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Add more detailed pawn shelter/storm evaluation
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@@ -65,6 +65,19 @@ namespace {
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#undef S
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const File ShelterFile[8] = { FILE_B, FILE_B, FILE_C, FILE_D, FILE_E, FILE_F, FILE_G, FILE_G };
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inline Value score_non_center_file(const Value v) {
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return Value(v * 7 / 16);
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}
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typedef Value V;
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// Arrays are indexed by rank. Zeroth value is for when no pawn on that file.
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const Value PawnShelter[8] = { V(141), V(0), V( 38), V(102), V(128), V(141), V(141), V(141) };
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const Value PawnStorm[8] = { V( 26), V(0), V(128), V( 51), V( 26), V( 0), V( 0), V( 0) };
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// We compute shelter as a penalty for the given color, but shelter is used as a bonus, so we invert it using this as the basis.
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const Value PawnShelterBasis = PawnShelter[0] + score_non_center_file(PawnShelter[0]) * 2;
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inline Score apply_weight(Score v, Score w) {
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return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
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(int(eg_value(v)) * eg_value(w)) / 0x100);
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@@ -209,27 +222,53 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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return value;
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}
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template<Color Us>
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int computePawnShelter(const Position &pos, Square ksq) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const File kingFile = ShelterFile[file_of(ksq)];
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const Bitboard ourPawns = pos.pieces(PAWN, Us) & in_front_bb(Us, ksq);
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const Bitboard theirPawns = pos.pieces(PAWN, Them) & (RankBB[rank_of(ksq)] | in_front_bb(Us, ksq));
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int shelter = 0;
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// Compute king shelter and storm values for the file the king is on, as well as the two adjacent files.
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for (int fileOffset = -1; fileOffset <= 1; fileOffset++) {
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// Shelter takes full penalty for center file, otherwise it's half penalty
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Bitboard shelterFile = ourPawns & FileBB[kingFile + fileOffset];
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Rank shelterClosest = shelterFile ? relative_rank<Us>(shelterFile)
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: RANK_1;
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shelter += fileOffset == 0 ? PawnShelter[shelterClosest]
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: score_non_center_file(PawnShelter[shelterClosest]);
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// Storm takes full penalty, unless there is an enemy pawn blocking us
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Bitboard stormFile = theirPawns & FileBB[kingFile + fileOffset];
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Rank stormClosest = stormFile ? relative_rank<Us>(stormFile)
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: RANK_1;
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shelter += shelterClosest + 1 == stormClosest ? PawnStorm[stormClosest] / 2
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: PawnStorm[stormClosest];
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}
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return shelter;
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}
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/// PawnInfo::updateShelter() calculates and caches king shelter. It is called
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/// only when king square changes, about 20% of total king_shelter() calls.
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template<Color Us>
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Score PawnInfo::updateShelter(const Position& pos, Square ksq) {
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const int Shift = (Us == WHITE ? 8 : -8);
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Bitboard pawns;
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int r, shelter = 0;
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int shelter = 0;
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if (relative_rank(Us, ksq) <= RANK_4)
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{
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pawns = pos.pieces(PAWN, Us) & this_and_adjacent_files_bb(file_of(ksq));
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r = ksq & (7 << 3);
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for (int i = 0; i < 3; i++)
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{
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r += Shift;
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shelter += BitCount8Bit[(pawns >> r) & 0xFF] << (6 - i);
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}
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shelter = computePawnShelter<Us>(pos, ksq);
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if (pos.can_castle(Us == WHITE ? WHITE_OO : BLACK_OO))
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shelter = std::min(shelter, computePawnShelter<Us>(pos, relative_square(Us, SQ_G1)));
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if (pos.can_castle(Us == WHITE ? WHITE_OOO : BLACK_OOO))
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shelter = std::min(shelter, computePawnShelter<Us>(pos, relative_square(Us, SQ_C1)));
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shelter = PawnShelterBasis - shelter;
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}
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kingSquares[Us] = ksq;
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kingShelters[Us] = make_score(shelter, 0);
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return kingShelters[Us];
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