/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2010 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 the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ //// //// Includes //// #include #include #include "bitcount.h" #include "pawns.h" #include "position.h" //// //// Local definitions //// namespace { /// Constants and variables #define S(mg, eg) make_score(mg, eg) // Doubled pawn penalty by file const Score DoubledPawnPenalty[8] = { 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 file const Score IsolatedPawnPenalty[8] = { 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 file const Score BackwardPawnPenalty[8] = { 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] = { 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] = { S( 0, 0), S( 6, 13), S(6,13), S(14,29), S(34,68), S(83,166), S(0, 0), S( 0, 0) }; // 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 }; 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 }; // 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 }; // Pawn storm lever bonuses by file const int StormLeverBonus[8] = { -8, -8, -13, 0, 0, -13, -8, -8 }; } //// //// Functions //// /// Constructor PawnInfoTable::PawnInfoTable(unsigned numOfEntries) { 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(); } } /// Destructor PawnInfoTable::~PawnInfoTable() { delete [] entries; } /// PawnInfo::clear() resets to zero the PawnInfo entry. Note that /// kingSquares[] is initialized to SQ_NONE instead. void PawnInfo::clear() { memset(this, 0, sizeof(PawnInfo)); kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE; } /// 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. PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) { assert(pos.is_ok()); Key key = pos.get_pawn_key(); int index = int(key & (size - 1)); PawnInfo* pi = entries + index; // 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; // Clear the PawnInfo object, and set the key pi->clear(); pi->key = key; // Calculate pawn attacks Bitboard whitePawns = pos.pieces(PAWN, WHITE); Bitboard blackPawns = pos.pieces(PAWN, BLACK); pi->pawnAttacks[WHITE] = ((whitePawns << 9) & ~FileABB) | ((whitePawns << 7) & ~FileHBB); pi->pawnAttacks[BLACK] = ((blackPawns >> 7) & ~FileABB) | ((blackPawns >> 9) & ~FileHBB); // Evaluate pawns for both colors pi->value = evaluate_pawns(pos, whitePawns, blackPawns, pi) - evaluate_pawns(pos, blackPawns, whitePawns, pi); return pi; } /// PawnInfoTable::evaluate_pawns() evaluates each pawn of the given color template Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi) { Square s; File f; Rank r; bool passed, isolated, doubled, chain, backward, candidate; int bonus; Score value = make_score(0, 0); const Square* ptr = pos.piece_list_begin(Us, PAWN); // Initialize pawn storm scores by giving bonuses for open files for (f = FILE_A; f <= FILE_H; f++) if (!(ourPawns & file_bb(f))) { pi->ksStormValue[Us] += KStormOpenFileBonus[f]; pi->qsStormValue[Us] += QStormOpenFileBonus[f]; pi->halfOpenFiles[Us] |= (1 << f); } // Loop through all pawns of the current color and score each pawn while ((s = *ptr++) != SQ_NONE) { f = square_file(s); r = square_rank(s); assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN)); // Passed, isolated or doubled pawn? passed = Position::pawn_is_passed(theirPawns, Us, s); isolated = Position::pawn_is_isolated(ourPawns, s); 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 bonus = KStormTable[relative_square(Us, s)]; if (f >= FILE_F) { Bitboard b = outpost_mask(Us, s) & theirPawns & (FileFBB | FileGBB | FileHBB); while (b) { // Give a bonus according to the distance of the nearest enemy pawn Square s2 = pop_1st_bit(&b); int v = StormLeverBonus[f] - 2 * square_distance(s, s2); // If enemy pawn has no pawn beside itself is particularly vulnerable. // Big bonus, especially against a weakness on the rook file if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2))) v *= (square_file(s2) == FILE_H ? 4 : 2); bonus += v; } } pi->ksStormValue[Us] += bonus; // 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) { // Give a bonus according to the distance of the nearest enemy pawn Square s2 = pop_1st_bit(&b); int v = StormLeverBonus[f] - 4 * square_distance(s, s2); // If enemy pawn has no pawn beside itself is particularly vulnerable. // Big bonus, especially against a weakness on the rook file if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2))) v *= (square_file(s2) == FILE_A ? 4 : 2); bonus += v; } } 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. 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. if ( (passed | isolated | chain) || (ourPawns & behind_bb(Us, r) & neighboring_files_bb(f)) || (pos.attacks_from(s, Us) & theirPawns)) 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); // 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))) Us == WHITE ? b <<= 8 : b >>= 8; // The friendly pawn needs to be at least two ranks closer than the enemy // pawn in order to help the potentially backward pawn advance. backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns; } // Test for candidate passed pawn 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); // 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; // Score this pawn if (passed) set_bit(&(pi->passedPawns), s); if (isolated) { value -= IsolatedPawnPenalty[f]; if (!(theirPawns & file_bb(f))) value -= IsolatedPawnPenalty[f] / 2; } if (doubled) value -= DoubledPawnPenalty[f]; if (backward) { value -= BackwardPawnPenalty[f]; if (!(theirPawns & file_bb(f))) value -= BackwardPawnPenalty[f] / 2; } if (chain) value += ChainBonus[f]; if (candidate) value += CandidateBonus[relative_rank(Us, s)]; } return value; } /// 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) { 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; }