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Avoid indirect calling of piece_of_color_and_type(c, PAWN) and its alias pawns(c) in the pawn evaluation loop, but use the pawns bitboards accessed only once before entering the loop. Also explicitly mark functions as static to better self-document. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
387 lines
13 KiB
C++
387 lines
13 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2009 Marco Costalba
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////
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//// Includes
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////
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#include <cassert>
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#include "bitcount.h"
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#include "pawns.h"
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#include "position.h"
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////
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//// Local definitions
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////
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namespace {
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/// Constants and variables
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// Doubled pawn penalty by file, middle game.
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const Value DoubledPawnMidgamePenalty[8] = {
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Value(13), Value(20), Value(23), Value(23),
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Value(23), Value(23), Value(20), Value(13)
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};
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// Doubled pawn penalty by file, endgame.
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const Value DoubledPawnEndgamePenalty[8] = {
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Value(43), Value(48), Value(48), Value(48),
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Value(48), Value(48), Value(48), Value(43)
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};
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// Isolated pawn penalty by file, middle game.
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const Value IsolatedPawnMidgamePenalty[8] = {
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Value(25), Value(36), Value(40), Value(40),
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Value(40), Value(40), Value(36), Value(25)
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};
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// Isolated pawn penalty by file, endgame.
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const Value IsolatedPawnEndgamePenalty[8] = {
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Value(30), Value(35), Value(35), Value(35),
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Value(35), Value(35), Value(35), Value(30)
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};
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// Backward pawn penalty by file, middle game.
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const Value BackwardPawnMidgamePenalty[8] = {
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Value(20), Value(29), Value(33), Value(33),
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Value(33), Value(33), Value(29), Value(20)
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};
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// Backward pawn penalty by file, endgame.
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const Value BackwardPawnEndgamePenalty[8] = {
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Value(28), Value(31), Value(31), Value(31),
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Value(31), Value(31), Value(31), Value(28)
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};
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// Pawn chain membership bonus by file, middle game.
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const Value ChainMidgameBonus[8] = {
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Value(11), Value(13), Value(13), Value(14),
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Value(14), Value(13), Value(13), Value(11)
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};
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// Pawn chain membership bonus by file, endgame.
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const Value ChainEndgameBonus[8] = {
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Value(-1), Value(-1), Value(-1), Value(-1),
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Value(-1), Value(-1), Value(-1), Value(-1)
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};
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// Candidate passed pawn bonus by rank, middle game.
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const Value CandidateMidgameBonus[8] = {
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Value( 0), Value( 6), Value(6), Value(14),
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Value(34), Value(83), Value(0), Value( 0)
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};
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// Candidate passed pawn bonus by rank, endgame.
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const Value CandidateEndgameBonus[8] = {
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Value( 0), Value( 13), Value(13), Value(29),
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Value(68), Value(166), Value( 0), Value( 0)
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};
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// Pawn storm tables for positions with opposite castling:
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const int QStormTable[64] = {
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0, 0, 0, 0, 0, 0, 0, 0,
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-22,-22,-22,-14,-6, 0, 0, 0,
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-6,-10,-10,-10,-6, 0, 0, 0,
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4, 12, 16, 12, 4, 0, 0, 0,
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16, 23, 23, 16, 0, 0, 0, 0,
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23, 31, 31, 23, 0, 0, 0, 0,
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23, 31, 31, 23, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0
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};
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const int KStormTable[64] = {
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0,-10,-19,-28,-33,-33,
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0, 0, 0,-10,-15,-19,-24,-24,
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0, 0, 0, 0, 1, 1, 1, 1,
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0, 0, 0, 0, 1, 10, 19, 19,
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0, 0, 0, 0, 1, 19, 31, 27,
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0, 0, 0, 0, 0, 22, 31, 22,
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0, 0, 0, 0, 0, 0, 0, 0
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};
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// Pawn storm open file bonuses by file
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const int16_t KStormOpenFileBonus[8] = { 31, 31, 18, 0, 0, 0, 0, 0 };
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const int16_t QStormOpenFileBonus[8] = { 0, 0, 0, 0, 0, 26, 42, 26 };
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// Pawn storm lever bonuses by file
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const int StormLeverBonus[8] = { -8, -8, -13, 0, 0, -13, -8, -8 };
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}
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////
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//// Functions
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////
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/// Constructor
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PawnInfoTable::PawnInfoTable(unsigned numOfEntries) {
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size = numOfEntries;
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entries = new PawnInfo[size];
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if (entries == NULL)
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{
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std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
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<< " bytes for pawn hash table." << std::endl;
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Application::exit_with_failure();
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}
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}
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/// Destructor
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PawnInfoTable::~PawnInfoTable() {
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delete [] entries;
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}
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/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
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/// a PawnInfo object, and returns a pointer to it. The result is also
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/// stored in a hash table, so we don't have to recompute everything when
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/// the same pawn structure occurs again.
