X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fpawns.cpp;h=5768eb3e8107e86ad50d518027dc216e8a4aa21c;hb=6ba1d3ead63490f1f6734bd0245ed10783975c11;hp=e1952b60260d8a8a55666450f923f4d41a8d73ce;hpb=cd782c11ec8e765e3a323e422cea19d7d053a07c;p=stockfish
diff --git a/src/pawns.cpp b/src/pawns.cpp
index e1952b60..5768eb3e 100644
--- a/src/pawns.cpp
+++ b/src/pawns.cpp
@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2014 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
@@ -17,6 +17,7 @@
along with this program. If not, see .
*/
+#include
#include
#include "bitboard.h"
@@ -29,51 +30,52 @@ namespace {
#define V Value
#define S(mg, eg) make_score(mg, eg)
- // Doubled pawn penalty by opposed flag and file
- const Score Doubled[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) }};
+ // Doubled pawn penalty by file
+ const Score Doubled[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) };
// Isolated pawn penalty by opposed flag and file
const Score Isolated[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) }};
+ S(40, 35), S(40, 35), S(36, 35), S(25, 30) } };
// Backward pawn penalty by opposed flag and file
const Score Backward[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) }};
+ S(33, 31), S(33, 31), S(29, 31), S(20, 28) } };
- // Pawn chain membership bonus by file
- const Score ChainMember[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)
- };
+ // Connected pawn bonus by file and rank (initialized by formula)
+ Score Connected[FILE_NB][RANK_NB];
// Candidate passed pawn bonus by rank
const Score CandidatePassed[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)
- };
+ S(34,68), S(83,166), S(0, 0), S( 0, 0) };
- // Weakness of our pawn shelter in front of the king indexed by [king pawn][rank]
- 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) } };
+ // Bonus for file distance of the two outermost pawns
+ const Score PawnsFileSpan = S(0, 15);
- // Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank]
- 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) } };
+ // Unsupported pawn penalty
+ const Score UnsupportedPawnPenalty = S(20, 10);
+
+ // Weakness of our pawn shelter in front of the king indexed by [rank]
+ const Value ShelterWeakness[RANK_NB] =
+ { V(100), V(0), V(27), V(73), V(92), V(101), V(101) };
+
+ // Danger of enemy pawns moving toward our king indexed by
+ // [no friendly pawn | pawn unblocked | pawn blocked][rank of enemy pawn]
+ const Value StormDanger[3][RANK_NB] = {
+ { V( 0), V(64), V(128), V(51), V(26) },
+ { V(26), V(32), V( 96), V(38), V(20) },
+ { V( 0), V( 0), V(160), V(25), V(13) } };
// Max bonus for king safety. Corresponds to start position with all the pawns
- // in front of the king and no enemy pawn on the horizont.
+ // in front of the king and no enemy pawn on the horizon.
const Value MaxSafetyBonus = V(263);
#undef S
@@ -87,22 +89,21 @@ namespace {
const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
- Bitboard b;
+ Bitboard b, p, doubled;
Square s;
File f;
- Rank r;
- bool passed, isolated, doubled, opposed, chain, backward, candidate;
+ bool passed, isolated, opposed, connected, backward, candidate, unsupported;
Score value = SCORE_ZERO;
const Square* pl = pos.list(Us);
Bitboard ourPawns = pos.pieces(Us, PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
- e->passedPawns[Us] = 0;
+ e->passedPawns[Us] = e->candidatePawns[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
e->semiopenFiles[Us] = 0xFF;
e->pawnAttacks[Us] = shift_bb(ourPawns) | shift_bb(ourPawns);
- e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & BlackSquares);
+ e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
e->pawnsOnSquares[Us][WHITE] = pos.count(Us) - e->pawnsOnSquares[Us][BLACK];
// Loop through all pawns of the current color and score each pawn
@@ -111,57 +112,56 @@ namespace {
assert(pos.piece_on(s) == make_piece(Us, PAWN));
f = file_of(s);
- r = rank_of(s);
// This file cannot be semi-open
e->semiopenFiles[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(s, Us) & theirPawns))
+ // Previous rank
+ p = rank_bb(s - pawn_push(Us));
+
+ // Our rank plus previous one
+ b = rank_bb(s) | p;
+
+ // Flag the pawn as passed, isolated, doubled,
+ // unsupported or connected (but not the backward one).
+ connected = ourPawns & adjacent_files_bb(f) & b;
+ unsupported = !(ourPawns & adjacent_files_bb(f) & p);
+ 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.
+ // If the pawn is passed, isolated, or connected it cannot be
+ // backward. If there are friendly pawns behind on adjacent files
+ // or if it can capture an enemy pawn it cannot be backward either.
+ if ( (passed | isolated | connected)
+ || (ourPawns & pawn_attack_span(Them, s))
+ || (pos.attacks_from(s, Us) & theirPawns))
+ backward = false;
+ else
{
// 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(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)))
- b = shift_bb(b);
+ // files, and picking the closest pawn there.
+ b = pawn_attack_span(Us, s) & (ourPawns | theirPawns);
+ b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b));
- // The friendly pawn needs to be at least two ranks closer than the
- // enemy pawn in order to help the potentially backward pawn advance.
