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BadFish/src/pawns.cpp
Alain SAVARD 7264540107 Adjust pawn span
Run as a simplification

a) insures that pawn attacks are always included in the pawn span
  (this "fixes" the case where some outpost or reachable outpost
  bonus were awarded on squares controlled by enemy pawns).

b) compute the full span only if not "backward" or not "blocked".

By looking at "blocked" instead of "opposed", we get a nice simpli-
fication and the "new" outpost detection is almost identical, except
a few borderline cases on rank 4.

passed STC
http://tests.stockfishchess.org/tests/view/5d9950730ebc5902b6cefb90
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 79113 W: 17168 L: 17159 D: 44786

passed LTC
http://tests.stockfishchess.org/tests/view/5d99d14e0ebc5902b6cf0692
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 41286 W: 6819 L: 6731 D: 27736

See https://github.com/official-stockfish/Stockfish/pull/2348

bench: 3812891
2019-10-07 00:50:54 +02:00

255 lines
8.7 KiB
C++

/*
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) 2015-2019 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 <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <cassert>
#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( 9, 24);
constexpr Score BlockedStorm = S(82, 82);
constexpr Score Doubled = S(11, 56);
constexpr Score Isolated = S( 5, 15);
constexpr Score WeakLever = S( 0, 56);
constexpr Score WeakUnopposed = S(13, 27);
// Connected pawn bonus
constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 };
// 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( 89), V(-285), V(-185), V(93), V(57), V( 45), V( 51) },
{ V( 44), V( -18), V( 123), V(46), V(39), V( -7), V( 23) },
{ V( 4), V( 52), V( 162), V(37), V( 7), V(-14), V( -2) },
{ V(-10), V( -14), V( 90), V(15), V( 2), V( -7), V(-16) }
};
#undef S
#undef V
template<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
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<PAWN>(Us);
Bitboard ourPawns = pos.pieces( Us, PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
Bitboard doubleAttackThem = pawn_double_attacks_bb<Them>(theirPawns);
e->passedPawns[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = e->pawnAttacksSpan[Us] = pawn_attacks_bb<Us>(ourPawns);
// 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 & PawnAttacks[Us][s];
leverPush = theirPawns & PawnAttacks[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))
&& (stoppers & (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.
passed = !(stoppers ^ lever)
|| ( !(stoppers ^ leverPush)
&& popcount(phalanx) >= popcount(leverPush))
|| ( stoppers == blocked && r >= RANK_5
&& (shift<Up>(support) & ~(theirPawns | doubleAttackThem)));
// 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)
score -= Isolated
+ WeakUnopposed * !opposed;
else if (backward)
score -= Backward
+ WeakUnopposed * !opposed;
if (!support)
score -= Doubled * doubled
+ WeakLever * more_than_one(lever);
}
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->scores[WHITE] = evaluate<WHITE>(pos, e);
e->scores[BLACK] = evaluate<BLACK>(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<Color Us>
Score Entry::evaluate_shelter(const Position& pos, Square ksq) {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
Bitboard ourPawns = b & pos.pieces(Us);
Bitboard theirPawns = b & pos.pieces(Them);
Score bonus = make_score(5, 5);
File center = 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;
File d = map_to_queenside(f);
bonus += make_score(ShelterStrength[d][ourRank], 0);
if (ourRank && (ourRank == theirRank - 1))
bonus -= BlockedStorm * int(theirRank == RANK_3);
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<Color Us>
Score Entry::do_king_safety(const Position& pos) {
Square ksq = pos.square<KING>(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<Us>(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<Us>(pos, relative_square(Us, SQ_G1)), compare);
if (pos.can_castle(Us & QUEEN_SIDE))
shelter = std::max(shelter, evaluate_shelter<Us>(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 = pawns ? 8 : 0;
if (pawns & PseudoAttacks[KING][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<WHITE>(const Position& pos);
template Score Entry::do_king_safety<BLACK>(const Position& pos);
} // namespace Pawns