/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, 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 . */ #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) // Isolated pawn penalty by opposed flag const Score Isolated[2] = { S(45, 40), S(30, 27) }; // Backward pawn penalty by opposed flag const Score Backward[2] = { S(56, 33), S(41, 19) }; // Unsupported pawn penalty for pawns which are neither isolated or backward const Score Unsupported = S(17, 8); // Connected pawn bonus by opposed, phalanx, twice supported and rank Score Connected[2][2][2][RANK_NB]; // Doubled pawn penalty const Score Doubled = S(18, 38); // Lever bonus by rank const Score Lever[RANK_NB] = { S( 0, 0), S( 0, 0), S(0, 0), S(0, 0), S(17, 16), S(33, 32), S(0, 0), S(0, 0) }; // Weakness of our pawn shelter in front of the king by [distance from edge][rank]. // RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king. const Value ShelterWeakness[][RANK_NB] = { { V(100), V(20), V(10), V(46), V(82), V( 86), V( 98) }, { V(116), V( 4), V(28), V(87), V(94), V(108), V(104) }, { V(109), V( 1), V(59), V(87), V(62), V( 91), V(116) }, { V( 75), V(12), V(43), V(59), V(90), V( 84), V(112) } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]. // For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has no pawn // on the given file, or their pawn is behind our king. const Value StormDanger[][4][RANK_NB] = { { { V( 0), V(-290), V(-274), V(57), V(41) }, //BlockedByKing { V( 0), V( 60), V( 144), V(39), V(13) }, { V( 0), V( 65), V( 141), V(41), V(34) }, { V( 0), V( 53), V( 127), V(56), V(14) } }, { { V( 4), V( 73), V( 132), V(46), V(31) }, //Unopposed { V( 1), V( 64), V( 143), V(26), V(13) }, { V( 1), V( 47), V( 110), V(44), V(24) }, { V( 0), V( 72), V( 127), V(50), V(31) } }, { { V( 0), V( 0), V( 79), V(23), V( 1) }, //BlockedByPawn { V( 0), V( 0), V( 148), V(27), V( 2) }, { V( 0), V( 0), V( 161), V(16), V( 1) }, { V( 0), V( 0), V( 171), V(22), V(15) } }, { { V(22), V( 45), V( 104), V(62), V( 6) }, //Unblocked { V(31), V( 30), V( 99), V(39), V(19) }, { V(23), V( 29), V( 96), V(41), V(15) }, { V(21), V( 23), V( 116), V(41), V(15) } } }; // Max bonus for king safety. Corresponds to start position with all the pawns // in front of the king and no enemy pawn on the horizon. const Value MaxSafetyBonus = V(258); #undef S #undef V template Score evaluate(const Position& pos, Pawns::Entry* e) { const Color Them = (Us == WHITE ? BLACK : WHITE); const Square Up = (Us == WHITE ? NORTH : SOUTH); const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); Bitboard b, neighbours, stoppers, doubled, supported, phalanx; Bitboard lever, leverPush, connected; Square s; bool opposed, backward; Score score = SCORE_ZERO; const Square* pl = pos.squares(Us); const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)]; Bitboard ourPawns = pos.pieces(Us , PAWN); Bitboard theirPawns = pos.pieces(Them, PAWN); e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0; e->semiopenFiles[Us] = 0xFF; e->kingSquares[Us] = SQ_NONE; e->pawnAttacks[Us] = shift(ourPawns) | shift(ourPawns); e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares); e->pawnsOnSquares[Us][WHITE] = pos.count(Us) - e->pawnsOnSquares[Us][BLACK]; // 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)); File f = file_of(s); e->semiopenFiles[Us] &= ~(1 << f); e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s); // Flag the pawn opposed = theirPawns & forward_bb(Us, s); stoppers = theirPawns & passed_pawn_mask(Us, s); lever = theirPawns & pawnAttacksBB[s]; leverPush = theirPawns & pawnAttacksBB[s + Up]; doubled = ourPawns & (s + Up); neighbours = ourPawns & adjacent_files_bb(f); phalanx = neighbours & rank_bb(s); supported = neighbours & rank_bb(s - Up); connected = supported | phalanx; // A pawn is backward when it is behind all pawns of the same color on the // adjacent files and cannot be safely advanced. if (!neighbours || lever || relative_rank(Us, s) >= RANK_5) backward = false; else { // Find