X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=ca9c302322be35fcc8383cd9f3b925691888fdf9;hp=032b637e6a7680408ea039d4a591bc9cc2f417e0;hb=cb4bda0f4974c75733c41b15bff7624a65e6cee1;hpb=a7592e69d728ac839f098f2ba17285c998a95839 diff --git a/src/pawns.cpp b/src/pawns.cpp index 032b637e..ca9c3023 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -2,6 +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 Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -21,7 +22,6 @@ #include #include "bitboard.h" -#include "bitcount.h" #include "pawns.h" #include "position.h" #include "thread.h" @@ -31,65 +31,44 @@ namespace { #define V Value #define S(mg, eg) make_score(mg, eg) - // Doubled pawn penalty by file - const Score Doubled[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) }; - - // Isolated pawn penalty by opposed flag and file - const Score Isolated[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 Backward[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) } }; - - // Connected pawn bonus by opposed, phalanx flags and rank - Score Connected[2][2][RANK_NB]; - - // Levers bonus by rank - const Score Lever[RANK_NB] = { - S( 0, 0), S( 0, 0), S(0, 0), S(0, 0), - S(20,20), S(40,40), S(0, 0), S(0, 0) }; - - // Unsupported pawn penalty - const Score UnsupportedPawnPenalty = S(20, 10); - - // Weakness of our pawn shelter in front of the king by [distance from edge][rank] - const Value ShelterWeakness[][RANK_NB] = { - { V( 99), V(23), V(24), V(54), V(85), V( 93), V(107) }, - { V(119), V( 2), V(28), V(72), V(96), V(104), V(114) }, - { V(103), V( 6), V(47), V(74), V(84), V(103), V( 94) }, - { V( 78), V(10), V(41), V(64), V(88), V( 92), V(115) } }; - - // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] - const Value StormDanger[][4][RANK_NB] = { - { { V( 0), V( 65), V( 125), V(37), V(30) }, - { V( 0), V( 57), V( 136), V(39), V(24) }, - { V( 0), V( 50), V( 114), V(45), V(29) }, - { V( 0), V( 58), V( 129), V(56), V(34) } }, - { { V(20), V( 45), V( 91), V(47), V(20) }, - { V(25), V( 23), V( 105), V(38), V(14) }, - { V(21), V( 37), V( 99), V(35), V(21) }, - { V(30), V( 18), V( 105), V(38), V(28) } }, - { { V( 0), V( 0), V( 81), V(13), V( 4) }, - { V( 0), V( 0), V( 169), V(30), V( 4) }, - { V( 0), V( 0), V( 166), V(24), V( 6) }, - { V( 0), V( 0), V( 164), V(24), V(11) } }, - { { V( 0), V(-289), V(-297), V(57), V(29) }, - { V( 0), V( 66), V( 136), V(43), V(16) }, - { V( 0), V( 66), V( 141), V(50), V(31) }, - { V( 0), V( 63), V( 126), V(52), V(23) } } }; - - // Max bonus for king safety. Corresponds to start position with all the pawns - // in front of the king and no enemy pawn on the horizon. - const Value MaxSafetyBonus = V(252); + // Isolated pawn penalty + constexpr Score Isolated = S(13, 18); + + // Backward pawn penalty + constexpr Score Backward = S(24, 12); + + // Connected pawn bonus by opposed, phalanx, #support and rank + Score Connected[2][2][3][RANK_NB]; + + // Doubled pawn penalty + constexpr Score Doubled = S(18, 38); + + // 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( -9), V(64), V(77), V( 44), V( 4), V( -1), V(-11) }, + { V(-15), V(83), V(51), V(-10), V( 1), V(-10), V(-28) }, + { V(-18), V(84), V(27), V(-12), V(21), V( -7), V(-36) }, + { V( 12), V(79), V(25), V( 19), V( 9), V( -6), V(-33) } + }; + + // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]. + // For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has + // no pawn on the given file, or their pawn is behind our king. + constexpr Value StormDanger[][4][RANK_NB] = { + { { V( 4), V( 73), V( 132), V(46), V(31) }, // Unopposed + { V( 1), V( 64), V( 143), V(26), V(13) }, + { V( 1), V( 47), V( 110), V(44), V(24) }, + { V( 0), V( 72), V( 127), V(50), V(31) } }, + { { V( 0), V( 0), V( 19), V(23), V( 1) }, // BlockedByPawn + { V( 0), V( 0), V( 88), V(27), V( 2) }, + { V( 0), V( 0), V( 101), V(16), V( 1) }, + { V( 0), V( 0), V( 111), V(22), V(15) } }, + { { V(22), V( 45), V( 104), V(62), V( 6) }, // Unblocked + { V(31), V( 30), V( 99), V(39), V(19) }, + { V(23), V( 29), V( 96), V(41), V(15) }, + { V(21), V( 23), V( 116), V(41), V(15) } } + }; #undef S #undef V @@ -97,26 +76,24 @@ namespace { template Score evaluate(const