/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file) 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 . */ #include #include #include "bitboard.h" #include "pawns.h" #include "position.h" #include "thread.h" namespace { #define V Value #define S(mg, eg) make_score(mg, eg) // Pawn penalties constexpr Score Backward = S( 8, 27); constexpr Score Doubled = S(11, 55); constexpr Score Isolated = S( 5, 17); constexpr Score WeakLever = S( 2, 54); constexpr Score WeakUnopposed = S(15, 25); // Bonus for blocked pawns at 5th or 6th rank constexpr Score BlockedPawn[2] = { S(-13, -4), S(-4, 3) }; constexpr Score BlockedStorm[RANK_NB] = { S(0, 0), S(0, 0), S(76, 78), S(-10, 15), S(-7, 10), S(-4, 6), S(-1, 2) }; // Connected pawn bonus constexpr int Connected[RANK_NB] = { 0, 7, 8, 11, 24, 45, 85 }; // Strength of pawn shelter for our king by [distance from edge][rank]. // RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king. constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = { { V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V( 25) }, { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) }, { V(-10), V( 75), V( 23), V( -2), V( 32), V( 3), V( -45) }, { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) } }; // Danger of enemy pawns moving toward our king by [distance from edge][rank]. // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn // is behind our king. Note that UnblockedStorm[0][1-2] accommodate opponent pawn // on edge, likely blocked by our king. constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = { { V( 85), V(-289), V(-166), V(97), V(50), V( 45), V( 50) }, { V( 46), V( -25), V( 122), V(45), V(37), V(-10), V( 20) }, { V( -6), V( 51), V( 168), V(34), V(-2), V(-22), V(-14) }, { V(-15), V( -11), V( 101), V( 4), V(11), V(-15), V(-29) } }; #undef S #undef V /// evaluate() calculates a score for the static pawn structure of the given position. /// We cannot use the location of pieces or king in this function, as the evaluation /// of the pawn structure will be stored in a small cache for speed reasons, and will /// be re-used even when the pieces have moved. template Score evaluate(const Position& pos, Pawns::Entry* e) { constexpr Color Them = ~Us; constexpr Direction Up = pawn_push(Us); Bitboard neighbours, stoppers, support, phalanx, opposed; Bitboard lever, leverPush, blocked; Square s; bool backward, passed, doubled; Score score = SCORE_ZERO; const Square* pl = pos.squares(Us); Bitboard ourPawns = pos.pieces( Us, PAWN); Bitboard theirPawns = pos.pieces(Them, PAWN); Bitboard doubleAttackThem = pawn_double_attacks_bb(theirPawns); e->passedPawns[Us] = 0; e->kingSquares[Us] = SQ_NONE; e->pawnAttacks[Us] = e->pawnAttacksSpan[Us] = pawn_attacks_bb(ourPawns); e->blockedCount += popcount(shift(ourPawns) & (theirPawns | doubleAttackThem)); // Loop through all pawns of the current color and score each pawn while ((s = *pl++) != SQ_NONE) { assert(pos.piece_on(s) == make_piece(Us, PAWN)); Rank r = relative_rank(Us, s); // Flag the pawn opposed = theirPawns & forward_file_bb(Us, s); blocked = theirPawns & (s + Up); stoppers = theirPawns & passed_pawn_span(Us, s); lever = theirPawns & pawn_attacks_bb(Us, s); leverPush = theirPawns & pawn_attacks_bb(Us, s + Up); doubled = ourPawns & (s - Up); neighbours = ourPawns & adjacent_files_bb(s); phalanx = neighbours & rank_bb(s); support = neighbours & rank_bb(s - Up); // A pawn is backward when it is behind all pawns of the same color on // the adjacent files and cannot safely advance. backward = !(neighbours & forward_ranks_bb(Them, s + Up)) && (leverPush | blocked); // Compute additional span if pawn is not backward nor blocked if (!backward && !blocked) e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); // A pawn is passed if one of the three following conditions is true: // (a) there is no stoppers except some levers // (b) the only stoppers are the leverPush, but we outnumber them // (c) there is only one front stopper which can be levered. // (Refined in Evaluation::passed) passed = !