X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=9f0d50c053027e00dff7d34f97d213ef239e2597;hp=b9d112f08c5e95772f0bf70437801df48a4daa5e;hb=158014b39d69eaaf791d4913b98ffde5c4d7a874;hpb=320630ca1ab2792c31604ceca3e052159699b9b8 diff --git a/src/pawns.cpp b/src/pawns.cpp index b9d112f0..9f0d50c0 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 Marco Costalba + Copyright (C) 2008-2012 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 @@ -17,380 +17,270 @@ along with this program. If not, see . */ - -//// -//// Includes -//// - #include -#include +#include "bitboard.h" +#include "bitcount.h" #include "pawns.h" #include "position.h" - -//// -//// Local definitions -//// - namespace { - /// Constants and variables - - // Doubled pawn penalty by file, middle game. - const Value DoubledPawnMidgamePenalty[8] = { - Value(20), Value(30), Value(34), Value(34), - Value(34), Value(34), Value(30), Value(20) + #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) }}; + + // Isolated pawn penalty by opposed flag and file + const Score IsolatedPawnPenalty[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) }}; + + // Backward pawn penalty by opposed flag and file + const Score BackwardPawnPenalty[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) }}; + + // 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) }; - // Doubled pawn penalty by file, endgame. - const Value DoubledPawnEndgamePenalty[8] = { - Value(35), Value(40), Value(40), Value(40), - Value(40), Value(40), Value(40), Value(35) + // Candidate passed pawn bonus by rank + const Score CandidateBonus[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) }; - // Isolated pawn penalty by file, middle game. - const Value IsolatedPawnMidgamePenalty[8] = { - Value(20), Value(30), Value(34), Value(34), - Value(34), Value(34), Value(30), Value(20) - }; + const Score PawnStructureWeight = S(233, 201); - // Isolated pawn penalty by file, endgame. - const Value IsolatedPawnEndgamePenalty[8] = { - Value(35), Value(40), Value(40), Value(40), - Value(40), Value(40), Value(40), Value(35) - }; + // 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) } }; - // Backward pawn penalty by file, middle game. - const Value BackwardPawnMidgamePenalty[8] = { - Value(16), Value(24), Value(27), Value(27), - Value(27), Value(27), Value(24), Value(16) - }; + // 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) } }; - // Backward pawn penalty by file, endgame. - const Value BackwardPawnEndgamePenalty[8] = { - Value(28), Value(32), Value(32), Value(32), - Value(32), Value(32), Value(32), Value(28) - }; + // 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. + const Value MaxSafetyBonus = V(263); - // Pawn chain membership bonus by file, middle game. - const Value ChainMidgameBonus[8] = { - Value(14), Value(16), Value(17), Value(18), - Value(18), Value(17), Value(16), Value(14) - }; + #undef S + #undef V - // Pawn chain membership bonus by file, endgame. - const Value ChainEndgameBonus[8] = { - Value(16), Value(16), Value(16), Value(16), - Value(16), Value(16), Value(16), Value(16) - }; + template + Score evaluate_pawns(const Position& pos, Bitboard ourPawns, + Bitboard theirPawns, Pawns::Entry* e) { - // Candidate passed pawn bonus by rank, middle game. - const Value CandidateMidgameBonus[8] = { - Value( 0), Value(12), Value(12), Value(20), - Value(40), Value(90), Value( 0), Value( 0) - }; + const Color Them = (Us == WHITE ? BLACK : WHITE); - // Candidate passed pawn bonus by rank, endgame. - const Value CandidateEndgameBonus[8] = { - Value( 0), Value(24), Value(24), Value(40), - Value(80), Value(180), Value(0), Value( 0) - }; + 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); - // Pawn storm tables for positions with opposite castling: - const int QStormTable[64] = { - 0, 0, 0, 0, 0, 0, 0, 0, - -22,-22,-22,-13,-4, 0, 0, 0, - -4, -9, -9, -9,-4, 0, 0, 0, - 9, 18, 22, 18, 9, 0, 0, 0, - 22, 31, 31, 22, 0, 0, 0, 0, - 31, 40, 40, 31, 0, 0, 0, 0, - 31, 40, 40, 31, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0 - }; + // 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)); - const int KStormTable[64] = { - 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0,-4,-13,-22,-27,-27, - 0, 0, 0,-4, -9,-13,-18,-18, - 0, 0, 0, 0, 9, 9, 9, 9, - 0, 0, 0, 0, 9, 18, 27, 27, - 0, 0, 0, 0, 9, 27, 40, 36, - 0, 0, 0, 0, 0, 31, 40, 31, - 0, 0, 0, 0, 0, 0, 0, 0 - }; + f = file_of(s); + r = rank_of(s); - // Pawn storm open file bonuses by file - const int KStormOpenFileBonus[8] = { 45, 45, 30, 0, 0, 0, 0, 0 }; - const int QStormOpenFileBonus[8] = { 0, 0, 0, 0, 0, 30, 45, 30 }; + // This file cannot be half open + e->halfOpenFiles[Us] &= ~(1 << f); - // Pawn storm lever bonuses by file - const int StormLeverBonus[8] = { 20, 20, 10, 0, 0, 10, 20, 20 }; + // 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)) + { + // 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); + // 