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) 2015-2016 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[2] = { S(45, 40), S(30, 27) };
-
- // Backward pawn penalty by opposed flag
- const Score Backward[2] = { S(56, 33), S(41, 19) };
-
- // Unsupported pawn penalty for pawns which are neither isolated or backward,
- // by number of pawns it supports [less than 2 / exactly 2].
- const Score Unsupported[2] = { S(17, 8), S(21, 12) };
-
- // Connected pawn bonus by opposed, phalanx, twice supported and rank
- Score Connected[2][2][2][RANK_NB];
-
- // Doubled pawn penalty
- const 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]
- 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 Isolated = S(13, 16);
+ constexpr Score Backward = S(17, 11);
+ constexpr Score Doubled = S(13, 40);
+
+ // 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( 7), V(76), V( 84), V( 38), V( 7), V( 30), V(-19) },
+ { V(-13), V(83), V( 42), V(-27), V( 2), V(-32), V(-45) },
+ { V(-26), V(63), V( 5), V(-44), V( -5), V( 2), V(-59) },
+ { V(-19), V(53), V(-11), V(-22), V(-12), V(-51), V(-60) }
+ };
+
+ // 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( 25), V( 79), V(107), V( 51), V( 27), V( 0), V( 0) },
+ { V( 5), V( 35), V(121), V( -2), V( 15), V(-10), V(-10) },
+ { V(-20), V( 22), V( 98), V( 36), V( 7), V(-20), V(-20) },
+ { V(-27), V( 24), V( 80), V( 25), V( -4), V(-30), V(-30) }
+ };
+
+ // Danger of blocked enemy pawns storming our king, by rank
+ constexpr Value BlockedStorm[RANK_NB] =
+ { V( 0), V( 0), V( 75), V(-10), V(-20), V(-20), V(-20) };
#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 ? 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);
Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
+ Bitboard lever, leverPush;
Square s;
- bool opposed, lever, connected, backward;
+ bool opposed, backward;
Score score = SCORE_ZERO;
const Square* pl = pos.squares<PAWN>(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<Right>(ourPawns) | shift_bb<Left>(ourPawns);
+ e->kingSquares[Us] = SQ_NONE;
+ 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];
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
- opposed = theirPawns & forward_bb(Us, s);
+ opposed = theirPawns & forward_file_bb(Us, s);
stoppers = theirPawns & passed_pawn_mask(Us, s);
- lever = theirPawns & pawnAttacksBB[s];
- doubled = ourPawns & forward_bb(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);
supported = neighbours & rank_bb(s - Up);
- connected = supported | phalanx;
- // A pawn is backward when it is behind all pawns of the same color on the
- // adjacent files and cannot be safely advanced.
- if (!neighbours || lever || relative_rank(Us, s) >= RANK_5)
- backward = false;
- else
- {
- // Find the backmost rank with neighbours or stoppers
- b = rank_bb(backmost_sq(Us, neighbours | stoppers));
-
- // The pawn is backward when it cannot safely progress to that rank:
- // either there is a stopper in the way on this rank, or there is a
- // stopper on adjacent file which controls the way to that rank.
- backward = (b | shift_bb<Up>(b & adjacent_files_bb(f))) & stoppers;
-
- assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours));
- }
+ // 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 them. Only the frontmost passed
- // pawn on each file is considered a true passed pawn.
- if (!(stoppers | 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)
+ && !(ourPawns & forward_file_bb(Us, s))
+ && popcount(supported) >= popcount(lever) - 1
+ && popcount(phalanx) >= popcount(leverPush))
e->passedPawns[Us] |= s;
- // Score this pawn
- if (!neighbours)
- score -= Isolated[opposed];
-
- else if (backward)
- score -= Backward[opposed];
+ else if ( stoppers == SquareBB[s + Up]
+ && relative_rank(Us, s) >= RANK_5)
+ {
+ b = shift<Up>(supported) & ~theirPawns;
+ while (b)
+ if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)]))
+ e->passedPawns[Us] |= s;
+ }
- else if (!supported)
- score -= Unsupported[more_than_one(neighbours & pawnAttacksBB[s])];
+ // Score this pawn
+ if (supported | phalanx)
+ score += Connected[opposed][bool(phalanx)][popcount(supported)][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 / distance<Rank>(s, frontmost_sq(Us, doubled));
+ else if (backward)
+ score -= Backward, e->weakUnopposed[Us] += !opposed;
- if (lever)
- score += Lever[relative_rank(Us, s)];
+ if (doubled && !supported)
+ score -= Doubled;
}
- b = e->semiopenFiles[Us] ^ 0xFF;
- e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0;
-
return score;
}
/// 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, 8, 19, 13, 71, 94, 169, 324 };
+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(v, v * 5 / 8);
+ 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);
}
}
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;
}
-/// 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<Color Us>
-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(Us, ksq) | rank_bb(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 = (ourPawns & file_bb(ksq)) ? Value(5) : Value(-5);
+
+ if (shift<Down>(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq)
+ safety += Value(374);
+
+ 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;
+ int ourRank = b ? relative_rank(Us, backmost_sq(Us, b)) : 0;
- b = theirPawns & file_bb(f);
- Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
+ b = theirPawns & file_bb(f);
+ int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
- 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)) ? BlockedStorm[theirRank]
+ : UnblockedStorm[d][theirRank];
}
return safety;
if (pawns)
while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
- Value bonus = shelter_storm<Us>(pos, ksq);
+ Value bonus = evaluate_shelter<Us>(pos, ksq);
// If we can castle use the bonus after the castling if it is bigger
if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
- bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
+ bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
- bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
+ bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
return make_score(bonus, -16 * minKingPawnDistance);
}