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https://github.com/sockspls/badfish
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Introduce namespace Pawns
And retire old struct PawnTable along the same lines of previous patch. No functional change.
This commit is contained in:
parent
231f62baf7
commit
158014b39d
5 changed files with 136 additions and 178 deletions
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@ -37,7 +37,7 @@ namespace {
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// Pointers to material and pawn hash table entries
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// Pointers to material and pawn hash table entries
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Material::Entry* mi;
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Material::Entry* mi;
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PawnEntry* pi;
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Pawns::Entry* pi;
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type, attackedBy[color][0] contains
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// attacked by a given color and piece type, attackedBy[color][0] contains
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@ -405,7 +405,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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}
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}
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// Probe the pawn hash table
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// Probe the pawn hash table
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ei.pi = pos.this_thread()->pawnTable.probe(pos);
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ei.pi = Pawns::probe(pos, th->pawnsTable);
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score += ei.pi->pawns_value();
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score += ei.pi->pawns_value();
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// Initialize attack and king safety bitboards
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// Initialize attack and king safety bitboards
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225
src/pawns.cpp
225
src/pawns.cpp
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@ -80,18 +80,116 @@ namespace {
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#undef S
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#undef S
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#undef V
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#undef V
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template<Color Us>
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Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, Pawns::Entry* e) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard b;
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Square s;
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File f;
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Rank r;
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bool passed, isolated, doubled, opposed, chain, backward, candidate;
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Score value = SCORE_ZERO;
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const Square* pl = pos.piece_list(Us, PAWN);
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// Loop through all pawns of the current color and score each pawn
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while ((s = *pl++) != SQ_NONE)
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{
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assert(pos.piece_on(s) == make_piece(Us, PAWN));
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f = file_of(s);
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r = rank_of(s);
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// This file cannot be half open
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e->halfOpenFiles[Us] &= ~(1 << f);
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// Our rank plus previous one. Used for chain detection
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b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1));
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// Flag the pawn as passed, isolated, doubled or member of a pawn
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// chain (but not the backward one).
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chain = ourPawns & adjacent_files_bb(f) & b;
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isolated = !(ourPawns & adjacent_files_bb(f));
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doubled = ourPawns & forward_bb(Us, s);
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opposed = theirPawns & forward_bb(Us, s);
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passed = !(theirPawns & passed_pawn_mask(Us, s));
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// Test for backward pawn
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backward = false;
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// If the pawn is passed, isolated, or member of a pawn chain it cannot
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// be backward. If there are friendly pawns behind on adjacent files
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// or if can capture an enemy pawn it cannot be backward either.
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if ( !(passed | isolated | chain)
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&& !(ourPawns & attack_span_mask(Them, s))
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&& !(pos.attacks_from<PAWN>(s, Us) & theirPawns))
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{
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// We now know that there are no friendly pawns beside or behind this
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// pawn on adjacent files. We now check whether the pawn is
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// backward by looking in the forward direction on the adjacent
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// files, and seeing whether we meet a friendly or an enemy pawn first.
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b = pos.attacks_from<PAWN>(s, Us);
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// Note that we are sure to find something because pawn is not passed
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// nor isolated, so loop is potentially infinite, but it isn't.
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while (!(b & (ourPawns | theirPawns)))
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Us == WHITE ? b <<= 8 : b >>= 8;
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// The friendly pawn needs to be at least two ranks closer than the
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// enemy pawn in order to help the potentially backward pawn advance.
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backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns;
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}
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assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns));
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// A not passed pawn is a candidate to become passed if it is free to
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// advance and if the number of friendly pawns beside or behind this
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// pawn on adjacent files is higher or equal than the number of
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// enemy pawns in the forward direction on the adjacent files.
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candidate = !(opposed | passed | backward | isolated)
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&& (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0
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&& popcount<Max15>(b) >= popcount<Max15>(attack_span_mask(Us, s) & theirPawns);
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// Passed pawns will be properly scored in evaluation because we need
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// full attack info to evaluate passed pawns. Only the frontmost passed
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// pawn on each file is considered a true passed pawn.
