X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=aa41c2cd8150b6baf86809d8e43832bacd7f2e25;hp=19a37ee3d8b935f05f5ab62077c510e74c26d645;hb=564ed5b38cb2b99e8770ed1c0ceee7c3e769eb0a;hpb=bb751d6c890f5c50c642366d601740366cfae8d0 diff --git a/src/pawns.cpp b/src/pawns.cpp index 19a37ee3..aa41c2cd 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -1,17 +1,18 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) + Copyright (C) 2008-2009 Marco Costalba - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - - Glaurung is distributed in the hope that it will be useful, + + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. - + You should have received a copy of the GNU General Public License along with this program. If not, see . */ @@ -22,8 +23,11 @@ //// #include +#include +#include "bitcount.h" #include "pawns.h" +#include "position.h" //// @@ -34,100 +38,95 @@ namespace { /// Constants and variables - // Doubled pawn penalty by file, middle game. + // 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) + Value(13), Value(20), Value(23), Value(23), + Value(23), Value(23), Value(20), Value(13) }; - // Doubled pawn penalty by file, endgame. + // 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) + Value(43), Value(48), Value(48), Value(48), + Value(48), Value(48), Value(48), Value(43) }; - // Isolated pawn penalty by file, middle game. + // 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) + Value(25), Value(36), Value(40), Value(40), + Value(40), Value(40), Value(36), Value(25) }; - // Isolated pawn penalty by file, endgame. + // 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) + Value(30), Value(35), Value(35), Value(35), + Value(35), Value(35), Value(35), Value(30) }; - // Backward pawn penalty by file, middle game. + // 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) + Value(20), Value(29), Value(33), Value(33), + Value(33), Value(33), Value(29), Value(20) }; - // Backward pawn penalty by file, endgame. + // 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) + Value(28), Value(31), Value(31), Value(31), + Value(31), Value(31), Value(31), Value(28) }; - // Pawn chain membership bonus by file, middle game. + // 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) + Value(11), Value(13), Value(13), Value(14), + Value(14), Value(13), Value(13), Value(11) }; - // Pawn chain membership bonus by file, endgame. + // 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) + Value(-1), Value(-1), Value(-1), Value(-1), + Value(-1), Value(-1), Value(-1), Value(-1) }; - // Candidate passed pawn bonus by rank, middle game. + // 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) + Value( 0), Value( 6), Value(6), Value(14), + Value(34), Value(83), Value(0), Value( 0) }; - // Candidate passed pawn bonus by rank, endgame. + // 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) + Value( 0), Value( 13), Value(13), Value(29), + Value(68), Value(166), Value( 0), Value( 0) }; - // Evaluate pawn storms? - const bool EvaluatePawnStorms = true; - - // Pawn storm tables for positions with opposite castling: + // 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 + 0, 0, 0, 0, 0, 0, 0, 0, + -22,-22,-22,-14,-6, 0, 0, 0, + -6,-10,-10,-10,-6, 0, 0, 0, + 4, 12, 16, 12, 4, 0, 0, 0, + 16, 23, 23, 16, 0, 0, 0, 0, + 23, 31, 31, 23, 0, 0, 0, 0, + 23, 31, 31, 23, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0 }; - + 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 + 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0,-10,-19,-28,-33,-33, + 0, 0, 0,-10,-15,-19,-24,-24, + 0, 0, 0, 0, 1, 1, 1, 1, + 0, 0, 0, 0, 1, 10, 19, 19, + 0, 0, 0, 0, 1, 19, 31, 27, + 0, 0, 0, 0, 0, 22, 31, 22, + 0, 0, 0, 0, 0, 0, 0, 0 }; - // Pawn storm open file bonuses by file: - const int KStormOpenFileBonus[8] = { - 45, 45, 30, 0, 0, 0, 0, 0 - }; + // Pawn storm open file bonuses by file + const int16_t KStormOpenFileBonus[8] = { 31, 31, 18, 0, 0, 0, 0, 0 }; + const int16_t QStormOpenFileBonus[8] = { 0, 0, 0, 0, 0, 26, 42, 26 }; - const int QStormOpenFileBonus[8] = { - 0, 0, 0, 0, 0, 30, 45, 30 - }; + // Pawn storm lever bonuses by file + const int StormLeverBonus[8] = { -8, -8, -13, 0, 0, -13, -8, -8 }; } @@ -139,14 +138,15 @@ namespace { /// Constructor PawnInfoTable::PawnInfoTable(unsigned numOfEntries) { + 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); + if (!entries) + { + std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo)) + << " bytes