X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=ca4156dac522d76eefee8919bad2d9ab5ecf2724;hp=b034f478bede4e4456bd4ee3c741992c2ef6ef5d;hb=d232a4ae684eccd829fd703a1872c1e0e17aaee9;hpb=a2cdb6e5d2b33deedfe09baa43708151c45c802a diff --git a/src/pawns.cpp b/src/pawns.cpp index b034f478..ca4156da 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -18,6 +18,7 @@ along with this program. If not, see . */ +#include #include #include "bitboard.h" @@ -31,12 +32,15 @@ namespace { #define S(mg, eg) make_score(mg, eg) // Pawn penalties - constexpr Score Backward = S( 9, 24); - constexpr Score Doubled = S(11, 56); - constexpr Score Isolated = S( 5, 15); + 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, 13, 17, 24, 59, 96, 171 }; + 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. @@ -49,12 +53,13 @@ namespace { // 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. + // 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( 89), V(107), V(123), V(93), V(57), V( 45), V( 51) }, - { V( 44), V(-18), V(123), V(46), V(39), V( -7), V( 23) }, - { V( 4), V( 52), V(162), V(37), V( 7), V(-14), V( -2) }, - { V(-10), V(-14), V( 90), V(15), V( 2), V( -7), V(-16) } + { V( 89), V(-285), V(-185), V(93), V(57), V( 45), V( 51) }, + { V( 44), V( -18), V( 123), V(46), V(39), V( -7), V( 23) }, + { V( 4), V( 52), V( 162), V(37), V( 7), V(-14), V( -2) }, + { V(-10), V( -14), V( 90), V(15), V( 2), V( -7), V(-16) } }; #undef S @@ -66,32 +71,29 @@ namespace { constexpr Color Them = (Us == WHITE ? BLACK : WHITE); constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); - Bitboard b, neighbours, stoppers, doubled, support, phalanx; + Bitboard neighbours, stoppers, support, phalanx; Bitboard lever, leverPush; Square s; - bool opposed, backward; + bool opposed, 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); - 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]; + Bitboard doubleAttackThem = pawn_double_attacks_bb(theirPawns); + + e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0; + e->kingSquares[Us] = SQ_NONE; + e->pawnAttacks[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)); - File f = file_of(s); Rank r = relative_rank(Us, s); - e->semiopenFiles[Us] &= ~(1 << f); e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); // Flag the pawn @@ -100,47 +102,49 @@ namespace { lever = theirPawns & PawnAttacks[Us][s]; leverPush = theirPawns & PawnAttacks[Us][s + Up]; doubled = ourPawns & (s - Up); - neighbours = ourPawns & adjacent_files_bb(f); + neighbours = ourPawns & adjacent_files_bb(s); phalanx = neighbours & rank_bb(s); 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. - backward = !(ourPawns & pawn_attack_span(Them, s + Up)) + // A pawn is backward when it is behind all pawns of the same color on + // the adjacent files and cannot safely advance. Phalanx and isolated + // pawns will be excluded when the pawn is scored. + backward = !(neighbours & forward_ranks_bb(Them, s)) && (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) - && (support || !more_than_one(lever)) - && popcount(phalanx) >= popcount(leverPush)) + // 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. + passed = !(stoppers ^ lever) + || ( !(stoppers ^ leverPush) + && popcount(phalanx) >= popcount(leverPush)) + || ( stoppers == square_bb(s + Up) && r >= RANK_5 + && (shift(support) & ~(theirPawns | doubleAttackThem))); + + // Passed pawns will be properly scored later in evaluation when we have + // full attack info. + if (passed) e->passedPawns[Us] |= s; - else if (stoppers == square_bb(s + Up) && r >= RANK_5) - { - b = shift(support) & ~theirPawns; - while (b) - if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)])) - e->passedPawns[Us] |= s; - } - // Score this pawn if (support | phalanx) { - int v = (phalanx ? 