+ // If we have an enemy pawn in the same or next rank, the pawn is
+ // backward because it cannot advance without being captured.
backward = (b | shift_bb(b)) & theirPawns;
}
- assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns));
+ assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns));
- // A not passed pawn is a candidate to become passed if it is free to
+ // 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
+ // pawn on adjacent files is higher than or equal to 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(b) >= popcount(attack_span_mask(Us, s) & theirPawns);
+ && (b = pawn_attack_span(Them, s + pawn_push(Us)) & ourPawns) != 0
+ && popcount(b) >= popcount(pawn_attack_span(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
@@ -173,17 +173,33 @@ namespace {
if (isolated)
value -= Isolated[opposed][f];
+ if (unsupported && !isolated)
+ value -= UnsupportedPawnPenalty;
+
if (doubled)
- value -= Doubled[opposed][f];
+ value -= Doubled[f] / rank_distance(s, lsb(doubled));
if (backward)
value -= Backward[opposed][f];
- if (chain)
- value += ChainMember[f];
+ if (connected)
+ value += Connected[f][relative_rank(Us, s)];
if (candidate)
+ {
value += CandidatePassed[relative_rank(Us, s)];
+
+ if (!doubled)
+ e->candidatePawns[Us] |= s;
+ }
+ }
+
+ // In endgame it's better to have pawns on both wings. So give a bonus according
+ // to file distance between left and right outermost pawns.
+ if (pos.count(Us) > 1)
+ {
+ b = e->semiopenFiles[Us] ^ 0xFF;
+ value += PawnsFileSpan * int(msb(b) - lsb(b));
}
return value;
@@ -193,6 +209,22 @@ namespace {
namespace Pawns {
+/// init() initializes some tables by formula instead of hard-coding their values
+
+void init() {
+
+ const int bonusesByFile[8] = { 1, 3, 3, 4, 4, 3, 3, 1 };
+ int bonus;
+
+ for (Rank r = RANK_1; r < RANK_8; ++r)
+ for (File f = FILE_A; f <= FILE_H; ++f)
+ {
+ bonus = r * (r-1) * (r-2) + bonusesByFile[f] * (r/2 + 1);
+ Connected[f][r] = make_score(bonus, bonus);
+ }
+}
+
+
/// 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.
@@ -218,41 +250,44 @@ template
Value Entry::shelter_storm(const Position& pos, Square ksq) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ static const Bitboard MiddleEdges = (FileABB | FileHBB) & (Rank2BB | Rank3BB);
Value safety = MaxSafetyBonus;
- Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, ksq) | rank_bb(ksq));
- Bitboard ourPawns = b & pos.pieces(Us) & ~rank_bb(ksq);
+ 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);
Rank rkUs, rkThem;
- File kf = file_of(ksq);
-
- kf = (kf == FILE_A) ? FILE_B : (kf == FILE_H) ? FILE_G : kf;
+ File kf = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
- for (int f = kf - 1; f <= kf + 1; f++)
+ for (File f = kf - File(1); f <= kf + File(1); ++f)
{
- // Shelter penalty is higher for the pawn in front of the king
- b = ourPawns & FileBB[f];
- 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 ? lsb(b) : ~msb(b)) : RANK_1;
- safety -= StormDanger[rkThem == rkUs + 1][rkThem];
+ b = ourPawns & file_bb(f);
+ rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
+
+ b = theirPawns & file_bb(f);
+ rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
+
+ if ( (MiddleEdges & make_square(f, rkThem))
+ && file_of(ksq) == f
+ && relative_rank(Us, ksq) == rkThem - 1)
+ safety += 200;
+ else
+ safety -= ShelterWeakness[rkUs]
+ + StormDanger[rkUs == RANK_1 ? 0 : rkThem == rkUs + 1 ? 2 : 1][rkThem];
}
return safety;
}
-/// 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.
+/// 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.
template
-Score Entry::update_safety(const Position& pos, Square ksq) {
+Score Entry::do_king_safety(const Position& pos, Square ksq) {
kingSquares[Us] = ksq;
- castleRights[Us] = pos.can_castle(Us);
+ castlingRights[Us] = pos.can_castle(Us);
minKPdistance[Us] = 0;
Bitboard pawns = pos.pieces(Us, PAWN);
@@ -260,22 +295,22 @@ Score Entry::update_safety(const Position& pos, Square ksq) {
while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {}
if (relative_rank(Us, ksq) > RANK_4)
- return kingSafety[Us] = make_score(0, -16 * minKPdistance[Us]);
+ return make_score(0, -16 * minKPdistance[Us]);
Value bonus = shelter_storm(pos, ksq);
- // If we can castle use the bonus after the castle if is bigger
- if (pos.can_castle(make_castle_right(Us, KING_SIDE)))
+ // 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)));
- if (pos.can_castle(make_castle_right(Us, QUEEN_SIDE)))
+ if (pos.can_castle(MakeCastling::right))
bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1)));
- return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]);
+ return make_score(bonus, -16 * minKPdistance[Us]);
}
// Explicit template instantiation
-template Score Entry::update_safety(const Position& pos, Square ksq);
-template Score Entry::update_safety(const Position& pos, Square ksq);
+template Score Entry::do_king_safety(const Position& pos, Square ksq);
+template Score Entry::do_king_safety(const Position& pos, Square ksq);
} // namespace Pawns