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; -//// -//// Functions -//// + // 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; + } -/// Constructor + assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns)); -PawnInfoTable::PawnInfoTable(unsigned numOfEntries) { + // 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 + // 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); - size = numOfEntries; - entries = new PawnInfo[size]; - if (entries == NULL) - { - std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo)) - << " bytes for pawn hash table." << std::endl; - exit(EXIT_FAILURE); + // 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) + e->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)]; + } + + return value; } - clear(); } +namespace Pawns { -/// Destructor +/// 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. -PawnInfoTable::~PawnInfoTable() { - delete [] entries; -} +Entry* probe(const Position& pos, Table& entries) { + Key key = pos.pawn_key(); + Entry* e = entries[key]; -/// PawnInfoTable::clear() clears the pawn hash table by setting all -/// entries to 0. + // 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; -void PawnInfoTable::clear() { - memset(entries, 0, size * sizeof(PawnInfo)); -} + 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); -/// 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 a hash table, so we don't have to recompute everything when -/// the same pawn structure occurs again. + e->value = evaluate_pawns(pos, wPawns, bPawns, e) + - evaluate_pawns(pos, bPawns, wPawns, e); -PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) { + e->value = apply_weight(e->value, PawnStructureWeight); - assert(pos.is_ok()); + return e; +} - Key key = pos.get_pawn_key(); - int index = int(key & (size - 1)); - PawnInfo *pi = entries + index; - // 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; +/// Entry::shelter_storm() calculates shelter and storm penalties for the file +/// the king is on, as well as the two adjacent files. - // Clear the PawnInfo object, and set the key - pi->clear(); - pi->key = key; +template +Value Entry::shelter_storm(const Position& pos, Square ksq) { - Value mgValue[2] = {Value(0), Value(0)}; - Value egValue[2] = {Value(0), Value(0)}; + const Color Them = (Us == WHITE ? BLACK : WHITE); - // Loop through the pawns for both colors - for (Color us = WHITE; us <= BLACK; us++) + 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 theirPawns = b & pos.pieces(Them); + Rank rkUs, rkThem; + File kf = file_of(ksq); + + kf = (kf == FILE_A) ? kf++ : (kf == FILE_H) ? kf-- : kf; + + for (int f = kf - 1; f <= kf + 1; f++) { - Color them = opposite_color(us); - Bitboard ourPawns = pos.pawns(us); - Bitboard theirPawns = pos.pawns(them); - Bitboard pawns = ourPawns; - int bonus; - - // Initialize pawn storm scores by giving bonuses for open files - for (File f = FILE_A; f <= FILE_H; f++) - if (pos.file_is_half_open(us, f)) - { - pi->ksStormValue[us] += KStormOpenFileBonus[f]; - pi->qsStormValue[us] += QStormOpenFileBonus[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]; + } - // Loop through all pawns of the current color and score each pawn - while (pawns) - { - bool passed, doubled, isolated, backward, chain, candidate; - Square s = pop_1st_bit(&pawns); - File f = square_file(s); - Rank r = square_rank(s); - - assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN)); - - // The file containing the pawn is not half open - pi->halfOpenFiles[us] &= ~(1 << f); - - // Passed, isolated or doubled pawn? - passed = pos.pawn_is_passed(us, s); - isolated = pos.pawn_is_isolated(us, s); - doubled = pos.pawn_is_doubled(us, s); - - // We calculate kingside and queenside pawn storm - // scores for both colors. These are used when evaluating - // middle game positions with opposite side castling. - // - // Each pawn is given a base score given by a piece square table - // (KStormTable[] or QStormTable[]). Pawns which seem to have good - // chances of creating an open file by exchanging itself against an - // enemy pawn on an adjacent file gets an additional bonus. - - // Kingside pawn storms - bonus = KStormTable[relative_square(us, s)]; - if (f >= FILE_F) - { - Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB); - while (b) - { - Square s2 = pop_1st_bit(&b); - if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2))) - { - // The enemy pawn has no pawn beside itself, which makes it - // particularly vulnerable. Big bonus, especially against a - // weakness on the rook file. - if (square_file(s2) == FILE_H) - bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2); - else - bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2); - } else - // There is at least one enemy pawn beside the enemy pawn we look - // at, which means that the pawn has somewhat better chances of - // defending