/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, 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
#define S(mg, eg) make_score(mg, eg)
// Doubled pawn penalty by opposed flag and file
- const Score DoubledPawnPenalty[2][8] = {
+ const Score DoubledPawnPenalty[2][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) },
{ 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 IsolatedPawnPenalty[2][8] = {
+ const Score IsolatedPawnPenalty[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 BackwardPawnPenalty[2][8] = {
+ const Score BackwardPawnPenalty[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) }};
// Pawn chain membership bonus by file
- const Score ChainBonus[8] = {
+ const Score ChainBonus[FILE_NB] = {
S(11,-1), S(13,-1), S(13,-1), S(14,-1),
S(14,-1), S(13,-1), S(13,-1), S(11,-1)
};
// Candidate passed pawn bonus by rank
- const Score CandidateBonus[8] = {
+ const Score CandidateBonus[RANK_NB] = {
S( 0, 0), S( 6, 13), S(6,13), S(14,29),
S(34,68), S(83,166), S(0, 0), S( 0, 0)
};
const Score PawnStructureWeight = S(233, 201);
// Weakness of our pawn shelter in front of the king indexed by [king pawn][rank]
- const Value ShelterWeakness[2][8] =
+ const Value ShelterWeakness[2][RANK_NB] =
{ { V(141), V(0), V(38), V(102), V(128), V(141), V(141) },
{ V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61) } };
// Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank]
- const Value StormDanger[2][8] =
+ const Value StormDanger[2][RANK_NB] =
{ { V(26), V(0), V(128), V(51), V(26) },
{ V(13), V(0), V( 64), V(25), V(13) } };
#undef S
#undef V
- inline Score apply_weight(Score v, Score w) {
- return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
- (int(eg_value(v)) * eg_value(w)) / 0x100);
+ template<Color Us>
+ Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
+ Bitboard theirPawns, Pawns::Entry* e) {
+
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ Bitboard b;
+ Square s;
+ File f;
+ Rank r;
+ bool passed, isolated, doubled, opposed, chain, backward, candidate;
+ Score value = SCORE_ZERO;
+ const Square* pl = pos.piece_list(Us, PAWN);
+
+ // 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));
+
+ f = file_of(s);
+ r = rank_of(s);
+
+ // This file cannot be half open
+ e->halfOpenFiles[Us] &= ~(1 << f);
+
+ // Our rank plus previous one. Used for chain detection
+ b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1));
+
+ // Flag the pawn as passed, isolated, doubled or member of a pawn
+ // chain (but not the backward one).
+ chain = ourPawns & adjacent_files_bb(f) & b;
+ 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));
+
+ // Test for backward pawn
+ backward = false;
+
+ // If the pawn is passed, isolated, or member of a pawn chain it cannot
+ // be backward. If there are friendly pawns behind on adjacent files
+ // or if can capture an enemy pawn it cannot be backward either.
+ if ( !(passed | isolated | chain)
+ && !(ourPawns & attack_span_mask(Them, s))
+ && !(pos.attacks_from<PAWN>(s, Us) & theirPawns))
+ {
+ // 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 seeing whether we meet a friendly or an enemy pawn first.
+ b = pos.attacks_from<PAWN>(s, Us);
+
+ // Note that we are sure to find something because pawn is not passed
+ // nor isolated, so loop is potentially infinite, but it isn't.
+ while (!(b & (ourPawns | theirPawns)))
+ Us == WHITE ? b <<= 8 : b >>= 8;
+
+ // The friendly pawn needs to be at least two ranks closer than the
+ // enemy pawn in order to help the potentially backward pawn advance.
+ backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns;
+ }
+
+ assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns));
+
+ // A not passed pawn is a candidate to become passed if it is free to
+ // advance and if the number of friendly pawns beside or behind this
+ // pawn on adjacent files is higher or equal than the number of
+ // enemy pawns in the forward direction on the adjacent files.
+ candidate = !(opposed | passed | backward | isolated)
+ && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0
+ && popcount<Max15>(b) >= popcount<Max15>(attack_span_mask(Us, s) & theirPawns);
+
+ // 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)
+ e->passedPawns[Us] |= s;
+
+ // Score this pawn
+ if (isolated)
+ value -= IsolatedPawnPenalty[opposed][f];
+
+ if (doubled)
+ value -= DoubledPawnPenalty[opposed][f];
+
+ if (backward)
+ value -= BackwardPawnPenalty[opposed][f];
+
+ if (chain)
+ value += ChainBonus[f];
+
+ if (candidate)
+ value += CandidateBonus[relative_rank(Us, s)];
+ }
+
+ return value;
}
}
+namespace Pawns {
-/// PawnInfoTable::pawn_info() takes a position object as input, computes
-/// a PawnInfo object, and returns a pointer to it. The result is also stored
-/// in an hash table, so we don't have to recompute everything when the same
-/// pawn structure occurs again.
