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BadFish/src/pawns.cpp
Alain SAVARD 29b5842da8 Backward simplication
On top of the usual conditions
a) some opponent in front (but no lever)
b) some neighbours (in front) (but no neighbour behind or same rank)
c) < rank_5

to find out if a pawn is backward we look at the squares in front of this pawn to reach the same rank as the next neighbour.

In current master, a pawn is backward if any of those squares is controlled by an enemy pawn on an adjacent file

In this version, a pawn is ALSO backward if any of those squares is occupied by an enemy pawn.

STC:
http://tests.stockfishchess.org/tests/view/56fe7efd0ebc59301a3541f1
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 19051 W: 3557 L: 3433 D: 12061

LTC:
http://tests.stockfishchess.org/tests/view/56febc2d0ebc59301a354209
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 40810 W: 5619 L: 5526 D: 29665

Bench: 7525245

Resolves #614
2016-04-08 19:12:55 +01:00

298 lines
11 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) 2015-2016 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)
// Isolated pawn penalty by opposed flag and file
const Score Isolated[2][FILE_NB] = {
{ S(31, 36), S(45, 41), S(50, 41), S(50, 41),
S(50, 41), S(50, 41), S(45, 41), S(31, 36) },
{ S(21, 24), S(30, 28), S(33, 28), S(33, 28),
S(33, 28), S(33, 28), S(30, 28), S(21, 24) } };
// 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,
// by number of pawns it supports [less than 2 / exactly 2].
const Score Unsupported[2] = { S(17, 8), S(21, 12) };
// Connected pawn bonus by opposed, phalanx, twice supported and rank
Score Connected[2][2][2][RANK_NB];
// Doubled pawn penalty by file
const Score Doubled[FILE_NB] = {
S(11, 34), S(17, 38), S(19, 38), S(19, 38),
S(19, 38), S(19, 38), S(17, 38), S(11, 34) };
// 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]
const Value ShelterWeakness[][RANK_NB] = {
{ V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
{ V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
{ V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
{ V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
const Value StormDanger[][4][RANK_NB] = {
{ { V( 0), V( 67), V( 134), V(38), V(32) },
{ V( 0), V( 57), V( 139), V(37), V(22) },
{ V( 0), V( 43), V( 115), V(43), V(27) },
{ V( 0), V( 68), V( 124), V(57), V(32) } },
{ { V(20), V( 43), V( 100), V(56), V(20) },
{ V(23), V( 20), V( 98), V(40), V(15) },
{ V(23), V( 39), V( 103), V(36), V(18) },
{ V(28), V( 19), V( 108), V(42), V(26) } },
{ { V( 0), V( 0), V( 75), V(14), V( 2) },
{ V( 0), V( 0), V( 150), V(30), V( 4) },
{ V( 0), V( 0), V( 160), V(22), V( 5) },
{ V( 0), V( 0), V( 166), V(24), V(13) } },
{ { V( 0), V(-283), V(-281), V(57), V(31) },
{ V( 0), V( 58), V( 141), V(39), V(18) },
{ V( 0), V( 65), V( 142), V(48), V(32) },
{ V( 0), V( 60), V( 126), V(51), V(19) } } };
// 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<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
Square s;
bool opposed, lever, connected, backward;
Score score = SCORE_ZERO;
const Square* pl = pos.squares<PAWN>(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->kingSquares[Us] = SQ_NONE;
e->semiopenFiles[Us] = 0xFF;
e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(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];
doubled = ourPawns & forward_bb(Us, s);
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_bb<Up>(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. Only the frontmost passed
// pawn on each file is considered a true passed pawn.
if (!(stoppers | doubled))
e->passedPawns[Us] |= s;
// Score this pawn
if (!neighbours)
score -= Isolated[opposed][f];
else if (backward)
score -= Backward[opposed];
else if (!supported)
score -= Unsupported[more_than_one(neighbours & pawnAttacksBB[s])];
if (connected)
score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
if (doubled)
score -= Doubled[f] / distance<Rank>(s, frontmost_sq(Us, doubled));
if (lever)
score += Lever[relative_rank(Us, s)];
}
b = e->semiopenFiles[Us] ^ 0xFF;
e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0;
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 * 5 / 8);
}
}
/// 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<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
e->asymmetry = 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 adjacent files.
template<Color Us>
Value Entry::shelter_storm(const Position& pos, Square ksq) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing };
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 ? NoFriendlyPawn :
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<Color Us>
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<Us>(pos, ksq);
// If we can castle use the bonus after the castling if it is bigger
if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
return make_score(bonus, -16 * minKingPawnDistance);
}
// Explicit template instantiation
template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
} // namespace Pawns