(stoppers ^ lever) || ( !(stoppers ^ leverPush) && popcount(phalanx) >= popcount(leverPush)) || ( stoppers == blocked && r >= RANK_5 && (shift(support) & ~(theirPawns | doubleAttackThem))); passed &= !(forward_file_bb(Us, s) & ourPawns); // Passed pawns will be properly scored later in evaluation when we have // full attack info. if (passed) e->passedPawns[Us] |= s; // Score this pawn if (support | phalanx) { int v = Connected[r] * (2 + bool(phalanx) - bool(opposed)) + 21 * popcount(support); score += make_score(v, v * (r - 2) / 4); } else if (!neighbours) { if ( opposed && (ourPawns & forward_file_bb(Them, s)) && !(theirPawns & adjacent_files_bb(s))) score -= Doubled; else score -= Isolated + WeakUnopposed * !opposed; } else if (backward) score -= Backward + WeakUnopposed * !opposed; if (!support) score -= Doubled * doubled + WeakLever * more_than_one(lever); if (blocked && r > RANK_4) score += BlockedPawn[r-4]; } return score; } } // namespace namespace Pawns { /// Pawns::probe() looks up the current position's pawns configuration in /// the pawns hash table. It returns a pointer to the Entry if the position /// is found. Otherwise a new Entry is computed and stored there, so we don't /// have to recompute all when the same pawns configuration occurs again. Entry* probe(const Position& pos) { Key key = pos.pawn_key(); Entry* e = pos.this_thread()->pawnsTable[key]; if (e->key == key) return e; e->key = key; e->blockedCount = 0; e->scores[WHITE] = evaluate(pos, e); e->scores[BLACK] = evaluate(pos, e); return e; } /// Entry::evaluate_shelter() calculates the shelter bonus and the storm /// penalty for a king, looking at the king file and the two closest files. template Score Entry::evaluate_shelter(const Position& pos, Square ksq) const { constexpr Color Them = ~Us; Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq); Bitboard ourPawns = b & pos.pieces(Us) & ~pawnAttacks[Them]; Bitboard theirPawns = b & pos.pieces(Them); Score bonus = make_score(5, 5); File center = Utility::clamp(file_of(ksq), FILE_B, FILE_G); for (File f = File(center - 1); f <= File(center + 1); ++f) { b = ourPawns & file_bb(f); int ourRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; b = theirPawns & file_bb(f); int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0; int d = edge_distance(f); bonus += make_score(ShelterStrength[d][ourRank], 0); if (ourRank && (ourRank == theirRank - 1)) bonus -= BlockedStorm[theirRank]; else bonus -= make_score(UnblockedStorm[d][theirRank], 0); } return bonus; } /// 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::do_king_safety(const Position& pos) { Square ksq = pos.square(Us); kingSquares[Us] = ksq; castlingRights[Us] = pos.castling_rights(Us); auto compare = [](Score a, Score b) { return mg_value(a) < mg_value(b); }; Score shelter = evaluate_shelter(pos, ksq); // If we can castle use the bonus after castling if it is bigger if (pos.can_castle(Us & KING_SIDE)) shelter = std::max(shelter, evaluate_shelter(pos, relative_square(Us, SQ_G1)), compare); if (pos.can_castle(Us & QUEEN_SIDE)) shelter = std::max(shelter, evaluate_shelter(pos, relative_square(Us, SQ_C1)), compare); // In endgame we like to bring our king near our closest pawn Bitboard pawns = pos.pieces(Us, PAWN); int minPawnDist = 6; if (pawns & attacks_bb(ksq)) minPawnDist = 1; else while (pawns) minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns))); return shelter - make_score(0, 16 * minPawnDist); } // Explicit template instantiation template Score Entry::do_king_safety(const Position& pos); template Score Entry::do_king_safety(const Position& pos); } // namespace Pawns