+/// probe() takes a position object as input, computes a Entry object, and returns
+/// a pointer to it. The result is also stored in a hash table, so we don't have
+/// to recompute everything when the same pawn structure occurs again.
-PawnInfo* PawnInfoTable::pawn_info(const Position& pos) const {
+Entry* probe(const Position& pos, Table& entries) {
Key key = pos.pawn_key();
- PawnInfo* pi = probe(key);
+ Entry* e = entries[key];
- // If pi->key matches the position's pawn hash key, it means that we
+ // If e->key matches the position's pawn hash key, it means that we
// have analysed this pawn structure before, and we can simply return
// the information we found the last time instead of recomputing it.
- if (pi->key == key)
- return pi;
+ if (e->key == key)
+ return e;
- // Initialize PawnInfo entry
- pi->key = key;
- pi->passedPawns[WHITE] = pi->passedPawns[BLACK] = 0;
- pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE;
- pi->halfOpenFiles[WHITE] = pi->halfOpenFiles[BLACK] = 0xFF;
+ e->key = key;
+ e->passedPawns[WHITE] = e->passedPawns[BLACK] = 0;
+ e->kingSquares[WHITE] = e->kingSquares[BLACK] = SQ_NONE;
+ e->halfOpenFiles[WHITE] = e->halfOpenFiles[BLACK] = 0xFF;
- // Calculate pawn attacks
- Bitboard wPawns = pos.pieces(PAWN, WHITE);
- Bitboard bPawns = pos.pieces(PAWN, BLACK);
- pi->pawnAttacks[WHITE] = ((wPawns << 9) & ~FileABB) | ((wPawns << 7) & ~FileHBB);
- pi->pawnAttacks[BLACK] = ((bPawns >> 7) & ~FileABB) | ((bPawns >> 9) & ~FileHBB);
+ Bitboard wPawns = pos.pieces(WHITE, PAWN);
+ Bitboard bPawns = pos.pieces(BLACK, PAWN);
+ e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
+ e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
- // Evaluate pawns for both colors and weight the result
- pi->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, pi)
- - evaluate_pawns<BLACK>(pos, bPawns, wPawns, pi);
+ e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
+ - evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
- pi->value = apply_weight(pi->value, PawnStructureWeight);
+ e->value = apply_weight(e->value, PawnStructureWeight);
- return pi;
+ return e;
}
-/// PawnInfoTable::evaluate_pawns() evaluates each pawn of the given color
-
-template<Color Us>
-Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
- Bitboard theirPawns, PawnInfo* pi) {
-
- const Color Them = (Us == WHITE ? BLACK : WHITE);
-
- Bitboard b;
- Square s;
- File f;
- Rank r;
- bool passed, isolated, doubled, opposed, chain, backward, candidate;
- Score value = SCORE_ZERO;
- const Square* pl = pos.piece_list(Us, PAWN);
-
- // 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));
-
- f = file_of(s);
- r = rank_of(s);
-
- // This file cannot be half open
- pi->halfOpenFiles[Us] &= ~(1 << f);
-
- // Our rank plus previous one. Used for chain detection
- b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1));
-
- // Flag the pawn as passed, isolated, doubled or member of a pawn
- // chain (but not the backward one).
- passed = !(theirPawns & passed_pawn_mask(Us, s));
- doubled = ourPawns & squares_in_front_of(Us, s);
- opposed = theirPawns & squares_in_front_of(Us, s);
- isolated = !(ourPawns & adjacent_files_bb(f));
- chain = ourPawns & adjacent_files_bb(f) & b;
-
- // Test for backward pawn
- backward = false;
-
- // If the pawn is passed, isolated, or member of a pawn chain it cannot
- // be backward. If there are friendly pawns behind on adjacent files
- // or if can capture an enemy pawn it cannot be backward either.
- if ( !(passed | isolated | chain)
- && !(ourPawns & attack_span_mask(Them, s))
- && !(pos.attacks_from<PAWN>(s, Us) & theirPawns))
- {
- // 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 seeing whether we meet a friendly or an enemy pawn first.
- b = pos.attacks_from<PAWN>(s, Us);
-
- // Note that we are sure to find something because pawn is not passed
- // nor isolated, so loop is potentially infinite, but it isn't.
