2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
30 #define S(mg, eg) make_score(mg, eg)
32 // Doubled pawn penalty by opposed flag and file
33 const Score DoubledPawnPenalty[2][8] = {
34 { S(13, 43), S(20, 48), S(23, 48), S(23, 48),
35 S(23, 48), S(23, 48), S(20, 48), S(13, 43) },
36 { S(13, 43), S(20, 48), S(23, 48), S(23, 48),
37 S(23, 48), S(23, 48), S(20, 48), S(13, 43) }};
39 // Isolated pawn penalty by opposed flag and file
40 const Score IsolatedPawnPenalty[2][8] = {
41 { S(37, 45), S(54, 52), S(60, 52), S(60, 52),
42 S(60, 52), S(60, 52), S(54, 52), S(37, 45) },
43 { S(25, 30), S(36, 35), S(40, 35), S(40, 35),
44 S(40, 35), S(40, 35), S(36, 35), S(25, 30) }};
46 // Backward pawn penalty by opposed flag and file
47 const Score BackwardPawnPenalty[2][8] = {
48 { S(30, 42), S(43, 46), S(49, 46), S(49, 46),
49 S(49, 46), S(49, 46), S(43, 46), S(30, 42) },
50 { S(20, 28), S(29, 31), S(33, 31), S(33, 31),
51 S(33, 31), S(33, 31), S(29, 31), S(20, 28) }};
53 // Pawn chain membership bonus by file
54 const Score ChainBonus[8] = {
55 S(11,-1), S(13,-1), S(13,-1), S(14,-1),
56 S(14,-1), S(13,-1), S(13,-1), S(11,-1)
59 // Candidate passed pawn bonus by rank
60 const Score CandidateBonus[8] = {
61 S( 0, 0), S( 6, 13), S(6,13), S(14,29),
62 S(34,68), S(83,166), S(0, 0), S( 0, 0)
65 const Score PawnStructureWeight = S(233, 201);
67 // Weakness of our pawn shelter in front of the king indexed by [king pawn][rank]
68 const Value ShelterWeakness[2][8] =
69 { { V(141), V(0), V(38), V(102), V(128), V(141), V(141) },
70 { V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61) } };
72 // Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank]
73 const Value StormDanger[2][8] =
74 { { V(26), V(0), V(128), V(51), V(26) },
75 { V(13), V(0), V( 64), V(25), V(13) } };
77 // Max bonus for king safety. Corresponds to start position with all the pawns
78 // in front of the king and no enemy pawn on the horizont.
79 const Value MaxSafetyBonus = V(263);
86 /// PawnTable::probe() takes a position object as input, computes a PawnEntry
87 /// object, and returns a pointer to it. The result is also stored in a hash
88 /// table, so we don't have to recompute everything when the same pawn structure
91 PawnEntry* PawnTable::probe(const Position& pos) {
93 Key key = pos.pawn_key();
94 PawnEntry* e = entries[key];
96 // If e->key matches the position's pawn hash key, it means that we
97 // have analysed this pawn structure before, and we can simply return
98 // the information we found the last time instead of recomputing it.
103 e->passedPawns[WHITE] = e->passedPawns[BLACK] = 0;
104 e->kingSquares[WHITE] = e->kingSquares[BLACK] = SQ_NONE;
105 e->halfOpenFiles[WHITE] = e->halfOpenFiles[BLACK] = 0xFF;
107 Bitboard wPawns = pos.pieces(PAWN, WHITE);
108 Bitboard bPawns = pos.pieces(PAWN, BLACK);
109 e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
110 e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
112 e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
113 - evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
115 e->value = apply_weight(e->value, PawnStructureWeight);
121 /// PawnTable::evaluate_pawns() evaluates each pawn of the given color
124 Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
125 Bitboard theirPawns, PawnEntry* e) {
127 const Color Them = (Us == WHITE ? BLACK : WHITE);
133 bool passed, isolated, doubled, opposed, chain, backward, candidate;
134 Score value = SCORE_ZERO;
135 const Square* pl = pos.piece_list(Us, PAWN);
137 // Loop through all pawns of the current color and score each pawn
138 while ((s = *pl++) != SQ_NONE)
140 assert(pos.piece_on(s) == make_piece(Us, PAWN));
145 // This file cannot be half open
146 e->halfOpenFiles[Us] &= ~(1 << f);
148 // Our rank plus previous one. Used for chain detection
149 b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1));
151 // Flag the pawn as passed, isolated, doubled or member of a pawn
152 // chain (but not the backward one).