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if (passed && !doubled)
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e->passedPawns[Us] |= s;
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// Score this pawn
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if (isolated)
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value -= IsolatedPawnPenalty[opposed][f];
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if (doubled)
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value -= DoubledPawnPenalty[opposed][f];
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if (backward)
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value -= BackwardPawnPenalty[opposed][f];
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if (chain)
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value += ChainBonus[f];
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if (candidate)
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value += CandidateBonus[relative_rank(Us, s)];
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}
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return value;
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}
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}
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}
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namespace Pawns {
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/// PawnTable::probe() takes a position object as input, computes a PawnEntry
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/// probe() takes a position object as input, computes a Entry object, and returns
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/// object, and returns a pointer to it. The result is also stored in a hash
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/// a pointer to it. The result is also stored in a hash table, so we don't have
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/// table, so we don't have to recompute everything when the same pawn structure
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/// to recompute everything when the same pawn structure occurs again.
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/// occurs again.
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PawnEntry* PawnTable::probe(const Position& pos) {
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Entry* probe(const Position& pos, Table& entries) {
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Key key = pos.pawn_key();
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Key key = pos.pawn_key();
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PawnEntry* e = entries[key];
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Entry* e = entries[key];
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// If e->key matches the position's pawn hash key, it means that we
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// If e->key matches the position's pawn hash key, it means that we
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// have analysed this pawn structure before, and we can simply return
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// have analysed this pawn structure before, and we can simply return
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@ -118,112 +216,11 @@ PawnEntry* PawnTable::probe(const Position& pos) {
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}
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}
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/// PawnTable::evaluate_pawns() evaluates each pawn of the given color
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/// Entry::shelter_storm() calculates shelter and storm penalties for the file
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template<Color Us>
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Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnEntry* e) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard b;
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Square s;
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File f;
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Rank r;
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bool passed, isolated, doubled, opposed, chain, backward, candidate;
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Score value = SCORE_ZERO;
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const Square* pl = pos.piece_list(Us, PAWN);
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// Loop through all pawns of the current color and score each pawn
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while ((s = *pl++) != SQ_NONE)
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{
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assert(pos.piece_on(s) == make_piece(Us, PAWN));
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f = file_of(s);
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r = rank_of(s);
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// This file cannot be half open
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e->halfOpenFiles[Us] &= ~(1 << f);
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// Our rank plus previous one. Used for chain detection
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b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1));
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// Flag the pawn as passed, isolated, doubled or member of a pawn
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// chain (but not the backward one).
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chain = ourPawns & adjacent_files_bb(f) & b;
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isolated = !(ourPawns & adjacent_files_bb(f));
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doubled = ourPawns & forward_bb(Us, s);
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opposed = theirPawns & forward_bb(Us, s);
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passed = !(theirPawns & passed_pawn_mask(Us, s));
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// Test for backward pawn
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backward = false;
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// If the pawn is passed, isolated, or member of a pawn chain it cannot
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// be backward. If there are friendly pawns behind on adjacent files
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// or if can capture an enemy pawn it cannot be backward either.
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if ( !(passed | isolated | chain)
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&& !(ourPawns & attack_span_mask(Them, s))
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&& !(pos.attacks_from<PAWN>(s, Us) & theirPawns))
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{
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// We now know that there are no friendly pawns beside or behind this
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// pawn on adjacent files. We now check whether the pawn is
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// backward by looking in the forward direction on the adjacent
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// files, and seeing whether we meet a friendly or an enemy pawn first.
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b = pos.attacks_from<PAWN>(s, Us);
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// Note that we are sure to find something because pawn is not passed
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// nor isolated, so loop is potentially infinite, but it isn't.
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while (!(b & (ourPawns | theirPawns)))
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Us == WHITE ? b <<= 8 : b >>= 8;
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// The friendly pawn needs to be at least two ranks closer than the
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// enemy pawn in order to help the potentially backward pawn advance.
