2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2013 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/>.
31 #define S(mg, eg) make_score(mg, eg)
33 // Doubled pawn penalty by opposed flag and file
34 const Score Doubled[2][FILE_NB] = {
35 { S(13, 43), S(20, 48), S(23, 48), S(23, 48),
36 S(23, 48), S(23, 48), S(20, 48), S(13, 43) },
37 { S(13, 43), S(20, 48), S(23, 48), S(23, 48),
38 S(23, 48), S(23, 48), S(20, 48), S(13, 43) }};
40 // Isolated pawn penalty by opposed flag and file
41 const Score Isolated[2][FILE_NB] = {
42 { S(37, 45), S(54, 52), S(60, 52), S(60, 52),
43 S(60, 52), S(60, 52), S(54, 52), S(37, 45) },
44 { S(25, 30), S(36, 35), S(40, 35), S(40, 35),
45 S(40, 35), S(40, 35), S(36, 35), S(25, 30) }};
47 // Backward pawn penalty by opposed flag and file
48 const Score Backward[2][FILE_NB] = {
49 { S(30, 42), S(43, 46), S(49, 46), S(49, 46),
50 S(49, 46), S(49, 46), S(43, 46), S(30, 42) },
51 { S(20, 28), S(29, 31), S(33, 31), S(33, 31),
52 S(33, 31), S(33, 31), S(29, 31), S(20, 28) }};
54 // Pawn chain membership bonus by file
55 const Score ChainMember[FILE_NB][RANK_NB] = {
56 { S(0, 0), S(14, 0), S(16, 4), S(18, 9), S(28, 28), S(52, 104), S(118, 236) },
57 { S(0, 0), S(16, 0), S(18, 5), S(20, 10), S(30, 30), S(54, 108), S(120, 240) },
58 { S(0, 0), S(16, 0), S(18, 5), S(20, 10), S(30, 30), S(54, 108), S(120, 240) },
59 { S(0, 0), S(17, 0), S(19, 6), S(22, 11), S(33, 33), S(59, 118), S(127, 254) },
60 { S(0, 0), S(17, 0), S(19, 6), S(22, 11), S(33, 33), S(59, 118), S(127, 254) },
61 { S(0, 0), S(16, 0), S(18, 5), S(20, 10), S(30, 30), S(54, 108), S(120, 240) },
62 { S(0, 0), S(16, 0), S(18, 5), S(20, 10), S(30, 30), S(54, 108), S(120, 240) },
63 { S(0, 0), S(14, 0), S(16, 4), S(18, 9), S(28, 28), S(52, 104), S(118, 236) }};
65 // Candidate passed pawn bonus by rank
66 const Score CandidatePassed[RANK_NB] = {
67 S( 0, 0), S( 6, 13), S(6,13), S(14,29),
68 S(34,68), S(83,166), S(0, 0), S( 0, 0)
71 // Weakness of our pawn shelter in front of the king indexed by [rank]
72 const Value ShelterWeakness[RANK_NB] =
73 { V(100), V(0), V(27), V(73), V(92), V(101), V(101) };
75 // Danger of enemy pawns moving toward our king indexed by
76 // [no friendly pawn | pawn unblocked | pawn blocked][rank of enemy pawn]
77 const Value StormDanger[3][RANK_NB] = {
78 { V( 0), V(64), V(128), V(51), V(26) },
79 { V(26), V(32), V( 96), V(38), V(20) },
80 { V( 0), V( 0), V( 64), V(25), V(13) }};
82 // Max bonus for king safety. Corresponds to start position with all the pawns
83 // in front of the king and no enemy pawn on the horizont.
84 const Value MaxSafetyBonus = V(263);
90 Score evaluate(const Position& pos, Pawns::Entry* e) {
92 const Color Them = (Us == WHITE ? BLACK : WHITE);
93 const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
94 const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
95 const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
100 bool passed, isolated, doubled, opposed, chain, backward, candidate;
101 Score value = SCORE_ZERO;
102 const Square* pl = pos.list<PAWN>(Us);
104 Bitboard ourPawns = pos.pieces(Us, PAWN);
105 Bitboard theirPawns = pos.pieces(Them, PAWN);
107 e->passedPawns[Us] = e->candidatePawns[Us] = 0;
108 e->kingSquares[Us] = SQ_NONE;
109 e->semiopenFiles[Us] = 0xFF;
110 e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
111 e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & DarkSquares);
112 e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
114 // Loop through all pawns of the current color and score each pawn
115 while ((s = *pl++) != SQ_NONE)
117 assert(pos.piece_on(s) == make_piece(Us, PAWN));
121 // This file cannot be semi-open
122 e->semiopenFiles[Us] &= ~(1 << f);
124 // Our rank plus previous one. Used for chain detection
125 b = rank_bb(s) | rank_bb(s - pawn_push(Us));
127 // Flag the pawn as passed, isolated, doubled or member of a pawn
128 // chain (but not the backward one).