153 chain = ourPawns & adjacent_files_bb(f) & b;
154 isolated = !(ourPawns & adjacent_files_bb(f));
155 doubled = ourPawns & forward_bb(Us, s);
156 opposed = theirPawns & forward_bb(Us, s);
157 passed = !(theirPawns & passed_pawn_mask(Us, s));
159 // Test for backward pawn
162 // If the pawn is passed, isolated, or member of a pawn chain it cannot
163 // be backward. If there are friendly pawns behind on adjacent files
164 // or if can capture an enemy pawn it cannot be backward either.
165 if ( !(passed | isolated | chain)
166 && !(ourPawns & attack_span_mask(Them, s))
167 && !(pos.attacks_from<PAWN>(s, Us) & theirPawns))
169 // We now know that there are no friendly pawns beside or behind this
170 // pawn on adjacent files. We now check whether the pawn is
171 // backward by looking in the forward direction on the adjacent
172 // files, and seeing whether we meet a friendly or an enemy pawn first.
173 b = pos.attacks_from<PAWN>(s, Us);
175 // Note that we are sure to find something because pawn is not passed
176 // nor isolated, so loop is potentially infinite, but it isn't.
177 while (!(b & (ourPawns | theirPawns)))
178 Us == WHITE ? b <<= 8 : b >>= 8;
180 // The friendly pawn needs to be at least two ranks closer than the
181 // enemy pawn in order to help the potentially backward pawn advance.
182 backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns;
185 assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns));
187 // A not passed pawn is a candidate to become passed if it is free to
188 // advance and if the number of friendly pawns beside or behind this
189 // pawn on adjacent files is higher or equal than the number of
190 // enemy pawns in the forward direction on the adjacent files.
191 candidate = !(opposed | passed | backward | isolated)
192 && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0
193 && popcount<Max15>(b) >= popcount<Max15>(attack_span_mask(Us, s) & theirPawns);
195 // Passed pawns will be properly scored in evaluation because we need
196 // full attack info to evaluate passed pawns. Only the frontmost passed
197 // pawn on each file is considered a true passed pawn.
198 if (passed && !doubled)
199 e->passedPawns[Us] |= s;
203 value -= IsolatedPawnPenalty[opposed][f];
206 value -= DoubledPawnPenalty[opposed][f];
209 value -= BackwardPawnPenalty[opposed][f];
212 value += ChainBonus[f];
215 value += CandidateBonus[relative_rank(Us, s)];
222 /// PawnEntry::shelter_storm() calculates shelter and storm penalties for the file
223 /// the king is on, as well as the two adjacent files.
226 Value PawnEntry::shelter_storm(const Position& pos, Square ksq) {
228 const Color Them = (Us == WHITE ? BLACK : WHITE);
230 Value safety = MaxSafetyBonus;
231 Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, ksq) | rank_bb(ksq));
232 Bitboard ourPawns = b & pos.pieces(Us) & ~rank_bb(ksq);
233 Bitboard theirPawns = b & pos.pieces(Them);
235 File kf = file_of(ksq);
237 kf = (kf == FILE_A) ? kf++ : (kf == FILE_H) ? kf-- : kf;
239 for (int f = kf - 1; f <= kf + 1; f++)
241 // Shelter penalty is higher for the pawn in front of the king
242 b = ourPawns & FileBB[f];
243 rkUs = b ? rank_of(Us == WHITE ? first_1(b) : ~last_1(b)) : RANK_1;
244 safety -= ShelterWeakness[f != kf][rkUs];
246 // Storm danger is smaller if enemy pawn is blocked
247 b = theirPawns & FileBB[f];
248 rkThem = b ? rank_of(Us == WHITE ? first_1(b) : ~last_1(b)) : RANK_1;
249 safety -= StormDanger[rkThem == rkUs + 1][rkThem];
256 /// PawnEntry::update_safety() calculates and caches a bonus for king safety. It is
257 /// called only when king square changes, about 20% of total king_safety() calls.
260 Score PawnEntry::update_safety(const Position& pos, Square ksq) {
262 kingSquares[Us] = ksq;
263 castleRights[Us] = pos.can_castle(Us);
265 if (relative_rank(Us, ksq) > RANK_4)
266 return kingSafety[Us] = SCORE_ZERO;
268 Value bonus = shelter_storm<Us>(pos, ksq);
270 // If we can castle use the bonus after the castle if is bigger
271 if (pos.can_castle(make_castle_right(Us, KING_SIDE)))
272 bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
274 if (pos.can_castle(make_castle_right(Us, QUEEN_SIDE)))
275 bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
277 return kingSafety[Us] = make_score(bonus, 0);
280 // Explicit template instantiation
281 template Score PawnEntry::update_safety<WHITE>(const Position& pos, Square ksq);
282 template Score PawnEntry::update_safety<BLACK>(const Position& pos, Square ksq);