X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=inline;f=src%2Fpawns.cpp;h=c8c2e6d8c243db77d67b30afd109dfd2ea1fff4f;hb=471f7a1b5c4da03a712da2ce079034de45b4c35b;hp=f06b1283d418a529e8196150a5de85e8b934bd02;hpb=e4277c06bfb783b5ec78001eeef06fa9feae033f;p=stockfish
diff --git a/src/pawns.cpp b/src/pawns.cpp
index f06b1283..fb91afcb 100644
--- a/src/pawns.cpp
+++ b/src/pawns.cpp
@@ -1,7 +1,8 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2017 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
@@ -17,389 +18,284 @@
along with this program. If not, see .
*/
-
-////
-//// Includes
-////
-
+#include
#include
-#include
-#include "bitcount.h"
+#include "bitboard.h"
#include "pawns.h"
#include "position.h"
+#include "thread.h"
+namespace {
-////
-//// Local definitions
-////
+ #define V Value
+ #define S(mg, eg) make_score(mg, eg)
-namespace {
+ // Isolated pawn penalty by opposed flag
+ const Score Isolated[2] = { S(45, 40), S(30, 27) };
- /// Constants and variables
+ // Backward pawn penalty by opposed flag
+ const Score Backward[2] = { S(56, 33), S(41, 19) };
- // Doubled pawn penalty by file, middle game
- const Value DoubledPawnMidgamePenalty[8] = {
- Value(13), Value(20), Value(23), Value(23),
- Value(23), Value(23), Value(20), Value(13)
- };
+ // Unsupported pawn penalty for pawns which are neither isolated or backward
+ const Score Unsupported = S(17, 8);
- // Doubled pawn penalty by file, endgame
- const Value DoubledPawnEndgamePenalty[8] = {
- Value(43), Value(48), Value(48), Value(48),
- Value(48), Value(48), Value(48), Value(43)
- };
+ // Connected pawn bonus by opposed, phalanx, twice supported and rank
+ Score Connected[2][2][2][RANK_NB];
- // Isolated pawn penalty by file, middle game
- const Value IsolatedPawnMidgamePenalty[8] = {
- Value(25), Value(36), Value(40), Value(40),
- Value(40), Value(40), Value(36), Value(25)
- };
+ // Doubled pawn penalty
+ const Score Doubled = S(18, 38);
- // Isolated pawn penalty by file, endgame
- const Value IsolatedPawnEndgamePenalty[8] = {
- Value(30), Value(35), Value(35), Value(35),
- Value(35), Value(35), Value(35), Value(30)
+ // 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)
};
- // Backward pawn penalty by file, middle game
- const Value BackwardPawnMidgamePenalty[8] = {
- Value(20), Value(29), Value(33), Value(33),
- Value(33), Value(33), Value(29), Value(20)
+ // Weakness of our pawn shelter in front of the king by [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) }
};
- // Backward pawn penalty by file, endgame
- const Value BackwardPawnEndgamePenalty[8] = {
- Value(28), Value(31), Value(31), Value(31),
- Value(31), Value(31), Value(31), Value(28)
+ // 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
+ { 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( 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(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) } }
};
- // Pawn chain membership bonus by file, middle game
- const Value ChainMidgameBonus[8] = {
- Value(11), Value(13), Value(13), Value(14),
- Value(14), Value(13), Value(13), Value(11)
- };
+ // 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 chain membership bonus by file, endgame
- const Value ChainEndgameBonus[8] = {
- Value(-1), Value(-1), Value(-1), Value(-1),
- Value(-1), Value(-1), Value(-1), Value(-1)
- };
+ #undef S
+ #undef V
- // Candidate passed pawn bonus by rank, middle game
- const Value CandidateMidgameBonus[8] = {
- Value( 0), Value( 6), Value(6), Value(14),
- Value(34), Value(83), Value(0), Value( 0)
- };
+ template
+ Score evaluate(const Position& pos, Pawns::Entry* e) {
- // Candidate passed pawn bonus by rank, endgame
- const Value CandidateEndgameBonus[8] = {
- Value( 0), Value( 13), Value(13), Value(29),
- Value(68), Value(166), Value( 0), Value( 0)
- };
+ 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);
- // Pawn storm tables for positions with opposite castling
- const int QStormTable[64] = {
- 0, 0, 0, 0, 0, 0, 0, 0,
- -22,-22,-22,-14,-6, 0, 0, 0,
- -6,-10,-10,-10,-6, 0, 0, 0,
- 4, 12, 16, 12, 4, 0, 0, 0,
- 16, 23, 23, 16, 0, 0, 0, 0,
- 23, 31, 31, 23, 0, 0, 0, 0,
