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Add an endgame component to the blockedstorm penalty so that the penalty applies more uniformly through the game. STC 10+0.1 th 1 : LLR: -2.95 (-2.94,2.94) [0.50,4.50] Total: 94063 W: 21426 L: 21118 D: 51519 http://tests.stockfishchess.org/tests/view/5cd4605c0ebc5925cf04bf43 LTC 60+0.6 th 1 : LLR: 2.95 (-2.94,2.94) [0.00,3.50] Total: 188232 W: 32808 L: 32090 D: 123334 http://tests.stockfishchess.org/tests/view/5cd47d0a0ebc5925cf04c4fd Refactored code with higher constant values gave a more convincing LTC result: LLR: 2.96 (-2.94,2.94) [0.00,3.50] Total: 30050 W: 5330 L: 5066 D: 19654 http://tests.stockfishchess.org/tests/view/5cd6a0000ebc5925cf050653 Bench: 3687700
73 lines
2.5 KiB
C++
73 lines
2.5 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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#ifndef PAWNS_H_INCLUDED
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#define PAWNS_H_INCLUDED
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#include "misc.h"
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#include "position.h"
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#include "types.h"
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namespace Pawns {
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/// Pawns::Entry contains various information about a pawn structure. A lookup
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/// to the pawn hash table (performed by calling the probe function) returns a
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/// pointer to an Entry object.
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struct Entry {
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Score pawn_score(Color c) const { return scores[c]; }
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Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
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Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
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Bitboard pawn_attacks_span(Color c) const { return pawnAttacksSpan[c]; }
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int weak_unopposed(Color c) const { return weakUnopposed[c]; }
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int passed_count() const { return popcount(passedPawns[WHITE] | passedPawns[BLACK]); }
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template<Color Us>
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Score king_safety(const Position& pos) {
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return kingSquares[Us] == pos.square<KING>(Us) && castlingRights[Us] == pos.castling_rights(Us)
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? kingSafety[Us] : (kingSafety[Us] = do_king_safety<Us>(pos));
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}
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template<Color Us>
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Score do_king_safety(const Position& pos);
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template<Color Us>
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void evaluate_shelter(const Position& pos, Square ksq, Score& shelter);
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Key key;
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Score scores[COLOR_NB];
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Bitboard passedPawns[COLOR_NB];
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Bitboard pawnAttacks[COLOR_NB];
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Bitboard pawnAttacksSpan[COLOR_NB];
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Square kingSquares[COLOR_NB];
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Score kingSafety[COLOR_NB];
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int weakUnopposed[COLOR_NB];
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int castlingRights[COLOR_NB];
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int pawnsOnSquares[COLOR_NB][COLOR_NB]; // [color][light/dark squares]
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};
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typedef HashTable<Entry, 16384> Table;
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Entry* probe(const Position& pos);
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} // namespace Pawns
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#endif // #ifndef PAWNS_H_INCLUDED
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