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backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns;
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}
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assert(opposed | passed | (attack_span_mask(Us, s) & theirPawns));
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// A not passed pawn is a candidate to become passed if it is free to
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// advance and if the number of friendly pawns beside or behind this
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// pawn on adjacent files is higher or equal than the number of
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// enemy pawns in the forward direction on the adjacent files.
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candidate = !(opposed | passed | backward | isolated)
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&& (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0
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&& popcount<Max15>(b) >= popcount<Max15>(attack_span_mask(Us, s) & theirPawns);
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// Passed pawns will be properly scored in evaluation because we need
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// full attack info to evaluate passed pawns. Only the frontmost passed
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// pawn on each file is considered a true passed pawn.
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if (passed && !doubled)
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e->passedPawns[Us] |= s;
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// Score this pawn
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if (isolated)
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value -= IsolatedPawnPenalty[opposed][f];
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if (doubled)
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value -= DoubledPawnPenalty[opposed][f];
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if (backward)
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value -= BackwardPawnPenalty[opposed][f];
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if (chain)
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value += ChainBonus[f];
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if (candidate)
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value += CandidateBonus[relative_rank(Us, s)];
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}
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return value;
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}
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/// PawnEntry::shelter_storm() calculates shelter and storm penalties for the file
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/// the king is on, as well as the two adjacent files.
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/// the king is on, as well as the two adjacent files.
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template<Color Us>
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template<Color Us>
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Value PawnEntry::shelter_storm(const Position& pos, Square ksq) {
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Value Entry::shelter_storm(const Position& pos, Square ksq) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -253,11 +250,11 @@ Value PawnEntry::shelter_storm(const Position& pos, Square ksq) {
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}
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}
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/// PawnEntry::update_safety() calculates and caches a bonus for king safety. It is
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/// Entry::update_safety() calculates and caches a bonus for king safety. It is
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/// called only when king square changes, about 20% of total king_safety() calls.
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/// called only when king square changes, about 20% of total king_safety() calls.
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template<Color Us>
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template<Color Us>
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Score PawnEntry::update_safety(const Position& pos, Square ksq) {
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Score Entry::update_safety(const Position& pos, Square ksq) {
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kingSquares[Us] = ksq;
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kingSquares[Us] = ksq;
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castleRights[Us] = pos.can_castle(Us);
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castleRights[Us] = pos.can_castle(Us);
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}
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}
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// Explicit template instantiation
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// Explicit template instantiation
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template Score PawnEntry::update_safety<WHITE>(const Position& pos, Square ksq);
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template Score Entry::update_safety<WHITE>(const Position& pos, Square ksq);
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template Score PawnEntry::update_safety<BLACK>(const Position& pos, Square ksq);
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template Score Entry::update_safety<BLACK>(const Position& pos, Square ksq);
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} // namespace Pawns
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src/pawns.h
81
src/pawns.h
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#include "position.h"
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#include "position.h"
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#include "types.h"
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#include "types.h"
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const int PawnTableSize = 16384;
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namespace Pawns {
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/// PawnEntry is a class which contains various information about a pawn
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/// Pawns::Entry contains various information about a pawn structure. Currently,
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/// structure. Currently, it only includes a middle game and an end game
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/// it only includes a middle game and end game pawn structure evaluation, and a
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/// pawn structure evaluation, and a bitboard of passed pawns. We may want
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/// bitboard of passed pawns. We may want to add further information in the future.
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/// to add further information in the future. A lookup to the pawn hash
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/// A lookup to the pawn hash table (performed by calling the probe function)
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/// table (performed by calling the probe method in a PawnTable object)
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/// returns a pointer to an Entry object.
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/// returns a pointer to a PawnEntry object.