- 23, 31, 31, 23, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0
- };
+ Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
+ Bitboard lever, leverPush, connected;
+ Square s;
+ bool opposed, backward;
+ Score score = SCORE_ZERO;
+ const Square* pl = pos.squares(Us);
+ const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
- const int KStormTable[64] = {
- 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0,-10,-19,-28,-33,-33,
- 0, 0, 0,-10,-15,-19,-24,-24,
- 0, 0, 0, 0, 1, 1, 1, 1,
- 0, 0, 0, 0, 1, 10, 19, 19,
- 0, 0, 0, 0, 1, 19, 31, 27,
- 0, 0, 0, 0, 0, 22, 31, 22,
- 0, 0, 0, 0, 0, 0, 0, 0
- };
+ Bitboard ourPawns = pos.pieces(Us , PAWN);
+ Bitboard theirPawns = pos.pieces(Them, PAWN);
- // Pawn storm open file bonuses by file
- const int16_t KStormOpenFileBonus[8] = { 31, 31, 18, 0, 0, 0, 0, 0 };
- const int16_t QStormOpenFileBonus[8] = { 0, 0, 0, 0, 0, 26, 42, 26 };
+ e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
+ e->semiopenFiles[Us] = 0xFF;
+ e->kingSquares[Us] = SQ_NONE;
+ e->pawnAttacks[Us] = shift(ourPawns) | shift(ourPawns);
+ e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
+ e->pawnsOnSquares[Us][WHITE] = pos.count(Us) - e->pawnsOnSquares[Us][BLACK];
- // Pawn storm lever bonuses by file
- const int StormLeverBonus[8] = { -8, -8, -13, 0, 0, -13, -8, -8 };
+ // 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));
+
+ File f = file_of(s);
+
+ e->semiopenFiles[Us] &= ~(1 << f);
+ e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
+
+ // Flag the pawn
+ opposed = theirPawns & forward_bb(Us, s);
+ stoppers = theirPawns & passed_pawn_mask(Us, s);
+ lever = theirPawns & pawnAttacksBB[s];
+ leverPush = theirPawns & pawnAttacksBB[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(b & adjacent_files_bb(f))) & stoppers;
+
+ assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours));
+ }
+ // Passed pawns will be properly scored in evaluation because we need
+ // 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_bb(Us, s))
+ && popcount(supported) >= popcount(lever)
+ && popcount(phalanx) >= popcount(leverPush))
+ e->passedPawns[Us] |= s;
-////
-//// Functions
-////
+ // Score this pawn
+ if (!neighbours)
+ score -= Isolated[opposed];
-/// Constructor
+ else if (backward)
+ score -= Backward[opposed];
-PawnInfoTable::PawnInfoTable(unsigned numOfEntries) {
+ else if (!supported)
+ score -= Unsupported;
- size = numOfEntries;
- entries = new PawnInfo[size];
- if (!entries)
- {
- std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
- << " bytes for pawn hash table." << std::endl;
- Application::exit_with_failure();
+ if (connected)
+ score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
+
+ if (doubled)
+ score -= Doubled;
+
+ if (lever)
+ score += Lever[relative_rank(Us, s)];
+ }
+
+ return score;
}
-}
+} // namespace
+
+namespace Pawns {
-/// Destructor
+/// Pawns::init() initializes some tables needed by evaluation. Instead of using
+/// 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.
-PawnInfoTable::~PawnInfoTable() {
- delete [] entries;
+void init() {
+
+ static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
+
+ for (int opposed = 0; opposed <= 1; ++opposed)
+ for (int phalanx = 0; phalanx <= 1; ++phalanx)
+ for (int apex = 0; apex <= 1; ++apex)
+ 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 * (r-2) / 4);
+ }
}
-/// PawnInfo::clear() resets to zero the PawnInfo entry. Note that
-/// kingSquares[] is initialized to SQ_NONE instead.
+/// Pawns::probe() looks up the current position's pawns configuration in
+/// the pawns hash table. It returns a pointer to the Entry if the position
+/// is found. Otherwise a new Entry is computed and stored there, so we don't
+/// have to recompute all when the same pawns configuration occurs again.
-void PawnInfo::clear() {
+Entry* probe(const Position& pos) {
- memset(this, 0, sizeof(PawnInfo));
- kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE;
-}
+ Key key = pos.pawn_key();
+ Entry* e = pos.this_thread()->pawnsTable[key];
+ if (e->key == key)
+ return e;
-/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
-/// a PawnInfo 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.
