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stockfish/src/pawns.cpp

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/*
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
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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
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,
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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.
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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>
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#include <cassert>
#include "bitboard.h"
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#include "pawns.h"
#include "position.h"
#include "thread.h"
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namespace {
#define V Value
#define S(mg, eg) make_score(mg, eg)
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// 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);
Exclude passed pawns from Attacked2Unsupported We recently added a bonus for double pawn attacks on unsupported enemy pawns, on June 27. However, it is possible that the unsupported pawn may become a passer by simply pushing forward out of the double attack. By rewarding double attacks, we may inadvertently reward the creation of enemy passers, by encouraging both of our would-be stoppers to attack the enemy pawn even if there is no opposing friendly pawn on the same file. Here, we revise this term to exclude passed pawns. In order to simplify the code with this change included, we non-functionally rewrite Attacked2Unsupported to be a penalty for enemy attacks on friendly pawns, rather than a bonus for our attacks on enemy pawns. This allows us to exclude passed pawns with a simple & ~e->passedPawns[Us], while passedPawns[Them] is not yet defined in this part of the code. This dramatically reduces the proportion of positions in which Attacked2Unsupported is applied, to about a third of the original. To compensate, maintaining the same average effect across our bench positions, we nearly triple Attacked2Unsupported from S(0, 20) to S(0, 56). Although this pawn formation is rare, it is worth more than half a pawn in the endgame! STC: (stopped automatically by fishtest after 250,000 games) LLR: -0.87 (-2.94,2.94) [0.50,4.50] Total: 250000 W: 56585 L: 55383 D: 138032 http://tests.stockfishchess.org/tests/view/5d25795e0ebc5925cf0cfb51 LTC: LLR: 2.96 (-2.94,2.94) [0.00,3.50] Total: 81038 W: 13965 L: 13558 D: 53515 http://tests.stockfishchess.org/tests/view/5d25f3920ebc5925cf0d10dd Closes https://github.com/official-stockfish/Stockfish/pull/2233 Bench: 3765158
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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;
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] = e->pawnAttacksSpan[Us] = 0;
Bonus for double attacks on unsupported pawns This is a functional change that rewards double attacks on an unsupported pawns. STC (non-functional difference) LLR: 2.96 (-2.94,2.94) [0.50,4.50] Total: 83276 W: 18981 L: 18398 D: 45897 http://tests.stockfishchess.org/tests/view/5d0970500ebc5925cf0a77d4 LTC (incomplete looping version) LLR: 0.50 (-2.94,2.94) [0.00,3.50] Total: 82999 W: 14244 L: 13978 D: 54777 http://tests.stockfishchess.org/tests/view/5d0a8d480ebc5925cf0a8d58 LTC (completed non-looping version). LLR: 2.96 (-2.94,2.94) [0.00,3.50] Total: 223381 W: 38323 L: 37512 D: 147546 http://tests.stockfishchess.org/tests/view/5d0e80510ebc5925cf0ad320 Closes https://github.com/official-stockfish/Stockfish/pull/2205 Bench 3633546 ---------------------------------- Comments by Alain SAVARD: interesting result ! I would have expected that search would resolve such positions correctly on the very next move. This is not a very common pattern, and when it happens, it will quickly disappear. So I'm quite surprised that it passed LTC. I would be even more surprised if this would resist a simplification. Anyway, let's try to imagine a few cases. a) If you have White d5 f5 against Black e6, and White to move last move by Black was probably a capture on e6 and White is about to recapture on e6 b) If you have White d5 f5 against e6, and Black to move last move by White was possibly a capture on d5 or f5 or the pawn on e6 was pinned or could not move for some reason. and white wants to blast open the position and just pushed d4-d5 or f4-f5 Some possible follow-ups a) Motif is so rare that the popcount() can be safely replaced with a bool() But this would not pass a SPRT[0,4], So try a simplification with bool() and also without the & ~theirAttacks b) If it works, we probably can simply have this in the loop if (lever) score += S(0, 20); c) remove all this and tweak something in search for pawn captures (priority, SEE, extension,..)
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e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[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);
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. Phalanx and isolated
// pawns will be excluded when the pawn is scored.
backward = !(neighbours & forward_ranks_bb(Them, s))
&& (stoppers & (leverPush | (s + Up)));
// Span of backward pawns and span behind opposing pawns are not included
// in the pawnAttacksSpan bitboard.
if (!backward || phalanx)
{
if (opposed)
e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s) &
~pawn_attack_span(Us, frontmost_sq(Them, opposed));
else
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 == square_bb(s + Up) && 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
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namespace Pawns {
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/// 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.
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Entry* probe(const Position& pos) {
Key key = pos.pawn_key();
Entry* e = pos.this_thread()->pawnsTable[key];
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if (e->key == key)
return e;
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e->key = key;
e->scores[WHITE] = evaluate<WHITE>(pos, e);
e->scores[BLACK] = evaluate<BLACK>(pos, e);
return e;
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}
/// 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);
Use special rule for BlockedByKing Simplification: remove BlockedByKing from storm array and use a special rule. The BlockedByKing section in the storm array is substantially similar to the Unopposed section except for two extreme values V(-290), V(-274). Turns out removing BlockedByKing and using a special rule for these two values shows no Elo loss. All the other values in the BlockedByKing section are apparently irrelevant. BlockedByKing now falls under unopposed which (to me) is a bit more logical since there is no defending pawn on this file. Also, retuning the Unopposed section may be another improvement. GOOD) This is a simplification because the entire BlockedByKing section of the storm array goes away reducing a few lines of code (and less values to tune). This also brings clarity because the special rule is self documenting. BAD) It takes execution time to apply the special rule. This should be negli- gible because it is based on a template parameter and is boiled down to two bitwise AND's. STC: LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 33470 W: 6820 L: 6721 D: 19929 http://tests.stockfishchess.org/tests/view/5ae7b6e60ebc5926dba90e13 LTC: LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 47627 W: 7045 L: 6963 D: 33619 http://tests.stockfishchess.org/tests/view/5ae859ff0ebc5926dba90e85 Closes https://github.com/official-stockfish/Stockfish/pull/1574 Bench: 5512000 ----------- How to continue after this patch? This patch may open the possibility to move the special rule to evaluate.cpp in the evaluate::king() function, where we could refine the rule using king danger information. For instance, with a king in H2 blocking an opponent pawn in H3, it may be critical to know that the opponent has no safe check in G2 before giving the bonus :-)
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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