コード例 #1
0
        /// Bitboards::init() initializes various bitboard tables. It is called at
        /// startup and relies on global objects to be already zero-initialized.
        public static void init()
        {
            for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
            {
                BSFTable[bsf_index(SquareBB[s] = 1UL << s)] = s;
            }

            for (Bitboard b = 1; b < 256; ++b)
            {
                MS1BTable[b] = more_than_one(b) ? MS1BTable[b - 1] : lsb(b);
            }

            for (File f = FileS.FILE_A; f <= FileS.FILE_H; ++f)
            {
                FileBB[f] = f > FileS.FILE_A ? FileBB[f - 1] << 1 : FileABB;
            }

            for (Rank r = RankS.RANK_1; r <= RankS.RANK_8; ++r)
            {
                RankBB[r] = r > RankS.RANK_1 ? RankBB[r - 1] << 8 : Rank1BB;
            }

            for (File f = FileS.FILE_A; f <= FileS.FILE_H; ++f)
            {
                AdjacentFilesBB[f] = (f > FileS.FILE_A ? FileBB[f - 1] : 0) | (f < FileS.FILE_H ? FileBB[f + 1] : 0);
            }

            for (int c = ColorS.WHITE; c <= ColorS.BLACK; c++)
            {
                InFrontBB[c] = new Bitboard[RankS.RANK_NB];
            }

            for (Rank r = RankS.RANK_1; r < RankS.RANK_8; ++r)
            {
                InFrontBB[ColorS.WHITE][r] = ~(InFrontBB[ColorS.BLACK][r + 1] = InFrontBB[ColorS.BLACK][r] | RankBB[r]);
            }

            for (int c = ColorS.WHITE; c <= ColorS.BLACK; c++)
            {
                ForwardBB[c]      = new Bitboard[SquareS.SQUARE_NB];
                PawnAttackSpan[c] = new Bitboard[SquareS.SQUARE_NB];
                PassedPawnMask[c] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Color c = ColorS.WHITE; c <= ColorS.BLACK; ++c)
            {
                for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
                {
                    ForwardBB[c][s]      = InFrontBB[c][Types.rank_of(s)] & FileBB[Types.file_of(s)];
                    PawnAttackSpan[c][s] = InFrontBB[c][Types.rank_of(s)] & AdjacentFilesBB[Types.file_of(s)];
                    PassedPawnMask[c][s] = ForwardBB[c][s] | PawnAttackSpan[c][s];
                }
            }

            for (Square c = 0; c < SquareS.SQUARE_NB; c++)
            {
                SquareDistance[c]  = new int[SquareS.SQUARE_NB];
                DistanceRingsBB[c] = new Bitboard[8];
            }

            for (Square s1 = SquareS.SQ_A1; s1 <= SquareS.SQ_H8; ++s1)
            {
                for (Square s2 = SquareS.SQ_A1; s2 <= SquareS.SQ_H8; ++s2)
                {
                    if (s1 != s2)
                    {
                        SquareDistance[s1][s2] = Math.Max(file_distance(s1, s2), rank_distance(s1, s2));
                        DistanceRingsBB[s1][SquareDistance[s1][s2] - 1] |= SquareBB[s2];
                    }
                }
            }

            int[][] steps = new int[7][];
            steps[0] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[1] = new int[] { 7, 9, 0, 0, 0, 0, 0, 0, 0 };
            steps[2] = new int[] { 17, 15, 10, 6, -6, -10, -15, -17, 0 };
            steps[3] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[4] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[5] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[6] = new int[] { 9, 7, -7, -9, 8, 1, -1, -8, 0 };

            for (Piece p = PieceS.NO_PIECE; p < PieceS.PIECE_NB; p++)
            {
                StepAttacksBB[p] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Color c = ColorS.WHITE; c <= ColorS.BLACK; ++c)
            {
                for (PieceType pt = PieceTypeS.PAWN; pt <= PieceTypeS.KING; ++pt)
                {
                    for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
                    {
                        for (int i = 0; steps[pt][i] != 0; ++i)
                        {
                            Square to = s + (Square)(c == ColorS.WHITE ? steps[pt][i] : -steps[pt][i]);

                            if (Types.is_ok_square(to) && BitBoard.square_distance(s, to) < 3)
                            {
                                StepAttacksBB[Types.make_piece(c, pt)][s] |= SquareBB[to];
                            }
                        }
                    }
                }
            }