- while (!(b & (ourPawns | theirPawns)))
- Us == WHITE ? b <<= 8 : b >>= 8;
-
- // The friendly pawn needs to be at least two ranks closer than the
- // enemy pawn in order to help the potentially backward pawn advance.
- backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns;
- }
-
- assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns));
-
- // A not passed pawn is a candidate to become passed if it is free to
- // advance and if the number of friendly pawns beside or behind this
- // pawn on adjacent files is higher or equal than the number of
- // enemy pawns in the forward direction on the adjacent files.
- candidate = !(opposed | passed | backward | isolated)
- && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0
- && popcount<Max15>(b) >= popcount<Max15>(attack_span_mask(Us, s) & theirPawns);
-
- // 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)
- pi->passedPawns[Us] |= s;
-
- // Score this pawn
- if (isolated)
- value -= IsolatedPawnPenalty[opposed][f];
-
- if (doubled)
- value -= DoubledPawnPenalty[opposed][f];
-
- if (backward)
- value -= BackwardPawnPenalty[opposed][f];
-
- if (chain)
- value += ChainBonus[f];
-
- if (candidate)
- value += CandidateBonus[relative_rank(Us, s)];
- }
- return value;
-}
-
-
-/// PawnInfo::shelter_storm() calculates shelter and storm penalties for the file
+/// Entry::shelter_storm() calculates shelter and storm penalties for the file
/// the king is on, as well as the two adjacent files.
template<Color Us>
-Value PawnInfo::shelter_storm(const Position& pos, Square ksq) {
+Value Entry::shelter_storm(const Position& pos, Square ksq) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Rank rkUs, rkThem;
File kf = file_of(ksq);
- kf = (kf == FILE_A) ? kf++ : (kf == FILE_H) ? kf-- : kf;
+ kf = (kf == FILE_A) ? FILE_B : (kf == FILE_H) ? FILE_G : kf;
for (int f = kf - 1; f <= kf + 1; f++)
{
// Shelter penalty is higher for the pawn in front of the king
b = ourPawns & FileBB[f];
- rkUs = b ? rank_of(Us == WHITE ? first_1(b) : ~last_1(b)) : RANK_1;
+ rkUs = b ? rank_of(Us == WHITE ? lsb(b) : ~msb(b)) : RANK_1;
safety -= ShelterWeakness[f != kf][rkUs];
// Storm danger is smaller if enemy pawn is blocked
b = theirPawns & FileBB[f];
- rkThem = b ? rank_of(Us == WHITE ? first_1(b) : ~last_1(b)) : RANK_1;
+ rkThem = b ? rank_of(Us == WHITE ? lsb(b) : ~msb(b)) : RANK_1;
safety -= StormDanger[rkThem == rkUs + 1][rkThem];
}
}
-/// PawnInfo::update_safety() calculates and caches a bonus for king safety. It is
+/// Entry::update_safety() calculates and caches a bonus for king safety. It is
/// called only when king square changes, about 20% of total king_safety() calls.
template<Color Us>
-Score PawnInfo::update_safety(const Position& pos, Square ksq) {
+Score Entry::update_safety(const Position& pos, Square ksq) {
kingSquares[Us] = ksq;
+ castleRights[Us] = pos.can_castle(Us);
+ minKPdistance[Us] = 0;
+
+ Bitboard pawns = pos.pieces(Us, PAWN);
+ if (pawns)
+ while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {}
if (relative_rank(Us, ksq) > RANK_4)
- return kingShelters[Us] = SCORE_ZERO;
+ return kingSafety[Us] = make_score(0, -16 * minKPdistance[Us]);
Value bonus = shelter_storm<Us>(pos, ksq);
// If we can castle use the bonus after the castle if is bigger
- if (pos.can_castle(Us == WHITE ? WHITE_OO : BLACK_OO))
+ if (pos.can_castle(make_castle_right(Us, KING_SIDE)))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
- if (pos.can_castle(Us == WHITE ? WHITE_OOO : BLACK_OOO))
+ if (pos.can_castle(make_castle_right(Us, QUEEN_SIDE)))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
- return kingShelters[Us] = make_score(bonus, 0);
+ return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]);
}
// Explicit template instantiation
-template Score PawnInfo::update_safety<WHITE>(const Position& pos, Square ksq);
-template Score PawnInfo::update_safety<BLACK>(const Position& pos, Square ksq);
+template Score Entry::update_safety<WHITE>(const Position& pos, Square ksq);
+template Score Entry::update_safety<BLACK>(const Position& pos, Square ksq);
+
+} // namespace Pawns