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Include some not fully supported levers in the (candidate) passed pawns bitboard, if otherwise unblocked. Maybe levers are usually very short lived, and some inaccuracy in the lever balance for the definition of candidate passed pawns just triggers a deeper search. Here is a example of a case where the patch has an effect on the definition of candidate passers: White c5/e5 pawns, against Black d6 pawn. Let's say we want to test if e5 is a candidate passer. The previous master looks only at files d, e and f (which is already very good) and reject e5 as a candidate. However, the lever d6 is challenged by 2 pawns, so it should not fully count. Indirectly, this patch will view such case (and a few more) to be scored as candidates. STC http://tests.stockfishchess.org/tests/view/5abcd55d0ebc5902926cf1e1 LLR: 2.95 (-2.94,2.94) [0.00,4.00] Total: 16492 W: 3419 L: 3198 D: 9875 LTC http://tests.stockfishchess.org/tests/view/5abce1360ebc5902926cf1e6 LLR: 2.95 (-2.94,2.94) [0.00,4.00] Total: 21156 W: 3201 L: 2990 D: 14965 This was inspired by this test of Jerry Donald Watson, except the case of zero supporting pawns against two levers is excluded, and it seems that not excluding that case is bad, while excluding is it beneficial. See the following tests on fishtest: https://github.com/official-stockfish/Stockfish/pull/1519 http://tests.stockfishchess.org/tests/view/5abccd850ebc5902926cf1dd http://tests.stockfishchess.org/tests/view/5abcdd490ebc5902926cf1e4 Closes https://github.com/official-stockfish/Stockfish/pull/1521 Bench: 5568461 ---- Comments by Jerry Donald Watson: > My thinking as to why this works: > > The evaluation is either called in an interior node or in the qsearch. > The calls at the end of the qsearch are the more important as they > ultimately determine the scoring of each move, whereas the internal > values are mainly used for pruning decisions with a margin. Some strong > engines don't even call the eval at all nodes. Now the whole point of > the qsearch is to find quiet positions where captures do not change the > evaluation of the position with regards to the search bounds - i.e. if > there were good captures they would be tried.* So when a candidate lever > appears in the evaluation at the end of the qsearch, the qsearch has > guaranteed that it cannot just be captured, or if it can, this does not > take the score past the search bounds. Practically this may mean that > the side with the candidate lever has the turn, or perhaps the stopping > lever pawn is pinned, or that side is forced for other reasons to make > some other move (e.g. d6 can only take one of the pawns in the example > above). > > Hence granting the full score for only one lever defender makes some > sense, at least, to me. > > IMO this is also why huge bonuses for possible captures in the evaluation > (e.g. threat on queen and our turn), etc. don't tend to work. Such things > are best left to the search to figure out.
302 lines
11 KiB
C++
302 lines
11 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) 2015-2018 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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// Isolated pawn penalty
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constexpr Score Isolated = S(13, 18);
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// Backward pawn penalty
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constexpr Score Backward = S(24, 12);
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// Connected pawn bonus by opposed, phalanx, #support and rank
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Score Connected[2][2][3][RANK_NB];
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// Doubled pawn penalty
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constexpr Score Doubled = S(18, 38);
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// Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank].
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// RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king.
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constexpr Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = {
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{ { V( 98), V(20), V(11), V(42), V( 83), V( 84), V(101) }, // Not On King file
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{ V(103), V( 8), V(33), V(86), V( 87), V(105), V(113) },
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{ V(100), V( 2), V(65), V(95), V( 59), V( 89), V(115) },
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{ V( 72), V( 6), V(52), V(74), V( 83), V( 84), V(112) } },
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{ { V(105), V(19), V( 3), V(27), V( 85), V( 93), V( 84) }, // On King file
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{ V(121), V( 7), V(33), V(95), V(112), V( 86), V( 72) },
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{ V(121), V(26), V(65), V(90), V( 65), V( 76), V(117) },
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{ V( 79), V( 0), V(45), V(65), V( 94), V( 92), V(105) } }
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};
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// Danger of enemy pawns moving toward our king by [type][distance from edge][rank].
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// For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has
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// no pawn on the given file, or their pawn is behind our king.
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constexpr Value StormDanger[][4][RANK_NB] = {
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{ { V( 0), V(-290), V(-274), V(57), V(41) }, // BlockedByKing
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{ V( 0), V( 60), V( 144), V(39), V(13) },
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{ V( 0), V( 65), V( 141), V(41), V(34) },
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{ V( 0), V( 53), V( 127), V(56), V(14) } },
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{ { V( 4), V( 73), V( 132), V(46), V(31) }, // Unopposed
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{ V( 1), V( 64), V( 143), V(26), V(13) },
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{ V( 1), V( 47), V( 110), V(44), V(24) },
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{ V( 0), V( 72), V( 127), V(50), V(31) } },
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{ { V( 0), V( 0), V( 19), V(23), V( 1) }, // BlockedByPawn
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{ V( 0), V( 0), V( 88), V(27), V( 2) },
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{ V( 0), V( 0), V( 101), V(16), V( 1) },
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{ V( 0), V( 0), V( 111), V(22), V(15) } },
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{ { V(22), V( 45), V( 104), V(62), V( 6) }, // Unblocked
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{ V(31), V( 30), V( 99), V(39), V(19) },
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{ V(23), V( 29), V( 96), V(41), V(15) },
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{ V(21), V( 23), V( 116), V(41), V(15) } }
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};
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// Max bonus for king safety. Corresponds to start position with all the pawns
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// in front of the king and no enemy pawn on the horizon.