            Square[] RDeltas = new Square[] { SquareS.DELTA_N, SquareS.DELTA_E, SquareS.DELTA_S, SquareS.DELTA_W };
            Square[] BDeltas = new Square[] { SquareS.DELTA_NE, SquareS.DELTA_SE, SquareS.DELTA_SW, SquareS.DELTA_NW };

            init_magics(PieceTypeS.ROOK, RAttacks, RMagics, RMasks, RShifts, RDeltas, magic_index);
            init_magics(PieceTypeS.BISHOP, BAttacks, BMagics, BMasks, BShifts, BDeltas, magic_index);

            for (PieceType pt = PieceTypeS.NO_PIECE_TYPE; pt < PieceTypeS.PIECE_TYPE_NB; pt++)
            {
                PseudoAttacks[pt] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; s++)
            {
                BetweenBB[s] = new Bitboard[SquareS.SQUARE_NB];
                LineBB[s]    = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Square s1 = SquareS.SQ_A1; s1 <= SquareS.SQ_H8; ++s1)
            {
                PseudoAttacks[PieceTypeS.QUEEN][s1]  = PseudoAttacks[PieceTypeS.BISHOP][s1] = attacks_bb_SBBPT(s1, 0, PieceTypeS.BISHOP);
                PseudoAttacks[PieceTypeS.QUEEN][s1] |= PseudoAttacks[PieceTypeS.ROOK][s1] = attacks_bb_SBBPT(s1, 0, PieceTypeS.ROOK);

                for (Square s2 = SquareS.SQ_A1; s2 <= SquareS.SQ_H8; ++s2)
                {
                    Piece pc = (PseudoAttacks[PieceTypeS.BISHOP][s1] & SquareBB[s2]) != 0 ? PieceS.W_BISHOP :
                               (PseudoAttacks[PieceTypeS.ROOK][s1] & SquareBB[s2]) != 0 ? PieceS.W_ROOK : PieceS.NO_PIECE;

                    if (pc == PieceS.NO_PIECE)
                    {
                        continue;
                    }

                    LineBB[s1][s2]    = (attacks_bb_PSBB(pc, s1, 0) & attacks_bb_PSBB(pc, s2, 0)) | SquareBB[s1] | SquareBB[s2];
                    BetweenBB[s1][s2] = attacks_bb_PSBB(pc, s1, SquareBB[s2]) & attacks_bb_PSBB(pc, s2, SquareBB[s1]);
                }
            }
        }
コード例 #2
0
        public static Score evaluate(Position pos, Pawns.Entry e, Color Us)
        {
            Color  Them  = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE);
            Square Up    = (Us == ColorS.WHITE ? SquareS.DELTA_N : SquareS.DELTA_S);
            Square Right = (Us == ColorS.WHITE ? SquareS.DELTA_NE : SquareS.DELTA_SW);
            Square Left  = (Us == ColorS.WHITE ? SquareS.DELTA_NW : SquareS.DELTA_SE);

            Bitboard b, p, doubled;
            Square   s;
            File     f;
            Rank     r;
            bool     passed, isolated, opposed, connected, backward, candidate, unsupported;
            Score    value = ScoreS.SCORE_ZERO;

            Square[] pl    = pos.list(Us, PieceTypeS.PAWN);
            int      plPos = 0;

            Bitboard ourPawns   = pos.pieces_color_piecetype(Us, PieceTypeS.PAWN);
            Bitboard theirPawns = pos.pieces_color_piecetype(Them, PieceTypeS.PAWN);

            e.passedPawns[Us]   = e.candidatePawns[Us] = 0;
            e.kingSquares[Us]   = SquareS.SQ_NONE;
            e.semiopenFiles[Us] = 0xFF;
            e.pawnAttacks[Us]   = BitBoard.shift_bb(ourPawns, Right) | BitBoard.shift_bb(ourPawns, Left);
            e.pawnsOnSquares[Us][ColorS.BLACK] = Bitcount.popcount_Max15(ourPawns & BitBoard.DarkSquares);
            e.pawnsOnSquares[Us][ColorS.WHITE] = pos.count(Us, PieceTypeS.PAWN) - e.pawnsOnSquares[Us][ColorS.BLACK];

            // Loop through all pawns of the current color and score each pawn
            while ((s = pl[plPos++]) != SquareS.SQ_NONE)
            {
                Debug.Assert(pos.piece_on(s) == Types.make_piece(Us, PieceTypeS.PAWN));

                f = Types.file_of(s);


                // This file cannot be semi-open
                e.semiopenFiles[Us] &= ~(1 << f);

                // Previous rank
                p = BitBoard.rank_bb_square(s - Types.pawn_push(Us));

                // Our rank plus previous one
                b = BitBoard.rank_bb_square(s) | p;

