X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=edd670b84cc4ec3021fdcd2b3962bbd419cfdc88;hp=1653e23ad5181b01bb9a1f16c16e794faddc1a0f;hb=ae5d2c38e1b9f6a990c29d31a37d6555d197f939;hpb=52eac1e53512f4388bb310cb4d653ce18c9c4c63 diff --git a/src/pawns.cpp b/src/pawns.cpp index 1653e23a..edd670b8 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) 2015-2019 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 @@ -21,7 +22,6 @@ #include #include "bitboard.h" -#include "bitcount.h" #include "pawns.h" #include "position.h" #include "thread.h" @@ -31,63 +31,32 @@ 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 - const Score Backward[2] = { S(67, 42), S(49, 24) }; - - // Connected pawn bonus by opposed, phalanx, twice supported and rank - Score Connected[2][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); - - const Score CenterBind = S(16, 0); - - // Weakness of our pawn shelter in front of the king by [distance from edge][rank] - const Value ShelterWeakness[][RANK_NB] = { - { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) }, - { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) }, - { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) }, - { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } }; - - // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] - const Value StormDanger[][4][RANK_NB] = { - { { V( 0), V( 67), V( 134), V(38), V(32) }, - { V( 0), V( 57), V( 139), V(37), V(22) }, - { V( 0), V( 43), V( 115), V(43), V(27) }, - { V( 0), V( 68), V( 124), V(57), V(32) } }, - { { V(20), V( 43), V( 100), V(56), V(20) }, - { V(23), V( 20), V( 98), V(40), V(15) }, - { V(23), V( 39), V( 103), V(36), V(18) }, - { V(28), V( 19), V( 108), V(42), V(26) } }, - { { V( 0), V( 0), V( 75), V(14), V( 2) }, - { V( 0), V( 0), V( 150), V(30), V( 4) }, - { V( 0), V( 0), V( 160), V(22), V( 5) }, - { V( 0), V( 0), V( 166), V(24), V(13) } }, - { { V( 0), V(-283), V(-281), V(57), V(31) }, - { V( 0), V( 58), V( 141), V(39), V(18) }, - { V( 0), V( 65), V( 142), V(48), V(32) }, - { V( 0), V( 60), V( 126), V(51), V(19) } } }; - - // 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(258); + // Pawn penalties + constexpr Score Backward = S( 9, 24); + constexpr Score Doubled = S(11, 56); + constexpr Score Isolated = S( 5, 15); + + // Connected pawn bonus by opposed, phalanx, #support and rank + Score Connected[2][2][3][RANK_NB]; + + // 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( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V( 25) }, + { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) }, + { V(-10), V( 75), V( 23), V( -2), V( 32), V( 3), V( -45) }, + { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) } + }; + + // 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. + 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) } + }; #undef S #undef V @@ -95,30 +64,24 @@ 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); - const Bitboard CenterBindMask = - Us == WHITE ? (FileDBB | FileEBB) & (Rank5BB | Rank6BB | Rank7BB) - : (FileDBB | FileEBB) & (Rank4BB | Rank3BB | Rank2BB); - - Bitboard b, neighbours, doubled, supported, phalanx; + Bitboard b, neighbours, stoppers, doubled, support, phalanx; + Bitboard lever, leverPush; Square s; - bool passed, isolated, opposed, backward, lever, connected; + bool opposed, backward; Score score = SCORE_ZERO; const Square* pl = pos.squares(Us); - const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)]; - Bitboard ourPawns = pos.pieces(Us , PAWN); + Bitboard ourPawns = pos.pieces( Us, PAWN); Bitboard theirPawns = pos.pieces(Them, PAWN); - e->passedPawns[Us] = e->pawnAttacksSpan[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 @@ -128,77 +91,56 @@ namespace { File f = file_of(s); - e->semiopenFiles[Us] &= ~(1 << f); + e->semiopenFiles[Us] &= ~(1 << f); e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); // Flag the pawn - neighbours = 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]; - phalanx = neighbours & rank_bb(s); - supported = neighbours & rank_bb(s - Up); - connected = supported | phalanx; - isolated = !neighbours; - - // Test for backward pawn. - // If the pawn is passed, isolated, lever or connected it cannot be - // backward. If there are friendly pawns behind on adjacent files - // or if it is sufficiently advanced, it cannot be backward either. - if ( (passed | isolated | lever | connected) - || (ourPawns & pawn_attack_span(Them, s)) - || (relative_rank(Us, s) >= RANK_5)) - backward = false; - else - { - // We now know 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; - } - - assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns)); + 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); + 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)) + && (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) + && popcount(support) >= popcount(lever) - 1 + && popcount(phalanx) >= popcount(leverPush)) e->passedPawns[Us] |= s; - // Score this pawn - if (isolated) - score -= Isolated[opposed][f]; - - else if (backward) - score -= Backward[opposed]; + else if ( stoppers == SquareBB[s + Up] + && relative_rank(Us, s) >= RANK_5) + { + b = shift(support) & ~theirPawns; + while (b) + if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)])) + e->passedPawns[Us] |= s; + } - else if (!supported) - score -= UnsupportedPawnPenalty; + // Score this pawn + if (support | phalanx) + score += Connected[opposed][bool(phalanx)][popcount(support)][relative_rank(Us, s)]; - if (connected) - score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)]; + else if (!neighbours) + score -= Isolated, e->weakUnopposed[Us] += !opposed; - if (doubled) - score -= Doubled[f] / distance(s, frontmost_sq(Us, doubled)); + else if (backward) + score -= Backward, e->weakUnopposed[Us] += !opposed; - if (lever) - score += Lever[relative_rank(Us, s)]; + if (doubled && !support) + score -= Doubled; } - b = e->semiopenFiles[Us] ^ 0xFF; - e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0; - - // Center binds: Two pawns controlling the same central square - b = shift_bb(ourPawns) & shift_bb(ourPawns) & CenterBindMask; - score += popcount(b) * CenterBind; - return score; } @@ -210,18 +152,19 @@ 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 (int apex = 0; apex <= 1; ++apex) + for (int support = 0; support <= 2; ++support) for (Rank r = RANK_2; r < RANK_8; ++r) { - int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; - v += (apex ? v / 2 : 0); - Connected[opposed][phalanx][apex][r] = make_score(3 * v / 2, v); + 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); } } @@ -240,42 +183,46 @@ Entry* probe(const Position& pos) { return e; e->key = key; - e->score = evaluate(pos, e) - evaluate(pos, e); - e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); + 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) { +Value Entry::evaluate_shelter(const Position& pos, Square ksq) { - const Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard BlockRanks = (Us == WHITE ? Rank1BB | Rank2BB : Rank8BB | Rank7BB); - enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing }; - - Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq)); + Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, 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 = (shift(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) ? + Value(374) : Value(5); + + 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; + Rank ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; - b = theirPawns & file_bb(f); - Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; + b = theirPawns & file_bb(f); + Rank theirRank = 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][ourRank]; + safety -= (ourRank && (ourRank == theirRank - 1)) ? 66 * (theirRank == RANK_3) + : UnblockedStorm[d][theirRank]; } return safety; @@ -286,33 +233,31 @@ Value Entry::shelter_storm(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); if (pawns) - while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} - - if (relative_rank(Us, ksq) > RANK_4) - return make_score(0, -16 * minKingPawnDistance); + 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))); + 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)) - bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); + 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