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When scoring the connected pawns, replace the intricate ternary expressions choosing the coefficient by a simpler addition of boolean conditions: ` value = Connected * (2 + phalanx - opposed) ` This is the map showing the old coefficients and the new ones: ``` phalanx and unopposed: 3x -> 3x phalanx and opposed: 1.5x -> 2x not phalanx and unopposed: 2x -> 2x not phalanx and opposed: 1x -> 1x ``` STC LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 11354 W: 2579 L: 2437 D: 6338 http://tests.stockfishchess.org/tests/view/5d8151f00ebc5971531d244f LTC LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 41221 W: 7001 L: 6913 D: 27307 http://tests.stockfishchess.org/tests/view/5d818f930ebc5971531d26d6 Bench: 3959889 blah
255 lines
8.7 KiB
C++
255 lines
8.7 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) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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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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#include <algorithm>
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#include <cassert>
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#include "bitboard.h"
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#include "pawns.h"
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#include "position.h"
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#include "thread.h"
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namespace {
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#define V Value
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#define S(mg, eg) make_score(mg, eg)
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// Pawn penalties
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constexpr Score Backward = S( 9, 24);
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constexpr Score BlockedStorm = S(82, 82);
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constexpr Score Doubled = S(11, 56);
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constexpr Score Isolated = S( 5, 15);
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constexpr Score WeakLever = S( 0, 56);
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constexpr Score WeakUnopposed = S(13, 27);
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// Connected pawn bonus
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constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 };
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// Strength of pawn shelter for our king by [distance from edge][rank].
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// RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
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constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
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{ V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V( 25) },
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{ V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) },
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{ V(-10), V( 75), V( 23), V( -2), V( 32), V( 3), V( -45) },
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{ V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) }
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};
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// Danger of enemy pawns moving toward our king by [distance from edge][rank].
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// RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
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// is behind our king. Note that UnblockedStorm[0][1-2] accommodate opponent pawn
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// on edge, likely blocked by our king.
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constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
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{ V( 89), V(-285), V(-185), V(93), V(57), V( 45), V( 51) },
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{ V( 44), V( -18), V( 123), V(46), V(39), V( -7), V( 23) },
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{ V( 4), V( 52), V( 162), V(37), V( 7), V(-14), V( -2) },
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{ V(-10), V( -14), V( 90), V(15), V( 2), V( -7), V(-16) }
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};
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#undef S
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#undef V
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template<Color Us>
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Score evaluate(const Position& pos, Pawns::Entry* e) {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
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Bitboard neighbours, stoppers, support, phalanx;
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Bitboard lever, leverPush;
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Square s;
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bool opposed, backward, passed, doubled;
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Score score = SCORE_ZERO;
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const Square* pl = pos.squares<PAWN>(Us);
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Bitboard ourPawns = pos.pieces( Us, PAWN);
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Bitboard theirPawns = pos.pieces(Them, PAWN);
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Bitboard doubleAttackThem = pawn_double_attacks_bb<Them>(theirPawns);
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e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
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e->kingSquares[Us] = SQ_NONE;
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e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
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// Loop through all pawns of the current color and score each pawn
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while ((s = *pl++) != SQ_NONE)
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{
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assert(pos.piece_on(s) == make_piece(Us, PAWN));
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Rank r = relative_rank(Us, s);
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e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
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// Flag the pawn
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opposed = theirPawns & forward_file_bb(Us, s);
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stoppers = theirPawns & passed_pawn_span(Us, s);
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lever = theirPawns & PawnAttacks[Us][s];
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leverPush = theirPawns & PawnAttacks[Us][s + Up];
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doubled = ourPawns & (s - Up);
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neighbours = ourPawns & adjacent_files_bb(s);
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phalanx = neighbours & rank_bb(s);
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support = neighbours & rank_bb(s - Up);
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// A pawn is backward when it is behind all pawns of the same color on
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// the adjacent files and cannot safely advance. Phalanx and isolated
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// pawns will be excluded when the pawn is scored.
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backward = !(neighbours & forward_ranks_bb(Them, s))
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&& (stoppers & (leverPush | (s + Up)));
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// A pawn is passed if one of the three following conditions is true:
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// (a) there is no stoppers except some levers
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// (b) the only stoppers are the leverPush, but we outnumber them
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// (c) there is only one front stopper which can be levered.