3 : 2) * Connected[r]; - v = 17 * popcount(support) + (v >> (opposed + 1)); + int v = Connected[r] * (2 + bool(phalanx) - opposed) + + 17 * popcount(support); + score += make_score(v, v * (r - 2) / 4); } + else if (!neighbours) - score -= Isolated, e->weakUnopposed[Us] += !opposed; + score -= Isolated + WeakUnopposed * !opposed; else if (backward) - score -= Backward, e->weakUnopposed[Us] += !opposed; + score -= Backward + WeakUnopposed * !opposed; - if (doubled && !support) - score -= Doubled; + if (!support) + score -= Doubled * doubled + + WeakLever * more_than_one(lever); } return score; @@ -166,7 +170,6 @@ Entry* probe(const Position& pos) { e->key = key; e->scores[WHITE] = evaluate(pos, e); e->scores[BLACK] = evaluate(pos, e); - e->passedCount= popcount(e->passedPawns[WHITE] | e->passedPawns[BLACK]); return e; } @@ -176,35 +179,35 @@ Entry* probe(const Position& pos) { /// penalty for a king, looking at the king file and the two closest files. template -Value Entry::evaluate_shelter(const Position& pos, Square ksq) { +Score Entry::evaluate_shelter(const Position& pos, Square ksq) { - constexpr Color Them = (Us == WHITE ? BLACK : WHITE); - constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); - constexpr Bitboard BlockRanks = (Us == WHITE ? Rank1BB | Rank2BB : Rank8BB | Rank7BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq); Bitboard ourPawns = b & pos.pieces(Us); Bitboard theirPawns = b & pos.pieces(Them); - Value safety = (shift(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) ? - Value(374) : Value(5); + Score bonus = make_score(5, 5); 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); - Rank ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; + int ourRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; b = theirPawns & file_bb(f); - Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; + int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; - int d = std::min(f, ~f); - safety += ShelterStrength[d][ourRank]; - safety -= (ourRank && (ourRank == theirRank - 1)) ? 66 * (theirRank == RANK_3) - : UnblockedStorm[d][theirRank]; + File d = map_to_queenside(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 safety; + return bonus; } @@ -217,22 +220,32 @@ Score Entry::do_king_safety(const Position& pos) { Square ksq = pos.square(Us); kingSquares[Us] = ksq; castlingRights[Us] = pos.castling_rights(Us); - int minKingPawnDistance = 0; - Bitboard pawns = pos.pieces(Us, PAWN); - if (pawns) - while (!(DistanceRingBB[ksq][++minKingPawnDistance] & pawns)) {} + Score shelters[3] = { evaluate_shelter(pos, ksq), + make_score(-VALUE_INFINITE, 0), + make_score(-VALUE_INFINITE, 0) }; + + // If we can castle use the bonus after castling if it is bigger + if (pos.can_castle(Us & KING_SIDE)) + shelters[1] = evaluate_shelter(pos, relative_square(Us, SQ_G1)); - Value bonus = evaluate_shelter(pos, ksq); + if (pos.can_castle(Us & QUEEN_SIDE)) + shelters[2] = evaluate_shelter(pos, relative_square(Us, SQ_C1)); - // If we can castle use the bonus after the castling if it is bigger - if (pos.can_castle(Us | KING_SIDE)) - bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_G1))); + for (int i : {1, 2}) + if (mg_value(shelters[i]) > mg_value(shelters[0])) + shelters[0] = shelters[i]; + + // In endgame we like to bring our king near our closest pawn + Bitboard pawns = pos.pieces(Us, PAWN); + int minPawnDist = pawns ? 8 : 0; - if (pos.can_castle(Us | QUEEN_SIDE)) - bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_C1))); + if (pawns & PseudoAttacks[KING][ksq]) + minPawnDist = 1; + else while (pawns) + minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns))); - return make_score(bonus, -16 * minKingPawnDistance); + return shelters[0] - make_score(0, 16 * minPawnDist); } // Explicit template instantiation