                // Flag the pawn as passed, isolated, doubled,
                // unsupported or connected (but not the backward one).
                connected   = (ourPawns & BitBoard.adjacent_files_bb(f) & b) != 0;
                unsupported = (0 == (ourPawns & BitBoard.adjacent_files_bb(f) & p));
                isolated    = (0 == (ourPawns & BitBoard.adjacent_files_bb(f)));
                doubled     = ourPawns & BitBoard.forward_bb(Us, s);
                opposed     = (theirPawns & BitBoard.forward_bb(Us, s)) != 0;
                passed      = (0 == (theirPawns & BitBoard.passed_pawn_mask(Us, s)));

                // Test for backward pawn.
                // If the pawn is passed, isolated, or connected it cannot be
                // backward. If there are friendly pawns behind on adjacent files
                // or if it can capture an enemy pawn it cannot be backward either.
                if ((passed | isolated | connected) ||
                    (ourPawns & BitBoard.pawn_attack_span(Them, s)) != 0 ||
                    (pos.attacks_from_pawn(s, Us) & theirPawns) != 0)
                {
                    backward = false;
                }
                else
                {
                    // We now know that there are no friendly pawns beside or behind this
                    // pawn on adjacent files. We now check whether the pawn is
                    // backward by looking in the forward direction on the adjacent
                    // files, and picking the closest pawn there.
                    b = BitBoard.pawn_attack_span(Us, s) & (ourPawns | theirPawns);
                    b = BitBoard.pawn_attack_span(Us, s) & BitBoard.rank_bb_square(BitBoard.backmost_sq(Us, b));

                    // If we have an enemy pawn in the same or next rank, the pawn is
                    // backward because it cannot advance without being captured.
                    backward = ((b | BitBoard.shift_bb(b, Up)) & theirPawns) != 0;
                }

                Debug.Assert(opposed | passed | (BitBoard.pawn_attack_span(Us, s) & theirPawns) != 0);

                // A not-passed pawn is a candidate to become passed, if it is free to
                // advance and if the number of friendly pawns beside or behind this
                // pawn on adjacent files is higher than or equal to the number of
                // enemy pawns in the forward direction on the adjacent files.
                candidate = !(opposed | passed | backward | isolated) &&
                            (b = BitBoard.pawn_attack_span(Them, s + Types.pawn_push(Us)) & ourPawns) != 0 &&
                            Bitcount.popcount_Max15(b) >= Bitcount.popcount_Max15(BitBoard.pawn_attack_span(Us, s) & theirPawns);

                // Passed pawns will be properly scored in evaluation because we need
                // full attack info to evaluate passed pawns. Only the frontmost passed
                // pawn on each file is considered a true passed pawn.
                if (passed && 0 == doubled)
                {
                    e.passedPawns[Us] |= BitBoard.SquareBB[s];
                }

                // Score this pawn
                if (isolated)
                {
                    value -= Isolated[opposed ? 1 : 0][f];
                }

                if (unsupported && !isolated)
                {
                    value -= UnsupportedPawnPenalty;
                }

                if (doubled != 0)
                {
                    value -= Types.divScore(Doubled[f], BitBoard.rank_distance(s, BitBoard.lsb(doubled)));
                }

                if (backward)
                {
                    value -= Backward[opposed ? 1 : 0][f];
                }

                if (connected)
                {
                    value += Connected[f][Types.relative_rank_square(Us, s)];
                }

                if (candidate)
                {
                    value += CandidatePassed[Types.relative_rank_square(Us, s)];

                    if (0 == doubled)
                    {
                        e.candidatePawns[Us] |= BitBoard.SquareBB[s];
                    }
                }
            }

            // In endgame it's better to have pawns on both wings. So give a bonus according
            // to file distance between left and right outermost pawns.
            if (pos.count(Us, PieceTypeS.PAWN) > 1)
            {
                b      = (Bitboard)(e.semiopenFiles[Us] ^ 0xFF);
                value += PawnsFileSpan * (BitBoard.msb(b) - BitBoard.lsb(b));
            }

            return(value);
        }
コード例 #3
0
        // evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
        public static Score evaluate_pieces(Position pos, EvalInfo ei, Score[] mobility, Bitboard[] mobilityArea, PieceType Pt, Color Us, bool Trace)
        {
            if (Us == ColorS.WHITE && Pt == PieceTypeS.KING)
            {
                return(ScoreS.SCORE_ZERO);
            }

            Bitboard b;
            Square   s;
            Score    score = ScoreS.SCORE_ZERO;

            PieceType NextPt = (Us == ColorS.WHITE ? Pt : (Pt + 1));
            Color     Them   = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE);

