#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) } };
/// table, so we don't have to recompute everything when the same pawn structure
/// occurs again.
-PawnEntry* PawnTable::probe(const Position& pos) const {
+PawnEntry* PawnTable::probe(const Position& pos) {
Key key = pos.pawn_key();
- PawnEntry* pi = Base::probe(key);
+ PawnEntry* 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;
- 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;
- Bitboard wPawns = pos.pieces(PAWN, WHITE);
- Bitboard bPawns = pos.pieces(PAWN, BLACK);
- pi->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
- pi->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
+ 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);
- 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;
}
template<Color Us>
Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
- Bitboard theirPawns, PawnEntry* pi) {
+ Bitboard theirPawns, PawnEntry* e) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
r = rank_of(s);
// This file cannot be half open
- pi->halfOpenFiles[Us] &= ~(1 << f);
+ 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));
// chain (but not the backward one).
chain = ourPawns & adjacent_files_bb(f) & b;
isolated = !(ourPawns & adjacent_files_bb(f));
- doubled = ourPawns & squares_in_front_of(Us, s);
- opposed = theirPawns & squares_in_front_of(Us, s);
+ doubled = ourPawns & forward_bb(Us, s);
+ opposed = theirPawns & forward_bb(Us, s);
passed = !(theirPawns & passed_pawn_mask(Us, s));
// Test for backward pawn
// 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;
+ e->passedPawns[Us] |= s;
// Score this pawn
if (isolated)
{
// 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];
}
Score PawnEntry::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 kingSafety[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 kingSafety[Us] = make_score(bonus, 0);
+ return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]);
}
// Explicit template instantiation