X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=c9c9e5992dbaf83cca00876317e3c3d9456647a1;hp=75b94c19c0d012e1a00e7e3abc98d644afb4072b;hb=c8589903777b6e0289640b43fae966ded442af48;hpb=767c4ad1fc487b72240006c888aaf8c00006cd82
diff --git a/src/pawns.cpp b/src/pawns.cpp
index 75b94c19..c9c9e599 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
@@ -18,7 +18,6 @@
along with this program. If not, see .
*/
-#include
#include
#include "bitboard.h"
@@ -58,10 +57,6 @@ namespace {
{ 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(66), V(6), V(5), V(1), V(15) };
-
#undef S
#undef V
@@ -71,7 +66,7 @@ namespace {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
- Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
+ Bitboard b, neighbours, stoppers, doubled, support, phalanx;
Bitboard lever, leverPush;
Square s;
bool opposed, backward;
@@ -100,13 +95,13 @@ namespace {
// Flag the pawn
opposed = theirPawns & forward_file_bb(Us, s);
- stoppers = theirPawns & passed_pawn_mask(Us, s);
+ 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(f);
phalanx = neighbours & rank_bb(s);
- supported = neighbours & rank_bb(s - Up);
+ support = 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.
@@ -118,22 +113,22 @@ namespace {
// which could become passed after one or two pawn pushes when are
// not attacked more times than defended.
if ( !(stoppers ^ lever ^ leverPush)
- && popcount(supported) >= popcount(lever) - 1
- && popcount(phalanx) >= popcount(leverPush))
+ && (support || !more_than_one(lever))
+ && popcount(phalanx) >= popcount(leverPush))
e->passedPawns[Us] |= s;
- else if ( stoppers == SquareBB[s + Up]
+ else if ( stoppers == square_bb(s + Up)
&& relative_rank(Us, s) >= RANK_5)
{
- b = shift(supported) & ~theirPawns;
+ b = shift(support) & ~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)];
+ if (support | phalanx)
+ score += Connected[opposed][bool(phalanx)][popcount(support)][relative_rank(Us, s)];
else if (!neighbours)
score -= Isolated, e->weakUnopposed[Us] += !opposed;
@@ -141,7 +136,7 @@ namespace {
else if (backward)
score -= Backward, e->weakUnopposed[Us] += !opposed;
- if (doubled && !supported)
+ if (doubled && !support)
score -= Doubled;
}
@@ -189,9 +184,7 @@ Entry* probe(const Position& pos) {
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]));
+ e->passedCount= popcount(e->passedPawns[WHITE] | e->passedPawns[BLACK]);
return e;
}
@@ -214,18 +207,18 @@ Value Entry::evaluate_shelter(const Position& pos, Square ksq) {
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)));
+ File center = clamp(file_of(ksq), FILE_B, FILE_G);
for (File f = File(center - 1); f <= File(center + 1); ++f)
{
b = ourPawns & file_bb(f);
- int ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : 0;
+ Rank ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
b = theirPawns & file_bb(f);
- int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
+ Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
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];
}
@@ -237,10 +230,11 @@ 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);
+ castlingRights[Us] = pos.castling_rights(Us);
int minKingPawnDistance = 0;
Bitboard pawns = pos.pieces(Us, PAWN);
@@ -250,17 +244,17 @@ Score Entry::do_king_safety(const Position& pos, Square ksq) {
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