+ e->key = key;
+ e->score = evaluate(pos, e) - evaluate(pos, e);
+ e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
+ e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
+ return e;
+}
-PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
- assert(pos.is_ok());
+/// Entry::shelter_storm() calculates shelter and storm penalties for the file
+/// the king is on, as well as the two closest files.
- Key key = pos.get_pawn_key();
- int index = int(key & (size - 1));
- PawnInfo* pi = entries + index;
+template
+Value Entry::shelter_storm(const Position& pos, Square ksq) {
- // If pi->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;
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
- // Clear the PawnInfo object, and set the key
- pi->clear();
- pi->key = key;
+ enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked };
- Value mgValue[2] = {Value(0), Value(0)};
- Value egValue[2] = {Value(0), Value(0)};
+ Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(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)));
- // Loop through the pawns for both colors
- for (Color us = WHITE; us <= BLACK; us++)
+ for (File f = center - File(1); f <= center + File(1); ++f)
{
- Color them = opposite_color(us);
- Bitboard ourPawns = pos.pieces(PAWN, us);
- Bitboard theirPawns = pos.pieces(PAWN, them);
- Bitboard pawns = ourPawns;
-
- // Initialize pawn storm scores by giving bonuses for open files
- for (File f = FILE_A; f <= FILE_H; f++)
- if (!(pawns & file_bb(f)))
- {
- pi->ksStormValue[us] += KStormOpenFileBonus[f];
- pi->qsStormValue[us] += QStormOpenFileBonus[f];
- pi->halfOpenFiles[us] |= (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;
+
+ safety -= ShelterWeakness[std::min(f, FILE_H - f)][rkUs]
+ + StormDanger
+ [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing :
+ rkUs == RANK_1 ? Unopposed :
+ rkThem == rkUs + 1 ? BlockedByPawn : Unblocked]
+ [std::min(f, FILE_H - f)][rkThem];
+ }
- // Loop through all pawns of the current color and score each pawn
- while (pawns)
- {
- Square s = pop_1st_bit(&pawns);
- File f = square_file(s);
- Rank r = square_rank(s);
-
- assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
-
- // Passed, isolated or doubled pawn?
- bool passed = Position::pawn_is_passed(theirPawns, us, s);
- bool isolated = Position::pawn_is_isolated(ourPawns, s);
- bool doubled = Position::pawn_is_doubled(ourPawns, us, s);
-
- // We calculate kingside and queenside pawn storm
- // scores for both colors. These are used when evaluating
- // middle game positions with opposite side castling.
- //
- // Each pawn is given a base score given by a piece square table
- // (KStormTable[] or QStormTable[]). Pawns which seem to have good
- // chances of creating an open file by exchanging itself against an
- // enemy pawn on an adjacent file gets an additional bonus.
-
- // Kingside pawn storms
- int bonus = KStormTable[relative_square(us, s)];
- if (f >= FILE_F)
- {
- Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
- while (b)
- {
- Square s2 = pop_1st_bit(&b);
- if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
- {
- // The enemy pawn has no pawn beside itself, which makes it
- // particularly vulnerable. Big bonus, especially against a
- // weakness on the rook file.
- if (square_file(s2) == FILE_H)
- bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2);
- else
- bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2);
- } else
- // There is at least one enemy pawn beside the enemy pawn we look
- // at, which means that the pawn has somewhat better chances of
- // defending itself by advancing. Smaller bonus.
- bonus += StormLeverBonus[f] - 2*square_distance(s, s2);
- }
- }
- pi->ksStormValue[us] += bonus;
+ return safety;
+}
- // Queenside pawn storms
- bonus = QStormTable[relative_square(us, s)];
- if (f <= FILE_C)
- {
- Bitboard b = outpost_mask(us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
- while (b)
- {
- Square s2 = pop_1st_bit(&b);
- if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
- {
- // The enemy pawn has no pawn beside itself, which makes it
- // particularly vulnerable. Big bonus, especially against a
- // weakness on the rook file.
- if (square_file(s2) == FILE_A)
- bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2);
- else
- bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2);
- } else
- // There is at least one enemy pawn beside the enemy pawn we look
- // at, which means that the pawn has somewhat better chances of
- // defending itself by advancing. Smaller bonus.
- bonus += StormLeverBonus[f] - 4*square_distance(s, s2);
- }
- }
- pi->qsStormValue[us] += bonus;
-
- // Member of a pawn chain (but not the backward one)? We could speed up
- // the test a little by introducing an array of masks indexed by color
- // and square for doing the test, but because everything is hashed,
- // it probably won't make any noticable difference.