for pawn hash table." << std::endl; + Application::exit_with_failure(); } - this->clear(); } @@ -157,229 +157,252 @@ PawnInfoTable::~PawnInfoTable() { } -/// PawnInfoTable::clear() clears the pawn hash table by setting all -/// entries to 0. +/// PawnInfo::clear() resets to zero the PawnInfo entry. Note that +/// kingSquares[] is initialized to SQ_NONE instead. + +void PawnInfo::clear() { -void PawnInfoTable::clear() { - memset(entries, 0, size * sizeof(PawnInfo)); + memset(this, 0, sizeof(PawnInfo)); + kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE; } /// PawnInfoTable::get_pawn_info() takes a position object as input, computes -/// a PawnInfo object, and returns a pointer to it. The result is also +/// 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. -PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) { +PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) { + assert(pos.is_ok()); Key key = pos.get_pawn_key(); int index = int(key & (size - 1)); - PawnInfo *pi = entries + index; + 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; + // 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; - // Clear the PawnInfo object, and set the key: + // Clear the PawnInfo object, and set the key pi->clear(); pi->key = key; Value mgValue[2] = {Value(0), Value(0)}; Value egValue[2] = {Value(0), Value(0)}; - // Loop through the pawns for both colors: - for(Color us = WHITE; us <= BLACK; us++) { + // Calculate pawn attacks + pi->pawnAttacks[WHITE] = ((pos.pieces(PAWN, WHITE) << 9) & ~FileABB) | ((pos.pieces(PAWN, WHITE) << 7) & ~FileHBB); + pi->pawnAttacks[BLACK] = ((pos.pieces(PAWN, BLACK) >> 7) & ~FileABB) | ((pos.pieces(PAWN, BLACK) >> 9) & ~FileHBB); + + // Loop through the pawns for both colors + for (Color us = WHITE; us <= BLACK; us++) + { Color them = opposite_color(us); - Bitboard ourPawns = pos.pawns(us); - Bitboard theirPawns = pos.pawns(them); + Bitboard ourPawns = pos.pieces(PAWN, us); + Bitboard theirPawns = pos.pieces(PAWN, them); Bitboard pawns = ourPawns; - // Initialize pawn storm scores by giving bonuses for open files: - if(EvaluatePawnStorms) - 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]; + // Initialize pawn storm scores by giving bonuses for open files + for (File f = FILE_A; f <= FILE_H; f++) + if (!(pawns & file_bb(f))) + { + pi->ksStormValue[us] += KStormOpenFileBonus[f]; + pi->qsStormValue[us] += QStormOpenFileBonus[f]; + pi->halfOpenFiles[us] |= (1 << f); } - // Loop through all pawns of the current color and score each pawn: - while(pawns) { - Square s = pop_1st_bit(&pawns); - File f = square_file(s); - Rank r = square_rank(s); - bool passed, doubled, isolated, backward, chain, candidate; - int bonus; - - assert(pos.piece_on(s) == pawn_of_color(us)); + // Loop through all pawns of the current color and score each pawn + while (pawns) + { + Square s = pop_1st_bit(&pawns); + File f = square_file(s); + Rank r = square_rank(s); - // The file containing the pawn is not half open: - pi->halfOpenFiles[us] &= ~(1 << f); + assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN)); - // 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); + // Passed, isolated or doubled pawn? + bool passed = Position::pawn_is_passed(theirPawns, us, s); + bool isolated = Position::pawn_is_isolated(ourPawns, s); + bool doubled = Position::pawn_is_doubled(ourPawns, us, s); - if(EvaluatePawnStorms) { // We calculate kingside and queenside pawn storm - // scores for both colors. These are used when evaluating + // 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[]). This score is increased if - // there are enemy pawns on adjacent files in front of the pawn. - // This is because we want to be able to open files against the - // enemy king, and to avoid blocking the pawn structure (e.g. white - // pawns on h6, g5, black pawns on h7, g6, f7). - - // Kingside pawn storms: - bonus = KStormTable[relative_square(us, s)]; - if(bonus > 0 && outpost_mask(us, s) & theirPawns) { - switch(f) { - - case FILE_F: - bonus += bonus / 4; - break; - - case FILE_G: - bonus += bonus / 2 + bonus / 4; - break; - - case FILE_H: - bonus += bonus / 2; - break; - - default: - break; - } + // (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 + int 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; - // Queenside pawn storms: + // Queenside pawn storms bonus = QStormTable[relative_square(us, s)]; - if(bonus > 0 && passed_pawn_mask(us, s) & theirPawns) { - switch(f) { - - case FILE_A: - bonus += bonus / 2; - break; + 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; - case FILE_B: - bonus += bonus / 2 + bonus / 4; - break; + // 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. + bool chain = ourPawns + & neighboring_files_bb(f) + & (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1))); - case FILE_C: - bonus += bonus / 2; - break; + // 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. + + bool backward; + if ( (passed | isolated | chain) + || (ourPawns & behind_bb(us, r) & neighboring_files_bb(f)) + || (pos.attacks_from(s, us) & theirPawns)) + 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 = pos.attacks_from(s, us); + if (us == WHITE) + { + for ( ; !(b & (ourPawns | theirPawns)); b <<= 8); + backward = (b | (b << 8)) & theirPawns; + } + else + { + for ( ; !(b & (ourPawns | theirPawns)); b >>= 8); + backward = (b | (b >> 8)) & theirPawns; + } + } - default: - break; - } + // Test for candidate passed pawn + bool candidate; + candidate = !passed + && !(theirPawns & file_bb(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))) + passed = false; + + // Score this pawn + if (passed) + set_bit(&(pi->passedPawns), s); + + if (isolated) + { + mgValue[us] -= IsolatedPawnMidgamePenalty[f]; + egValue[us] -= IsolatedPawnEndgamePenalty[f]; + if (!(theirPawns & file_bb(f))) + { + mgValue[us] -= IsolatedPawnMidgamePenalty[f] / 2; + egValue[us] -= IsolatedPawnEndgamePenalty[f] / 2; + } } - pi->qsStormValue[us] += bonus; - } - - // Member of a pawn chain? 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 = (us == WHITE)? - (ourPawns & neighboring_files_bb(f) & (rank_bb(r) | rank_bb(r-1))) : - (ourPawns & neighboring_files_bb(f) & (rank_bb(r) | rank_bb(r+1))); - - - // Test for backward pawn. - - // If the pawn is isolated, passed, or member of a pawn chain, it cannot - // be backward: - if(passed || isolated || chain) - backward = false; - // If the pawn can capture an enemy pawn, it's not backward: - else if(pos.pawn_attacks(us, s) & theirPawns) - backward = false; - // Check for friendly pawns behind on neighboring files: - else if(ourPawns & in_front_bb(them, r) & neighboring_files_bb(f)) - backward = false; - else { - // We now know that there is 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; + if (doubled) + { + mgValue[us] -= DoubledPawnMidgamePenalty[f]; + egValue[us] -= DoubledPawnEndgamePenalty[f]; } - else { - for(b=pos.pawn_attacks(us, s); !(b&(ourPawns|theirPawns)); b>>=8); - backward = (b | (b >> 8)) & theirPawns; + if (backward) + { + mgValue[us] -= BackwardPawnMidgamePenalty[f]; + egValue[us] -= BackwardPawnEndgamePenalty[f]; + if (!(theirPawns & file_bb(f))) + { + mgValue[us] -= BackwardPawnMidgamePenalty[f] / 2; + egValue[us] -= BackwardPawnEndgamePenalty[f] / 2; + } } - } - - // Test for candidate passed pawn. - candidate = - (!passed && pos.file_is_half_open(them, f) && - count_1s_max_15(neighboring_files_bb(f) - & (in_front_bb(them, 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; - } - - // 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 (chain) + { + mgValue[us] += ChainMidgameBonus[f]; + egValue[us] += ChainEndgameBonus[f]; } - } - 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 (candidate) + { + mgValue[us] += CandidateMidgameBonus[relative_rank(us, s)]; + egValue[us] += CandidateEndgameBonus[relative_rank(us, s)]; } - } - if(chain) { - mv += ChainMidgameBonus[f]; - ev += ChainEndgameBonus[f]; - } - if(candidate) { - mv += CandidateMidgameBonus[pawn_rank(us, s)]; - ev += CandidateEndgameBonus[pawn_rank(us, s)]; - } - - mgValue[us] += mv; - egValue[us] += ev; - - // 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) pi->mgValue = int16_t(mgValue[WHITE] - mgValue[BLACK]); pi->egValue = int16_t(egValue[WHITE] - egValue[BLACK]); - return pi; } + + +/// PawnInfo::updateShelter calculates and caches king shelter. It is called +/// only when king square changes, about 20% of total get_king_shelter() calls. +int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) { + + unsigned shelter = 0; + Bitboard pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq); + unsigned r = ksq & (7 << 3); + for (int i = 1, k = (c ? -8 : 8); i < 4; i++) + { + r += k; + shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i); + } + kingSquares[c] = ksq; + kingShelters[c] = shelter; + return shelter; +}