itself by advancing. Smaller bonus. - bonus += StormLeverBonus[f] - 2*square_distance(s, s2); - } - } - pi->ksStormValue[us] += bonus; + return safety; +} - // Queenside pawn storms - bonus = QStormTable[relative_square(us, s)]; - if (f <= FILE_C) - { - Bitboard b = outpost_mask(us, s) & theirPawns & (FileABB | FileBBB | FileCBB); - while (b) - { - Square s2 = pop_1st_bit(&b); - if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2))) - { - // The enemy pawn has no pawn beside itself, which makes it - // particularly vulnerable. Big bonus, especially against a - // weakness on the rook file. - if (square_file(s2) == FILE_A) - bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2); - else - bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2); - } else - // There is at least one enemy pawn beside the enemy pawn we look - // at, which means that the pawn has somewhat better chances of - // defending itself by advancing. Smaller bonus. - bonus += StormLeverBonus[f] - 4*square_distance(s, s2); - } - } - pi->qsStormValue[us] += bonus; - // Member of a pawn chain (but not the backward one)? We could speed up - // the test a little by introducing an array of masks indexed by color - // and square for doing the test, but because everything is hashed, - // it probably won't make any noticable difference. - chain = ourPawns - & neighboring_files_bb(f) - & (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1))); +/// 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. - // Test for backward pawn - // - // If the pawn is passed, isolated, or member of a pawn chain - // it cannot be backward. If can capture an enemy pawn or if - // there are friendly pawns behind on neighboring files it cannot - // be backward either. - if ( passed - || isolated - || chain - || (pos.pawn_attacks(us, s) & theirPawns) - || (ourPawns & behind_bb(us, r) & neighboring_files_bb(f))) - backward = false; - else - { - // 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. - Bitboard b; - if (us == WHITE) - { - for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b <<= 8); - backward = (b | (b << 8)) & theirPawns; - } - else - { - for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b >>= 8); - backward = (b | (b >> 8)) & theirPawns; - } - } +template +Score Entry::update_safety(const Position& pos, Square ksq) { - // Test for candidate passed pawn - candidate = !passed - && pos.file_is_half_open(them, f) - && ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns) - - count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns) - >= 0); - - // In order to prevent doubled passed pawns from receiving a too big - // bonus, only the frontmost passed pawn on each file is considered as - // a true passed pawn. - if (passed && (ourPawns & squares_in_front_of(us, s))) - { - // candidate = true; - passed = false; - } + kingSquares[Us] = ksq; + castleRights[Us] = pos.can_castle(Us); + minKPdistance[Us] = 0; - // Score this pawn - Value mv = Value(0), ev = Value(0); - if (isolated) - { - mv -= IsolatedPawnMidgamePenalty[f]; - ev -= IsolatedPawnEndgamePenalty[f]; - if (pos.file_is_half_open(them, f)) - { - mv -= IsolatedPawnMidgamePenalty[f] / 2; - ev -= IsolatedPawnEndgamePenalty[f] / 2; - } - } - if (doubled) - { - mv -= DoubledPawnMidgamePenalty[f]; - ev -= DoubledPawnEndgamePenalty[f]; - } - if (backward) - { - mv -= BackwardPawnMidgamePenalty[f]; - ev -= BackwardPawnEndgamePenalty[f]; - if (pos.file_is_half_open(them, f)) - { - mv -= BackwardPawnMidgamePenalty[f] / 2; - ev -= BackwardPawnEndgamePenalty[f] / 2; - } - } - if (chain) - { - mv += ChainMidgameBonus[f]; - ev += ChainEndgameBonus[f]; - } - if (candidate) - { - mv += CandidateMidgameBonus[relative_rank(us, s)]; - ev += CandidateEndgameBonus[relative_rank(us, s)]; - } + Bitboard pawns = pos.pieces(Us, PAWN); + if (pawns) + while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {} - mgValue[us] += mv; - egValue[us] += ev; + if (relative_rank(Us, ksq) > RANK_4) + return kingSafety[Us] = make_score(0, -16 * minKPdistance[Us]); - // If the pawn is passed, set the square of the pawn in the passedPawns - // bitboard - if (passed) - set_bit(&(pi->passedPawns), s); - } // while(pawns) - } // for(colors) + Value bonus = shelter_storm(pos, ksq); - pi->mgValue = int16_t(mgValue[WHITE] - mgValue[BLACK]); - pi->egValue = int16_t(egValue[WHITE] - egValue[BLACK]); - return pi; + // If we can castle use the bonus after the castle if is bigger + if (pos.can_castle(make_castle_right(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))) + bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); + + return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]); } + +// Explicit template instantiation +template Score Entry::update_safety(const Position& pos, Square ksq); +template Score Entry::update_safety(const Position& pos, Square ksq); + +} // namespace Pawns