- bool chain = ourPawns
- & neighboring_files_bb(f)
- & (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
-
- // Test for backward pawn
- //
- // If the pawn is passed, isolated, or member of a pawn chain
- // it cannot be backward. If can capture an enemy pawn or if
- // there are friendly pawns behind on neighboring files it cannot
- // be backward either.
- bool backward;
- if ( passed
- || isolated
- || chain
- || (pos.attacks_from(s, us) & theirPawns)
- || (ourPawns & behind_bb(us, r) & neighboring_files_bb(f)))
- backward = false;
- else
- {
- // We now know that there are no friendly pawns beside or behind this
- // pawn on neighboring files. We now check whether the pawn is
- // backward by looking in the forward direction on the neighboring
- // files, and seeing whether we meet a friendly or an enemy pawn first.
- Bitboard b = pos.attacks_from(s, us);
- if (us == WHITE)
- {
- for ( ; !(b & (ourPawns | theirPawns)); b <<= 8);
- backward = (b | (b << 8)) & theirPawns;
- }
- else
- {
- for ( ; !(b & (ourPawns | theirPawns)); b >>= 8);
- backward = (b | (b >> 8)) & theirPawns;
- }
- }
- // Test for candidate passed pawn
- bool candidate;
- candidate = !passed
- && !(theirPawns & file_bb(f))
- && ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
- - count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
- >= 0);
+/// Entry::do_king_safety() calculates a bonus for king safety. It is called only
+/// when king square changes, which is about 20% of total king_safety() calls.
- // In order to prevent doubled passed pawns from receiving a too big
- // bonus, only the frontmost passed pawn on each file is considered as
- // a true passed pawn.
- if (passed && (ourPawns & squares_in_front_of(us, s)))
- passed = false;
+template
+Score Entry::do_king_safety(const Position& pos, Square ksq) {
- // Score this pawn
- if (passed)
- set_bit(&(pi->passedPawns), s);
+ kingSquares[Us] = ksq;
+ castlingRights[Us] = pos.can_castle(Us);
+ int minKingPawnDistance = 0;
- if (isolated)
- {
- mgValue[us] -= IsolatedPawnMidgamePenalty[f];
- egValue[us] -= IsolatedPawnEndgamePenalty[f];
- if (!(theirPawns & file_bb(f)))
- {
- mgValue[us] -= IsolatedPawnMidgamePenalty[f] / 2;
- egValue[us] -= IsolatedPawnEndgamePenalty[f] / 2;
- }
- }
- if (doubled)
- {
- mgValue[us] -= DoubledPawnMidgamePenalty[f];
- egValue[us] -= DoubledPawnEndgamePenalty[f];
- }
- if (backward)
- {
- mgValue[us] -= BackwardPawnMidgamePenalty[f];
- egValue[us] -= BackwardPawnEndgamePenalty[f];
- if (!(theirPawns & file_bb(f)))
- {
- mgValue[us] -= BackwardPawnMidgamePenalty[f] / 2;
- egValue[us] -= BackwardPawnEndgamePenalty[f] / 2;
- }
- }
- if (chain)
- {
- mgValue[us] += ChainMidgameBonus[f];
- egValue[us] += ChainEndgameBonus[f];
- }
- if (candidate)
- {
- mgValue[us] += CandidateMidgameBonus[relative_rank(us, s)];
- egValue[us] += CandidateEndgameBonus[relative_rank(us, s)];
- }
- } // while(pawns)
- } // for(colors)
+ Bitboard pawns = pos.pieces(Us, PAWN);
+ if (pawns)
+ while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
- pi->mgValue = int16_t(mgValue[WHITE] - mgValue[BLACK]);
- pi->egValue = int16_t(egValue[WHITE] - egValue[BLACK]);
- return pi;
-}
+ Value bonus = shelter_storm(pos, ksq);
+ // If we can castle use the bonus after the castling if it is bigger
+ if (pos.can_castle(MakeCastling::right))
+ bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_G1)));
-/// PawnInfo::updateShelter calculates and caches king shelter. It is called
-/// only when king square changes, about 20% of total get_king_shelter() calls.
-int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
+ if (pos.can_castle(MakeCastling::right))
+ bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1)));
- unsigned shelter = 0;
- Bitboard pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
- unsigned r = ksq & (7 << 3);
- for (int i = 1, k = (c ? -8 : 8); i < 4; i++)
- {
- r += k;
- shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
- }
- kingSquares[c] = ksq;
- kingShelters[c] = shelter;
- return shelter;
+ return make_score(bonus, -16 * minKingPawnDistance);
}
+
+// Explicit template instantiation
+template Score Entry::do_king_safety(const Position& pos, Square ksq);
+template Score Entry::do_king_safety(const Position& pos, Square ksq);
+
+} // namespace Pawns