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Last touches to pawns shelter code
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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commit
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2 changed files with 31 additions and 34 deletions
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@ -26,6 +26,7 @@
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namespace {
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#define V Value
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#define S(mg, eg) make_score(mg, eg)
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// Doubled pawn penalty by opposed flag and file
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@ -63,24 +64,23 @@ namespace {
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const Score PawnStructureWeight = S(233, 201);
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#undef S
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typedef Value V;
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// Weakness of our pawn shelter in front of the king indexed by [king pawn][rank]
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const Value ShelterWeakness[2][8] =
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{ { V(141), V(0), V(38), V(102), V(128), V(141), V(141), V(141) },
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{ V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61), V( 61) } };
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{ { V(141), V(0), V(38), V(102), V(128), V(141), V(141) },
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{ V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61) } };
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// Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank]
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const Value StormDanger[2][8] =
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{ { V(26), V(0), V(128), V(51), V(26), V(0), V(0), V(0) },
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{ V(13), V(0), V( 64), V(25), V(13), V(0), V(0), V(0) } };
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{ { V(26), V(0), V(128), V(51), V(26) },
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{ V(13), V(0), V( 64), V(25), V(13) } };
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// Max bonus for king safety. Corresponds to start position with all the pawns
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// in front of the king and no enemy pawns on the horizont.
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// in front of the king and no enemy pawn on the horizont.
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const Value MaxSafetyBonus = V(263);
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#undef S
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#undef V
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inline Score apply_weight(Score v, Score w) {
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return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
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(int(eg_value(v)) * eg_value(w)) / 0x100);
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@ -226,20 +226,21 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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}
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/// PawnInfo::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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template<Color Us>
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int PawnInfo::shelter_storm(const Position& pos, Square ksq) {
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Value PawnInfo::shelter_storm(const Position& pos, Square ksq) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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int safety = 0;
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Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, ksq) | RankBB[rank_of(ksq)]);
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Bitboard ourPawns = b & pos.pieces(Us) & ~RankBB[rank_of(ksq)];
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Value safety = MaxSafetyBonus;
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Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, ksq) | rank_bb(ksq));
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Bitboard ourPawns = b & pos.pieces(Us) & ~rank_bb(ksq);
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Bitboard theirPawns = b & pos.pieces(Them);
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Rank rkUs, rkThem;
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File kf = file_of(ksq);
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// Compute shelter and storm values for the file the king is on, as well as
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// the two adjacent files. Computation is done from the white point of view.
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kf = (kf == FILE_A) ? kf++ : (kf == FILE_H) ? kf-- : kf;
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for (int f = kf - 1; f <= kf + 1; f++)
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@ -265,25 +266,21 @@ int PawnInfo::shelter_storm(const Position& pos, Square ksq) {
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template<Color Us>
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Score PawnInfo::update_safety(const Position& pos, Square ksq) {
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int bonus = 0;
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if (relative_rank(Us, ksq) <= RANK_4)
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{
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bonus = shelter_storm<Us>(pos, ksq);
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// If we can castle use the bonus after the castle if is bigger
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if (pos.can_castle(Us == WHITE ? WHITE_OO : BLACK_OO))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
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if (pos.can_castle(Us == WHITE ? WHITE_OOO : BLACK_OOO))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
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bonus += MaxSafetyBonus; // Offset to be sure bonus is always positive
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}
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kingSquares[Us] = ksq;
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kingShelters[Us] = make_score(bonus, 0);
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return kingShelters[Us];
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if (relative_rank(Us, ksq) > RANK_4)
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return kingShelters[Us] = SCORE_ZERO;
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Value bonus = shelter_storm<Us>(pos, ksq);
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// If we can castle use the bonus after the castle if is bigger
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if (pos.can_castle(Us == WHITE ? WHITE_OO : BLACK_OO))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
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if (pos.can_castle(Us == WHITE ? WHITE_OOO : BLACK_OOO))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
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return kingShelters[Us] = make_score(bonus, 0);
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}
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// Explicit template instantiation
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@ -53,7 +53,7 @@ private:
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Score update_safety(const Position& pos, Square ksq);
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template<Color Us>
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int shelter_storm(const Position& pos, Square ksq);
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Value shelter_storm(const Position& pos, Square ksq);
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Key key;
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Bitboard passedPawns[2];
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