the backmost rank with neighbours or stoppers b = rank_bb(backmost_sq(Us, neighbours | stoppers)); // The pawn is backward when it cannot safely progress to that rank: // either there is a stopper in the way on this rank, or there is a // stopper on adjacent file which controls the way to that rank. backward = (b | shift(b & adjacent_files_bb(f))) & stoppers; assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours)); } // Passed pawns will be properly scored in evaluation because we need // full attack info to evaluate them. Include also not passed pawns // which could become passed after one or two pawn pushes when are // not attacked more times than defended. if ( !(stoppers ^ lever ^ leverPush) && !(ourPawns & forward_bb(Us, s)) && popcount(supported) >= popcount(lever) && popcount(phalanx) >= popcount(leverPush)) e->passedPawns[Us] |= s; // Score this pawn if (!neighbours) score -= Isolated[opposed]; else if (backward) score -= Backward[opposed]; else if (!supported) score -= Unsupported; if (connected) score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)]; if (doubled) score -= Doubled; if (lever) score += Lever[relative_rank(Us, s)]; } return score; } } // namespace namespace Pawns { /// Pawns::init() initializes some tables needed by evaluation. Instead of using /// hard-coded tables, when makes sense, we prefer to calculate them with a formula /// to reduce independent parameters and to allow easier tuning and better insight. void init() { static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 }; for (int opposed = 0; opposed <= 1; ++opposed) for (int phalanx = 0; phalanx <= 1; ++phalanx) for (int apex = 0; apex <= 1; ++apex) for (Rank r = RANK_2; r < RANK_8; ++r) { int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed; v += (apex ? v / 2 : 0); Connected[opposed][phalanx][apex][r] = make_score(v, v * (r-2) / 4); } } /// 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->score = evaluate(pos, e) - evaluate(pos, e); e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]); e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]); return e; } /// Entry::shelter_storm() calculates shelter and storm penalties for the file /// the king is on, as well as the two closest files. template Value Entry::shelter_storm(const Position& pos, Square ksq) { const Color Them = (Us == WHITE ? BLACK : WHITE); enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked }; Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq)); Bitboard ourPawns = b & pos.pieces(Us); Bitboard theirPawns = b & pos.pieces(Them); Value safety = MaxSafetyBonus; File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq))); for (File f = center - File(1); f <= center + File(1); ++f) { b = ourPawns & file_bb(f); Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1; b = theirPawns & file_bb(f); Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1; safety -= ShelterWeakness[std::min(f, FILE_H - f)][rkUs] + StormDanger [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing : rkUs == RANK_1 ? Unopposed : rkThem == rkUs + 1 ? BlockedByPawn : Unblocked] [std::min(f, FILE_H - f)][rkThem]; } return safety; } /// 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) { kingSquares[Us] = ksq; castlingRights[Us] = pos.can_castle(Us); int minKingPawnDistance = 0; Bitboard pawns = pos.pieces(Us, PAWN); if (pawns) while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {} Value bonus = shelter_storm(pos, ksq); // If we can castle use the bonus after the castling if it is bigger if (pos.can_castle(MakeCastling::right)) bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_G1))); if (pos.can_castle(MakeCastling::right)) bonus = std::max(bonus, shelter_storm(pos, relative_square(Us, SQ_C1))); return make_score(bonus, -16 * minKingPawnDistance); } // Explicit template instantiation template Score Entry::do_king_safety(const Position& pos, Square ksq); template Score Entry::do_king_safety(const Position& pos, Square ksq); } // namespace Pawns