Position& pos, Pawns::Entry* e) { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square Up = (Us == WHITE ? DELTA_N : DELTA_S); - const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); - const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); - Bitboard b, p, doubled, connected; + Bitboard b, neighbours, stoppers, doubled, supported, phalanx; + Bitboard lever, leverPush; Square s; - bool passed, isolated, opposed, phalanx, backward, unsupported, lever; + bool opposed, backward; Score score = SCORE_ZERO; - const Square* pl = pos.list(Us); - const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)]; + const Square* pl = pos.squares(Us); - Bitboard ourPawns = pos.pieces(Us , PAWN); + Bitboard ourPawns = pos.pieces( Us, PAWN); Bitboard theirPawns = pos.pieces(Them, PAWN); - e->passedPawns[Us] = 0; - e->kingSquares[Us] = SQ_NONE; + e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0; e->semiopenFiles[Us] = 0xFF; - e->pawnAttacks[Us] = shift_bb(ourPawns) | shift_bb(ourPawns); - e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares); + 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]; // Loop through all pawns of the current color and score each pawn @@ -126,75 +103,57 @@ namespace { File f = file_of(s); - // This file cannot be semi-open - e->semiopenFiles[Us] &= ~(1 << f); - - // Previous rank - p = rank_bb(s - pawn_push(Us)); - - // Flag the pawn as passed, isolated, doubled, - // unsupported or connected (but not the backward one). - connected = ourPawns & adjacent_files_bb(f) & (rank_bb(s) | p); - phalanx = connected & rank_bb(s); - unsupported = !(ourPawns & adjacent_files_bb(f) & p); - 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)); - lever = theirPawns & pawnAttacksBB[s]; - - // Test for backward pawn. - // If the pawn is passed, isolated, connected or a lever it cannot be - // backward. If there are friendly pawns behind on adjacent files - // it cannot be backward either. - if ( (passed | isolated | lever | connected) - || (ourPawns & pawn_attack_span(Them, s))) - backward = false; - else - { - // 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 picking the closest pawn there. - b = pawn_attack_span(Us, s) & (ourPawns | theirPawns); - b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b)); - - // If we have an enemy pawn in the same or next rank, the pawn is - // backward because it cannot advance without being captured. - backward = (b | shift_bb(b)) & theirPawns; - } + e->semiopenFiles[Us] &= ~(1 << f); + e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); + + // Flag the pawn + opposed = theirPawns & forward_file_bb(Us, s); + stoppers = theirPawns & passed_pawn_mask(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); - assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns)); + // A pawn is backward when it is behind all pawns of the same color + // on the adjacent files and cannot be safely advanced. + backward = !lever && !(ourPawns & pawn_attack_span(Them, s + Up)) + && (stoppers & (leverPush | (s + Up))); // 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) + // 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) + && !(ourPawns & forward_file_bb(Us, s)) + && popcount(supported) >= popcount(lever) - 1 + && popcount(phalanx) >= popcount(leverPush)) e->passedPawns[Us] |= s; - // Score this pawn - if (isolated) - score -= Isolated[opposed][f]; - - if (unsupported && !isolated) - score -= UnsupportedPawnPenalty; + else if ( stoppers == SquareBB[s + Up] + && relative_rank(Us, s) >= RANK_5) + { + b = shift(supported) & ~theirPawns; + while (b) + if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)])) + e->passedPawns[Us] |= s; + } - if (doubled) - score -= Doubled[f] / distance(s, frontmost_sq(Us, doubled)); + // Score this pawn + if (supported | phalanx) + score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)]; - if (backward) - score -= Backward[opposed][f]; + else if (!neighbours) + score -= Isolated, e->weakUnopposed[Us] += !opposed; - if (connected) - score += Connected[opposed][phalanx][relative_rank(Us, s)]; + else if (backward) + score -= Backward, e->weakUnopposed[Us] += !opposed; - if (lever) - score += Lever[relative_rank(Us, s)]; + if (doubled && !supported) + score -= Doubled; } - b = e->semiopenFiles[Us] ^ 0xFF; - e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0; - return score; } @@ -206,17 +165,20 @@ namespace Pawns { /// hard-coded tables, when makes sense, we prefer to calculate them with a formula /// to reduce independent parameters and to allow easier tuning and better insight. -void init() -{ - static const int Seed[RANK_NB] = { 0, 6, 15, 10, 57, 75, 135, 258 }; +void init() { + + static constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 65, 100, 175, 330 }; for (int opposed = 0; opposed <= 1; ++opposed) for (int phalanx = 0; phalanx <= 1; ++phalanx) - for (Rank r = RANK_2; r < RANK_8; ++r) - { - int bonus = Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0); - Connected[opposed][phalanx][r] = make_score(bonus / 2, bonus >> opposed); - } + for (int support = 0; support <= 2; ++support) + for (Rank r = RANK_2; r < RANK_8; ++r) + { + int v = 17 * support; + v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; + + Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4); + } } @@ -234,41 +196,50 @@ Entry* probe(const Position& pos) { return e; e->key = key; - e->score = evaluate(pos, e) - evaluate(pos, e); + 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])); + return e; } -/// Entry::shelter_storm() calculates shelter and storm penalties for the file -/// the king is on, as well as the two adjacent files. +/// 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 -Value Entry::shelter_storm(const Position& pos, Square ksq) { - - const Color Them = (Us == WHITE ? BLACK : WHITE); +Value Entry::evaluate_shelter(const Position& pos, Square ksq) { - enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing }; + enum { Unopposed, BlockedByPawn, Unblocked }; + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard BlockRanks = (Us == WHITE ? Rank1BB | Rank2BB : Rank8BB | Rank7BB); - Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq)); + Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, ksq) | rank_bb(ksq)); Bitboard ourPawns = b & pos.pieces(Us); Bitboard theirPawns = b & pos.pieces(Them); - Value safety = MaxSafetyBonus; - File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); - for (File f = center - File(1); f <= center + File(1); ++f) + Value safety = (ourPawns & file_bb(ksq)) ? Value(5) : Value(-5); + + if ((shift(theirPawns) & (FileABB | FileHBB) & BlockRanks) & ksq) + safety += 374; + + File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); + for (File f = File(center - 1); f <= File(center + 1); ++f) { b = ourPawns & file_bb(f); Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; - b = theirPawns & file_bb(f); + b = theirPawns & file_bb(f); Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; - safety -= ShelterWeakness[std::min(f, FILE_H - f)][rkUs] - + StormDanger - [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing : - rkUs == RANK_1 ? NoFriendlyPawn : - rkThem == rkUs + 1 ? BlockedByPawn : Unblocked] - [std::min(f, FILE_H - f)][rkThem]; + int d = std::min(f, ~f); + safety += ShelterStrength[d][rkUs] + - StormDanger[rkUs == RANK_1 ? Unopposed : + rkUs == rkThem - 1 ? BlockedByPawn : Unblocked] + [d][rkThem]; } return safety; @@ -283,25 +254,22 @@ Score Entry::do_king_safety(const Position& pos, Square ksq) { kingSquares[Us] = ksq; castlingRights[Us] = pos.can_castle(Us); - minKingPawnDistance[Us] = 0; + int minKingPawnDistance = 0; Bitboard pawns = pos.pieces(Us, PAWN); if (pawns) - while (!(DistanceRingBB[ksq][minKingPawnDistance[Us]++] & pawns)) {} - - if (relative_rank(Us, ksq) > RANK_4) - return make_score(0, -16 * minKingPawnDistance[Us]); + while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} - Value bonus = shelter_storm(pos, 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)) - bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_G1))); + bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_G1))); if (pos.can_castle(MakeCastling::right)) - bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); + bonus = std::max(bonus, evaluate_shelter(pos, relative_square(Us, SQ_C1))); - return make_score(bonus, -16 * minKingPawnDistance[Us]); + return make_score(bonus, -16 * minKingPawnDistance); } // Explicit template instantiation