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) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, 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
#define V Value
#define S(mg, eg) make_score(mg, eg)
- // Isolated pawn penalty by opposed flag
- const Score Isolated[] = { S(27, 30), S(13, 18) };
+ // Isolated pawn penalty
+ constexpr Score Isolated = S(13, 18);
- // Backward pawn penalty by opposed flag
- const Score Backward[] = { S(40, 26), S(24, 12) };
+ // 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
- const Score Doubled = S(18, 38);
+ constexpr Score Doubled = S(18, 38);
- // Lever bonus by rank
- const Score Lever[RANK_NB] = {
- S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
- S(17, 16), S(33, 32), S(0, 0), S(0, 0)
- };
-
- // Weakness of our pawn shelter in front of the king by [distance from edge][rank].
+ // Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank].
// RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king.
- const Value ShelterWeakness[][RANK_NB] = {
- { V(100), V(20), V(10), V(46), V(82), V( 86), V( 98) },
- { V(116), V( 4), V(28), V(87), V(94), V(108), V(104) },
- { V(109), V( 1), V(59), V(87), V(62), V( 91), V(116) },
- { V( 75), V(12), V(43), V(59), V(90), V( 84), V(112) }
+ constexpr Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = {
+ { { V( 98), V(20), V(11), V(42), V( 83), V( 84), V(101) }, // Not On King file
+ { V(103), V( 8), V(33), V(86), V( 87), V(105), V(113) },
+ { V(100), V( 2), V(65), V(95), V( 59), V( 89), V(115) },
+ { V( 72), V( 6), V(52), V(74), V( 83), V( 84), V(112) } },
+ { { V(105), V(19), V( 3), V(27), V( 85), V( 93), V( 84) }, // On King file
+ { V(121), V( 7), V(33), V(95), V(112), V( 86), V( 72) },
+ { V(121), V(26), V(65), V(90), V( 65), V( 76), V(117) },
+ { V( 79), V( 0), V(45), V(65), V( 94), V( 92), V(105) } }
};
// 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.
- const Value StormDanger[][4][RANK_NB] = {
- { { V( 0), V(-290), V(-274), V(57), V(41) }, //BlockedByKing
+ // 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( 0), V(-290), V(-274), V(57), V(41) }, // BlockedByKing
{ V( 0), V( 60), V( 144), V(39), V(13) },
{ V( 0), V( 65), V( 141), V(41), V(34) },
{ V( 0), V( 53), V( 127), V(56), V(14) } },
- { { V( 4), V( 73), V( 132), V(46), V(31) }, //Unopposed
+ { { 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( 79), V(23), V( 1) }, //BlockedByPawn
- { V( 0), V( 0), V( 148), V(27), V( 2) },
- { V( 0), V( 0), V( 161), V(16), V( 1) },
- { V( 0), V( 0), V( 171), V(22), V(15) } },
- { { V(22), V( 45), V( 104), V(62), V( 6) }, //Unblocked
+ { { 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) } }
// 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);
+ constexpr Value MaxSafetyBonus = V(258);
#undef S
#undef V
template<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? NORTH : SOUTH);
- const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
- const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
+ constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
Bitboard lever, leverPush;
Bitboard ourPawns = pos.pieces( Us, PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
- e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
+ e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
e->semiopenFiles[Us] = 0xFF;
e->kingSquares[Us] = SQ_NONE;
- e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns);
+ e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
// Score this pawn
if (supported | phalanx)
- score += Connected[opposed][!!phalanx][popcount(supported)][relative_rank(Us, s)];
+ score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)];
else if (!neighbours)
- score -= Isolated[opposed];
+ score -= Isolated, e->weakUnopposed[Us] += !opposed;
else if (backward)
- score -= Backward[opposed];
+ score -= Backward, e->weakUnopposed[Us] += !opposed;
if (doubled && !supported)
score -= Doubled;
-
- if (lever)
- score += Lever[relative_rank(Us, s)];
}
return score;
void init() {
- static const int Seed[RANK_NB] = { 0, 13, 24, 18, 76, 100, 175, 330 };
+ static constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 76, 100, 175, 330 };
for (int opposed = 0; opposed <= 1; ++opposed)
for (int phalanx = 0; phalanx <= 1; ++phalanx)
return e;
e->key = key;
- e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
- e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
+ e->scores[WHITE] = evaluate<WHITE>(pos, e);
+ e->scores[BLACK] = evaluate<BLACK>(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;
}
template<Color Us>
Value Entry::shelter_storm(const Position& pos, Square ksq) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked };
- Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, ksq) | rank_bb(ksq));
+ File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
+ Bitboard b = pos.pieces(PAWN)
+ & (forward_ranks_bb(Us, ksq) | rank_bb(ksq))
+ & (adjacent_files_bb(center) | file_bb(center));
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)
+ 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);
Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
- int d = std::min(f, FILE_H - f);
- safety -= ShelterWeakness[d][rkUs]
+ int d = std::min(f, ~f);
+ safety -= ShelterWeakness[f == file_of(ksq)][d][rkUs]
+ StormDanger
[f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing :
rkUs == RANK_1 ? Unopposed :