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PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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assert(pos.is_ok());
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Key key = pos.get_pawn_key();
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int index = int(key & (size - 1));
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PawnInfo *pi = entries + index;
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// If pi->key matches the position's pawn hash key, it means that we
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// have analysed this pawn structure before, and we can simply return the
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// information we found the last time instead of recomputing it
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if (pi->key == key)
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return pi;
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// Clear the PawnInfo object, and set the key
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pi->clear();
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pi->key = key;
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Value mgValue[2] = {Value(0), Value(0)};
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Value egValue[2] = {Value(0), Value(0)};
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// Loop through the pawns for both colors
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for (Color us = WHITE; us <= BLACK; us++)
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{
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Color them = opposite_color(us);
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Bitboard ourPawns = pos.pawns(us);
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Bitboard theirPawns = pos.pawns(them);
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Bitboard pawns = ourPawns;
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int bonus;
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// Initialize pawn storm scores by giving bonuses for open files
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for (File f = FILE_A; f <= FILE_H; f++)
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if (Position::file_is_half_open(ourPawns, f))
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{
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pi->ksStormValue[us] += KStormOpenFileBonus[f];
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pi->qsStormValue[us] += QStormOpenFileBonus[f];
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}
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// Loop through all pawns of the current color and score each pawn
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while (pawns)
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{
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bool passed, doubled, isolated, backward, chain, candidate;
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Square s = pop_1st_bit(&pawns);
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File f = square_file(s);
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Rank r = square_rank(s);
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assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
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// The file containing the pawn is not half open
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pi->halfOpenFiles[us] &= ~(1 << f);
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// Passed, isolated or doubled pawn?
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passed = Position::pawn_is_passed(theirPawns, us, s);
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isolated = Position::pawn_is_isolated(ourPawns, s);
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doubled = Position::pawn_is_doubled(ourPawns, us, s);
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// We calculate kingside and queenside pawn storm
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// scores for both colors. These are used when evaluating
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// middle game positions with opposite side castling.
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//
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// Each pawn is given a base score given by a piece square table
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// (KStormTable[] or QStormTable[]). Pawns which seem to have good
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// chances of creating an open file by exchanging itself against an
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// enemy pawn on an adjacent file gets an additional bonus.
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// Kingside pawn storms
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bonus = KStormTable[relative_square(us, s)];
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if (f >= FILE_F)
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{
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Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
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while (b)
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{
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Square s2 = pop_1st_bit(&b);
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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{
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// The enemy pawn has no pawn beside itself, which makes it
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// particularly vulnerable. Big bonus, especially against a
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// weakness on the rook file.
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if (square_file(s2) == FILE_H)
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bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2);
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else
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bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2);
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} else
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// There is at least one enemy pawn beside the enemy pawn we look
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// at, which means that the pawn has somewhat better chances of
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// defending itself by advancing. Smaller bonus.
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bonus += StormLeverBonus[f] - 2*square_distance(s, s2);
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}
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}
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pi->ksStormValue[us] += bonus;
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// Queenside pawn storms
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bonus = QStormTable[relative_square(us, s)];
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if (f <= FILE_C)
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{
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Bitboard b = outpost_mask(us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
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while (b)
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{
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Square s2 = pop_1st_bit(&b);
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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{
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// The enemy pawn has no pawn beside itself, which makes it
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// particularly vulnerable. Big bonus, especially against a
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// weakness on the rook file.