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class PawnEntry {
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struct Entry {
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friend struct PawnTable;
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Score pawns_value() const { return value; }
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Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
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public:
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Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
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Score pawns_value() const;
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int file_is_half_open(Color c, File f) const { return halfOpenFiles[c] & (1 << int(f)); }
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Bitboard pawn_attacks(Color c) const;
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int has_open_file_to_left(Color c, File f) const { return halfOpenFiles[c] & ((1 << int(f)) - 1); }
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Bitboard passed_pawns(Color c) const;
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int has_open_file_to_right(Color c, File f) const { return halfOpenFiles[c] & ~((1 << int(f+1)) - 1); }
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int file_is_half_open(Color c, File f) const;
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int has_open_file_to_left(Color c, File f) const;
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int has_open_file_to_right(Color c, File f) const;
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template<Color Us>
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template<Color Us>
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Score king_safety(const Position& pos, Square ksq);
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Score king_safety(const Position& pos, Square ksq) {
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return kingSquares[Us] == ksq && castleRights[Us] == pos.can_castle(Us)
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? kingSafety[Us] : update_safety<Us>(pos, ksq);
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}
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private:
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template<Color Us>
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template<Color Us>
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Score update_safety(const Position& pos, Square ksq);
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Score update_safety(const Position& pos, Square ksq);
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Score kingSafety[COLOR_NB];
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Score kingSafety[COLOR_NB];
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};
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};
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typedef HashTable<Entry, 16384> Table;
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/// The PawnTable class represents a pawn hash table. The most important
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Entry* probe(const Position& pos, Table& entries);
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/// method is probe, which returns a pointer to a PawnEntry object.
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struct PawnTable {
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PawnEntry* probe(const Position& pos);
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template<Color Us>
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static Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnEntry* e);
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HashTable<PawnEntry, PawnTableSize> entries;
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};
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inline Score PawnEntry::pawns_value() const {
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return value;
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}
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inline Bitboard PawnEntry::pawn_attacks(Color c) const {
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return pawnAttacks[c];
|
|
||||||
}
|
|
||||||
|
|
||||||
inline Bitboard PawnEntry::passed_pawns(Color c) const {
|
|
||||||
return passedPawns[c];
|
|
||||||
}
|
|
||||||
|
|
||||||
inline int PawnEntry::file_is_half_open(Color c, File f) const {
|
|
||||||
return halfOpenFiles[c] & (1 << int(f));
|
|
||||||
}
|
|
||||||
|
|
||||||
inline int PawnEntry::has_open_file_to_left(Color c, File f) const {
|
|
||||||
return halfOpenFiles[c] & ((1 << int(f)) - 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
inline int PawnEntry::has_open_file_to_right(Color c, File f) const {
|
|
||||||
return halfOpenFiles[c] & ~((1 << int(f+1)) - 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
template<Color Us>
|
|
||||||
inline Score PawnEntry::king_safety(const Position& pos, Square ksq) {
|
|
||||||
return kingSquares[Us] == ksq && castleRights[Us] == pos.can_castle(Us)
|
|
||||||
? kingSafety[Us] : update_safety<Us>(pos, ksq);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif // !defined(PAWNS_H_INCLUDED)
|
#endif // !defined(PAWNS_H_INCLUDED)
|
||||||
|
|
|
@ -918,7 +918,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
|
||||||
}
|
}
|
||||||
|
|
||||||
// Prefetch pawn and material hash tables
|
// Prefetch pawn and material hash tables
|
||||||
prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]);
|
prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
|
||||||
prefetch((char*)thisThread->materialTable[st->materialKey]);
|
prefetch((char*)thisThread->materialTable[st->materialKey]);
|
||||||
|
|
||||||
// Update incremental scores
|
// Update incremental scores
|
||||||
|
|
|
@ -112,7 +112,7 @@ public:
|
||||||
Eval::Table evalTable;
|
Eval::Table evalTable;
|
||||||
Material::Table materialTable;
|
Material::Table materialTable;
|
||||||
Endgames endgames;
|
Endgames endgames;
|
||||||
PawnTable pawnTable;
|
Pawns::Table pawnsTable;
|
||||||
size_t idx;
|
size_t idx;
|
||||||
int maxPly;
|
int maxPly;
|
||||||
Mutex mutex;
|
Mutex mutex;
|
||||||
|
|
Loading…
Add table
Reference in a new issue