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passed = !(stoppers ^ lever)
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|| ( !(stoppers ^ leverPush)
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&& popcount(phalanx) >= popcount(leverPush))
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|| ( stoppers == square_bb(s + Up) && r >= RANK_5
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&& (shift<Up>(support) & ~(theirPawns | doubleAttackThem)));
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// Passed pawns will be properly scored later in evaluation when we have
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// full attack info.
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if (passed)
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e->passedPawns[Us] |= s;
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// Score this pawn
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if (support | phalanx)
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{
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int v = Connected[r] * (2 + bool(phalanx) - opposed)
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+ 17 * popcount(support);
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score += make_score(v, v * (r - 2) / 4);
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}
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else if (!neighbours)
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score -= Isolated + WeakUnopposed * !opposed;
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else if (backward)
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score -= Backward + WeakUnopposed * !opposed;
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if (!support)
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score -= Doubled * doubled
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+ WeakLever * more_than_one(lever);
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}
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return score;
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}
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} // namespace
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namespace Pawns {
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/// Pawns::probe() looks up the current position's pawns configuration in
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/// the pawns hash table. It returns a pointer to the Entry if the position
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/// is found. Otherwise a new Entry is computed and stored there, so we don't
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/// have to recompute all when the same pawns configuration occurs again.
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Entry* probe(const Position& pos) {
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Key key = pos.pawn_key();
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Entry* e = pos.this_thread()->pawnsTable[key];
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if (e->key == key)
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return e;
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e->key = key;
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e->scores[WHITE] = evaluate<WHITE>(pos, e);
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e->scores[BLACK] = evaluate<BLACK>(pos, e);
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return e;
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}
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/// Entry::evaluate_shelter() calculates the shelter bonus and the storm
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/// penalty for a king, looking at the king file and the two closest files.
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template<Color Us>
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Score Entry::evaluate_shelter(const Position& pos, Square ksq) {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
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Bitboard ourPawns = b & pos.pieces(Us);
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Bitboard theirPawns = b & pos.pieces(Them);
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Score bonus = make_score(5, 5);
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File center = clamp(file_of(ksq), FILE_B, FILE_G);
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for (File f = File(center - 1); f <= File(center + 1); ++f)
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{
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b = ourPawns & file_bb(f);
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int ourRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
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b = theirPawns & file_bb(f);
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int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
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int d = std::min(f, ~f);
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bonus += make_score(ShelterStrength[d][ourRank], 0);
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if (ourRank && (ourRank == theirRank - 1))
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bonus -= BlockedStorm * int(theirRank == RANK_3);
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else
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bonus -= make_score(UnblockedStorm[d][theirRank], 0);
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}
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return bonus;
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}
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/// Entry::do_king_safety() calculates a bonus for king safety. It is called only
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/// when king square changes, which is about 20% of total king_safety() calls.
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template<Color Us>
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Score Entry::do_king_safety(const Position& pos) {
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Square ksq = pos.square<KING>(Us);
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kingSquares[Us] = ksq;
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castlingRights[Us] = pos.castling_rights(Us);
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Score shelters[3] = { evaluate_shelter<Us>(pos, ksq),
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make_score(-VALUE_INFINITE, 0),
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make_score(-VALUE_INFINITE, 0) };
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// If we can castle use the bonus after castling if it is bigger
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if (pos.can_castle(Us & KING_SIDE))
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shelters[1] = evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1));
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if (pos.can_castle(Us & QUEEN_SIDE))
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shelters[2] = evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1));
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for (int i : {1, 2})
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if (mg_value(shelters[i]) > mg_value(shelters[0]))
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shelters[0] = shelters[i];
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// In endgame we like to bring our king near our closest pawn
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Bitboard pawns = pos.pieces(Us, PAWN);
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int minPawnDist = pawns ? 8 : 0;
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if (pawns & PseudoAttacks[KING][ksq])
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minPawnDist = 1;
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else while (pawns)
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minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns)));
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return shelters[0] - make_score(0, 16 * minPawnDist);
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}
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// Explicit template instantiation
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template Score Entry::do_king_safety<WHITE>(const Position& pos);
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template Score Entry::do_king_safety<BLACK>(const Position& pos);
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} // namespace Pawns
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