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if (square_file(s2) == FILE_A)
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bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2);
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else
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bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2);
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} else
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// There is at least one enemy pawn beside the enemy pawn we look
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// at, which means that the pawn has somewhat better chances of
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// defending itself by advancing. Smaller bonus.
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bonus += StormLeverBonus[f] - 4*square_distance(s, s2);
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}
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}
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pi->qsStormValue[us] += bonus;
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// Member of a pawn chain (but not the backward one)? We could speed up
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// the test a little by introducing an array of masks indexed by color
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// and square for doing the test, but because everything is hashed,
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// it probably won't make any noticable difference.
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chain = ourPawns
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& neighboring_files_bb(f)
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& (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
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// Test for backward pawn
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//
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// If the pawn is passed, isolated, or member of a pawn chain
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// it cannot be backward. If can capture an enemy pawn or if
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// there are friendly pawns behind on neighboring files it cannot
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// be backward either.
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if ( passed
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|| isolated
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|| chain
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|| (pos.pawn_attacks(us, s) & theirPawns)
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|| (ourPawns & behind_bb(us, r) & neighboring_files_bb(f)))
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backward = false;
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else
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{
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// We now know that there are no friendly pawns beside or behind this
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// pawn on neighboring files. We now check whether the pawn is
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// backward by looking in the forward direction on the neighboring
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// files, and seeing whether we meet a friendly or an enemy pawn first.
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Bitboard b;
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if (us == WHITE)
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{
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for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b <<= 8);
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backward = (b | (b << 8)) & theirPawns;
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}
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else
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{
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for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b >>= 8);
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backward = (b | (b >> 8)) & theirPawns;
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}
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}
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// Test for candidate passed pawn
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candidate = !passed
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&& Position::file_is_half_open(theirPawns, f)
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&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
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- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
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>= 0);
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// In order to prevent doubled passed pawns from receiving a too big
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// bonus, only the frontmost passed pawn on each file is considered as
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// a true passed pawn.
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if (passed && (ourPawns & squares_in_front_of(us, s)))
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{
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// candidate = true;
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passed = false;
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}
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// Score this pawn
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Value mv = Value(0), ev = Value(0);
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if (isolated)
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{
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mv -= IsolatedPawnMidgamePenalty[f];
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ev -= IsolatedPawnEndgamePenalty[f];
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if (Position::file_is_half_open(theirPawns, f))
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{
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mv -= IsolatedPawnMidgamePenalty[f] / 2;
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ev -= IsolatedPawnEndgamePenalty[f] / 2;
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}
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}
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if (doubled)
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{
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mv -= DoubledPawnMidgamePenalty[f];
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ev -= DoubledPawnEndgamePenalty[f];
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}
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if (backward)
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{
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mv -= BackwardPawnMidgamePenalty[f];
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ev -= BackwardPawnEndgamePenalty[f];
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if (Position::file_is_half_open(theirPawns, f))
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{
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mv -= BackwardPawnMidgamePenalty[f] / 2;
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ev -= BackwardPawnEndgamePenalty[f] / 2;
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}
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}
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if (chain)
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{
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mv += ChainMidgameBonus[f];
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ev += ChainEndgameBonus[f];
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}
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if (candidate)
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{
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mv += CandidateMidgameBonus[relative_rank(us, s)];
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ev += CandidateEndgameBonus[relative_rank(us, s)];
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}
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mgValue[us] += mv;
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egValue[us] += ev;
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// If the pawn is passed, set the square of the pawn in the passedPawns
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// bitboard
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if (passed)
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set_bit(&(pi->passedPawns), s);
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} // while(pawns)
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} // for(colors)
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pi->mgValue = int16_t(mgValue[WHITE] - mgValue[BLACK]);
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pi->egValue = int16_t(egValue[WHITE] - egValue[BLACK]);
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return pi;
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}
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