/* 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 QStormOpenFileBonus[8] = { 31, 31, 18, 0, 0, 0, 0, 0 }; const int16_t KStormOpenFileBonus[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 }; #undef S } //// //// Functions //// /// PawnInfoTable c'tor and d'tor instantiated one each thread PawnInfoTable::PawnInfoTable() { entries = new PawnInfo[PawnTableSize]; if (!entries) { std::cerr << "Failed to allocate " << (PawnTableSize * sizeof(PawnInfo)) << " bytes for pawn hash table." << std::endl; Application::exit_with_failure(); } } PawnInfoTable::~PawnInfoTable() { delete [] entries; } /// 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) const { assert(pos.is_ok()); Key key = pos.get_pawn_key(); unsigned index = unsigned(key & (PawnTableSize - 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 memset(pi, 0, sizeof(PawnInfo)); pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE; 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) const { Bitboard b; Square s; File f; Rank r; int bonus; bool passed, isolated, doubled, opposed, chain, backward, candidate; Score value = SCORE_ZERO; 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)); // Calculate kingside and queenside pawn storm scores for both colors to be // used when evaluating middle game positions with opposite side castling. bonus = (f >= FILE_F ? evaluate_pawn_storm(s, r, f, theirPawns) : 0); pi->ksStormValue[Us] += KStormTable[relative_square(Us, s)] + bonus; bonus = (f <= FILE_C ? evaluate_pawn_storm(s, r, f, theirPawns) : 0); pi->qsStormValue[Us] += QStormTable[relative_square(Us, s)] + bonus; // Our rank plus previous one. Used for chain detection. b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1)); // Passed, isolated, doubled or member of a pawn // chain (but not the backward one) ? passed = !(theirPawns & passed_pawn_mask(Us, s)); doubled = ourPawns & squares_behind(Us, s); opposed = theirPawns & squares_in_front_of(Us, s); isolated = !(ourPawns & neighboring_files_bb(f)); chain = ourPawns & neighboring_files_bb(f) & b; // Test for backward pawn // backward = false; // 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 & attack_span_mask(opposite_color(Us), s)) && !(pos.attacks_from(s, Us) & theirPawns)) { // 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. 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; } assert(passed | opposed | (attack_span_mask(Us, s) & theirPawns)); // Test for candidate passed pawn candidate = !(opposed | passed) && (b = attack_span_mask(opposite_color(Us), s + pawn_push(Us)) & ourPawns) != EmptyBoardBB && count_1s_max_15(b) >= count_1s_max_15(attack_span_mask(Us, s) & theirPawns); // 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; // Mark the pawn as passed. Pawn will be properly scored in evaluation // because we need full attack info to evaluate passed pawns. if (passed) set_bit(&(pi->passedPawns[Us]), s); // Score this pawn if (isolated) { value -= IsolatedPawnPenalty[f]; if (!opposed) value -= IsolatedPawnPenalty[f] / 2; } if (doubled) value -= DoubledPawnPenalty[f]; if (backward) { value -= BackwardPawnPenalty[f]; if (!opposed) value -= BackwardPawnPenalty[f] / 2; } if (chain) value += ChainBonus[f]; if (candidate) value += CandidateBonus[relative_rank(Us, s)]; } return value; } /// PawnInfoTable::evaluate_pawn_storm() evaluates each pawn which seems /// to have good chances of creating an open file by exchanging itself /// against an enemy pawn on an adjacent file. template int PawnInfoTable::evaluate_pawn_storm(Square s, Rank r, File f, Bitboard theirPawns) const { const Bitboard StormFilesBB = (Side == KingSide ? FileFBB | FileGBB | FileHBB : FileABB | FileBBB | FileCBB); const int K = (Side == KingSide ? 2 : 4); const File RookFile = (Side == KingSide ? FILE_H : FILE_A); Bitboard b = attack_span_mask(Us, s) & theirPawns & StormFilesBB; int bonus = 0; while (b) { // Give a bonus according to the distance of the nearest enemy pawn Square s2 = pop_1st_bit(&b); Rank r2 = square_rank(s2); int v = StormLeverBonus[f] - K * rank_distance(r, r2); // 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) == RookFile ? 4 : 2); bonus += v; } return bonus; } /// PawnInfo::updateShelter calculates and caches king shelter. It is called /// only when king square changes, about 20% of total king_shelter() calls. Score PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) { Bitboard pawns; unsigned r, k, shelter = 0; if (relative_rank(c, ksq) <= RANK_4) { pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq); r = ksq & (7 << 3); k = (c ? -8 : 8); for (int i = 1; i < 4; i++) { r += k; shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i); } } kingSquares[c] = ksq; kingShelters[c] = make_score(shelter, 0); return kingShelters[c]; }