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constexpr Value MaxSafetyBonus = V(258);
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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 b, neighbours, stoppers, doubled, supported, phalanx;
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Bitboard lever, leverPush;
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Square s;
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bool opposed, backward;
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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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e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
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e->semiopenFiles[Us] = 0xFF;
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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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e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
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e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
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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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File f = file_of(s);
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e->semiopenFiles[Us] &= ~(1 << f);
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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_mask(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(f);
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phalanx = neighbours & rank_bb(s);
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supported = neighbours & rank_bb(s - Up);
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// A pawn is backward when it is behind all pawns of the same color on the
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// adjacent files and cannot be safely advanced.
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if (!neighbours || lever || relative_rank(Us, s) >= RANK_5)
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backward = false;
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else
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{
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// Find the backmost rank with neighbours or stoppers
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b = rank_bb(backmost_sq(Us, neighbours | stoppers));
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// The pawn is backward when it cannot safely progress to that rank:
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// either there is a stopper in the way on this rank, or there is a
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// stopper on adjacent file which controls the way to that rank.
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backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
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assert(!(backward && (forward_ranks_bb(Them, s + Up) & neighbours)));
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}
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// Passed pawns will be properly scored in evaluation because we need
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// full attack info to evaluate them. Include also not passed pawns
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// which could become passed after one or two pawn pushes when are
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// not attacked more times than defended.
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if ( !(stoppers ^ lever ^ leverPush)
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&& !(ourPawns & forward_file_bb(Us, s))
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&& popcount(supported) >= popcount(lever) - 1
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&& popcount(phalanx) >= popcount(leverPush))
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e->passedPawns[Us] |= s;
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else if ( stoppers == SquareBB[s + Up]
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&& relative_rank(Us, s) >= RANK_5)
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{
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b = shift<Up>(supported) & ~theirPawns;
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while (b)
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if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)]))
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e->passedPawns[Us] |= s;
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}
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// Score this pawn
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if (supported | phalanx)
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score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)];
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else if (!neighbours)
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score -= Isolated, e->weakUnopposed[Us] += !opposed;
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else if (backward)
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score -= Backward, e->weakUnopposed[Us] += !opposed;
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if (doubled && !supported)
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score -= Doubled;
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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::init() initializes some tables needed by evaluation. Instead of using
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/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
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/// to reduce independent parameters and to allow easier tuning and better insight.
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void init() {
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static constexpr int Seed[RANK_NB] = { 0, 13, 24, 18, 76, 100, 175, 330 };
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for (int opposed = 0; opposed <= 1; ++opposed)
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for (int phalanx = 0; phalanx <= 1; ++phalanx)
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for (int support = 0; support <= 2; ++support)
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for (Rank r = RANK_2; r < RANK_8; ++r)
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{
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int v = 17 * support;
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v += (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
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Connected[opposed][phalanx][support][r] = make_score(v, v * (r - 2) / 4);
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}
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}
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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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e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
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e->asymmetry = popcount( (e->passedPawns[WHITE] | e->passedPawns[BLACK])
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| (e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]));
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return e;
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}
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/// Entry::shelter_storm() calculates shelter and storm penalties for the file
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/// the king is on, as well as the two closest files.
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template<Color Us>
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Value Entry::shelter_storm(const Position& pos, Square ksq) {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked };
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File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
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Bitboard b = pos.pieces(PAWN)
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& (forward_ranks_bb(Us, ksq) | rank_bb(ksq))
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& (adjacent_files_bb(center) | file_bb(center));
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Bitboard ourPawns = b & pos.pieces(Us);
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Bitboard theirPawns = b & pos.pieces(Them);
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Value safety = MaxSafetyBonus;
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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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Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
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b = theirPawns & file_bb(f);
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Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
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int d = std::min(f, ~f);
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safety -= ShelterWeakness[f == file_of(ksq)][d][rkUs]
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+ StormDanger
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[f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing :
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rkUs == RANK_1 ? Unopposed :
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rkThem == rkUs + 1 ? BlockedByPawn : Unblocked]
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[d][rkThem];
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}
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return safety;
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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, Square ksq) {
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kingSquares[Us] = ksq;
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castlingRights[Us] = pos.can_castle(Us);
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int minKingPawnDistance = 0;
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Bitboard pawns = pos.pieces(Us, PAWN);
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if (pawns)
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while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
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Value bonus = shelter_storm<Us>(pos, ksq);
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// If we can castle use the bonus after the castling if it is bigger
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if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
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if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
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return make_score(bonus, -16 * minKingPawnDistance);
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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, Square ksq);
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template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
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} // namespace Pawns
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