129 chain = ourPawns & adjacent_files_bb(f) & b;
130 isolated = !(ourPawns & adjacent_files_bb(f));
131 doubled = ourPawns & forward_bb(Us, s);
132 opposed = theirPawns & forward_bb(Us, s);
133 passed = !(theirPawns & passed_pawn_mask(Us, s));
135 // Test for backward pawn.
136 // If the pawn is passed, isolated, or member of a pawn chain it cannot
137 // be backward. If there are friendly pawns behind on adjacent files
138 // or if can capture an enemy pawn it cannot be backward either.
139 if ( (passed | isolated | chain)
140 || (ourPawns & pawn_attack_span(Them, s))
141 || (pos.attacks_from<PAWN>(s, Us) & theirPawns))
145 // We now know that there are no friendly pawns beside or behind this
146 // pawn on adjacent files. We now check whether the pawn is
147 // backward by looking in the forward direction on the adjacent
148 // files, and picking the closest pawn there.
149 b = pawn_attack_span(Us, s) & (ourPawns | theirPawns);
150 b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b));
152 // If we have an enemy pawn in the same or next rank, the pawn is
153 // backward because it cannot advance without being captured.
154 backward = (b | shift_bb<Up>(b)) & theirPawns;
157 assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns));
159 // A not passed pawn is a candidate to become passed if it is free to
160 // advance and if the number of friendly pawns beside or behind this
161 // pawn on adjacent files is higher or equal than the number of
162 // enemy pawns in the forward direction on the adjacent files.
163 candidate = !(opposed | passed | backward | isolated)
164 && (b = pawn_attack_span(Them, s + pawn_push(Us)) & ourPawns) != 0
165 && popcount<Max15>(b) >= popcount<Max15>(pawn_attack_span(Us, s) & theirPawns);
167 // Passed pawns will be properly scored in evaluation because we need
168 // full attack info to evaluate passed pawns. Only the frontmost passed
169 // pawn on each file is considered a true passed pawn.
170 if (passed && !doubled)
171 e->passedPawns[Us] |= s;
175 value -= Isolated[opposed][f];
178 value -= Doubled[opposed][f];
181 value -= Backward[opposed][f];
184 value += ChainMember[f][relative_rank(Us, s)];
188 value += CandidatePassed[relative_rank(Us, s)];
191 e->candidatePawns[Us] |= s;
202 /// probe() takes a position object as input, computes a Entry object, and returns
203 /// a pointer to it. The result is also stored in a hash table, so we don't have
204 /// to recompute everything when the same pawn structure occurs again.
206 Entry* probe(const Position& pos, Table& entries) {
208 Key key = pos.pawn_key();
209 Entry* e = entries[key];
215 e->value = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
220 /// Entry::shelter_storm() calculates shelter and storm penalties for the file
221 /// the king is on, as well as the two adjacent files.
224 Value Entry::shelter_storm(const Position& pos, Square ksq) {
226 const Color Them = (Us == WHITE ? BLACK : WHITE);
228 Value safety = MaxSafetyBonus;
229 Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq));
230 Bitboard ourPawns = b & pos.pieces(Us);
231 Bitboard theirPawns = b & pos.pieces(Them);
233 File kf = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
235 for (File f = kf - File(1); f <= kf + File(1); ++f)
237 b = ourPawns & file_bb(f);
238 rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
239 safety -= ShelterWeakness[rkUs];
241 b = theirPawns & file_bb(f);
242 rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
243 safety -= StormDanger[rkUs == RANK_1 ? 0 : rkThem == rkUs + 1 ? 2 : 1][rkThem];
250 /// Entry::update_safety() calculates and caches a bonus for king safety. It is
251 /// called only when king square changes, about 20% of total king_safety() calls.
254 Score Entry::update_safety(const Position& pos, Square ksq) {
256 kingSquares[Us] = ksq;
257 castleRights[Us] = pos.can_castle(Us);
258 minKPdistance[Us] = 0;
260 Bitboard pawns = pos.pieces(Us, PAWN);
262 while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {}
264 if (relative_rank(Us, ksq) > RANK_4)
265 return kingSafety[Us] = make_score(0, -16 * minKPdistance[Us]);
267 Value bonus = shelter_storm<Us>(pos, ksq);
269 // If we can castle use the bonus after the castle if is bigger
270 if (pos.can_castle(make_castle_right(Us, KING_SIDE)))
271 bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
273 if (pos.can_castle(make_castle_right(Us, QUEEN_SIDE)))
274 bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
276 return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]);
279 // Explicit template instantiation
280 template Score Entry::update_safety<WHITE>(const Position& pos, Square ksq);
281 template Score Entry::update_safety<BLACK>(const Position& pos, Square ksq);