacent files and cannot safely advance. + backward = !(neighbours & forward_ranks_bb(Them, s + Up)) + && (leverPush | blocked); + + // Compute additional span if pawn is not backward nor blocked + if (!backward && !blocked) + e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); + + // A pawn is passed if one of the three following conditions is true: + // (a) there is no stoppers except some levers + // (b) the only stoppers are the leverPush, but we outnumber them + // (c) there is only one front stopper which can be levered. + // (Refined in Evaluation::passed) + passed = !(stoppers ^ lever) + || ( !(stoppers ^ leverPush) + && popcount(phalanx) >= popcount(leverPush)) + || ( stoppers == blocked && r >= RANK_5 + && (shift(support) & ~(theirPawns | doubleAttackThem))); + + passed &= !(forward_file_bb(Us, s) & ourPawns); + + // Passed pawns will be properly scored later in evaluation when we have + // full attack info. + if (passed) + e->passedPawns[Us] |= s; + + // Score this pawn + if (support | phalanx) + { + int v = Connected[r] * (4 + 2 * bool(phalanx) - 2 * bool(opposed) - bool(blocked)) / 2 + + 21 * popcount(support); + + score += make_score(v, v * (r - 2) / 4); + } + + else if (!neighbours) + score -= Isolated + + WeakUnopposed * !opposed; + + else if (backward) + score -= Backward + + WeakUnopposed * !opposed; + + if (!support) + score -= Doubled * doubled + + WeakLever * more_than_one(lever); + } + + return score; } -} +} // namespace -/// 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. +namespace Pawns { -PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const { +/// 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. - Key key = pos.get_pawn_key(); - PawnInfo* pi = probe(key); +Entry* probe(const Position& pos) { - // 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; + Key key = pos.pawn_key(); + Entry* e = pos.this_thread()->pawnsTable[key]; - // 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; + if (e->key == key) + return e; - // 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); + e->key = key; + e->blockedCount = 0; + e->scores[WHITE] = evaluate(pos, e); + e->scores[BLACK] = evaluate(pos, e); - // Evaluate pawns for both colors and weight the result - pi->value = evaluate_pawns(pos, wPawns, bPawns, pi) - - evaluate_pawns(pos, bPawns, wPawns, pi); - - pi->value = apply_weight(pi->value, PawnStructureWeight); - - return pi; + 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) +Score Entry::evaluate_shelter(const Position& pos, Square ksq) { + + constexpr Color Them = ~Us; + + Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq); + Bitboard ourPawns = b & pos.pieces(Us); + Bitboard theirPawns = b & pos.pieces(Them); + + Score bonus = make_score(5, 5); + + File center = Utility::clamp(file_of(ksq), FILE_B, FILE_G); + 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) != 0 - && 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, frontmost_sq(Them, b)) : 0; + + b = theirPawns & file_bb(f); + int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; + + File d = File(edge_distance(f)); + bonus += make_score(ShelterStrength[d][ourRank], 0); + + if (ourRank && (ourRank == theirRank - 1)) + bonus -= BlockedStorm * int(theirRank == RANK_3); + else + bonus -= make_score(UnblockedStorm[d][theirRank], 0); } - return value; + + return bonus; } -/// 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) { - const int Shift = (Us == WHITE ? 8 : -8); + Square ksq = pos.square(Us); + kingSquares[Us] = ksq; + castlingRights[Us] = pos.castling_rights(Us); + auto compare = [](Score a, Score b) { return mg_value(a) < mg_value(b); }; - Bitboard pawns; - int r, shelter = 0; + Score shelter = evaluate_shelter(pos, ksq); - 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]; + // If we can castle use the bonus after castling if it is bigger + + if (pos.can_castle(Us & KING_SIDE)) + shelter = std::max(shelter, evaluate_shelter(pos, relative_square(Us, SQ_G1)), compare); + + if (pos.can_castle(Us & QUEEN_SIDE)) + shelter = std::max(shelter, evaluate_shelter(pos, relative_square(Us, SQ_C1)), compare); + + // In endgame we like to bring our king near our closest pawn + Bitboard pawns = pos.pieces(Us, PAWN); + int minPawnDist = 6; + + if (pawns & PseudoAttacks[KING][ksq]) + minPawnDist = 1; + else while (pawns) + minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns))); + + return shelter - make_score(0, 16 * minPawnDist); } // 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); +template Score Entry::do_king_safety(const Position& pos); + +} // namespace Pawns