            Square[] pl    = pos.list(Us, Pt);
            int      plPos = 0;

            ei.attackedBy[Us][Pt] = 0;

            while ((s = pl[plPos++]) != SquareS.SQ_NONE)
            {
                // Find attacked squares, including x-ray attacks for bishops and rooks
                b = Pt == PieceTypeS.BISHOP ? BitBoard.attacks_bb_SBBPT(s, pos.pieces() ^ pos.pieces_color_piecetype(Us, PieceTypeS.QUEEN), PieceTypeS.BISHOP)
                  : Pt == PieceTypeS.ROOK ? BitBoard.attacks_bb_SBBPT(s, pos.pieces() ^ pos.pieces_color_piecetype(Us, PieceTypeS.ROOK, PieceTypeS.QUEEN), PieceTypeS.ROOK)
                                    : pos.attacks_from_square_piecetype(s, Pt);

                if ((ei.pinnedPieces[Us] & BitBoard.SquareBB[s]) != 0)
                {
                    b &= BitBoard.LineBB[pos.king_square(Us)][s];
                }

                ei.attackedBy[Us][PieceTypeS.ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;

                if ((b & ei.kingRing[Them]) != 0)
                {
                    ei.kingAttackersCount[Us]++;
                    ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
                    Bitboard bb = (b & ei.attackedBy[Them][PieceTypeS.KING]);
                    if (bb != 0)
                    {
                        ei.kingAdjacentZoneAttacksCount[Us] += Bitcount.popcount_Max15(bb);
                    }
                }

                if (Pt == PieceTypeS.QUEEN)
                {
                    b &= ~(ei.attackedBy[Them][PieceTypeS.KNIGHT]
                           | ei.attackedBy[Them][PieceTypeS.BISHOP]
                           | ei.attackedBy[Them][PieceTypeS.ROOK]);
                }

                int mob = (Pt != PieceTypeS.QUEEN ? Bitcount.popcount_Max15(b & mobilityArea[Us])
                                                  : Bitcount.popcount(b & mobilityArea[Us]));

                mobility[Us] += MobilityBonus[Pt][mob];

                // Decrease score if we are attacked by an enemy pawn. The remaining part
                // of threat evaluation must be done later when we have full attack info.
                if ((ei.attackedBy[Them][PieceTypeS.PAWN] & BitBoard.SquareBB[s]) != 0)
                {
                    score -= ThreatenedByPawn[Pt];
                }

                if (Pt == PieceTypeS.BISHOP || Pt == PieceTypeS.KNIGHT)
                {
                    // Penalty for bishop with same coloured pawns
                    if (Pt == PieceTypeS.BISHOP)
                    {
                        score -= BishopPawns * ei.pi.pawns_on_same_color_squares(Us, s);
                    }

                    // Bishop and knight outposts squares
                    if (0 == (pos.pieces_color_piecetype(Them, PieceTypeS.PAWN) & BitBoard.pawn_attack_span(Us, s)))
                    {
                        score += evaluate_outposts(pos, ei, s, Pt, Us);
                    }

                    // Bishop or knight behind a pawn
                    if (Types.relative_rank_square(Us, s) < RankS.RANK_5 &&
                        (pos.pieces_piecetype(PieceTypeS.PAWN) & BitBoard.SquareBB[(s + Types.pawn_push(Us))]) != 0)
                    {
                        score += MinorBehindPawn;
                    }
                }

                if (Pt == PieceTypeS.ROOK)
                {
                    // Rook piece attacking enemy pawns on the same rank/file
                    if (Types.relative_rank_square(Us, s) >= RankS.RANK_5)
                    {
                        Bitboard pawns = pos.pieces_color_piecetype(Them, PieceTypeS.PAWN) & BitBoard.PseudoAttacks[PieceTypeS.ROOK][s];
                        if (pawns != 0)
                        {
                            score += Bitcount.popcount_Max15(pawns) * RookOnPawn;
                        }
                    }

                    // Give a bonus for a rook on a open or semi-open file
                    if (ei.pi.semiopen_file(Us, Types.file_of(s)) != 0)
                    {
                        score += ei.pi.semiopen_file(Them, Types.file_of(s)) != 0 ? RookOpenFile : RookSemiopenFile;
                    }

                    if (mob > 3 || ei.pi.semiopen_file(Us, Types.file_of(s)) != 0)
                    {
                        continue;
                    }

                    Square ksq = pos.king_square(Us);

                    // Penalize rooks which are trapped by a king. Penalize more if the
                    // king has lost its castling capability.
                    if (((Types.file_of(ksq) < FileS.FILE_E) == (Types.file_of(s) < Types.file_of(ksq))) &&
                        (Types.rank_of(ksq) == Types.rank_of(s) || Types.relative_rank_square(Us, ksq) == RankS.RANK_1) &&
                        0 == ei.pi.semiopen_side(Us, Types.file_of(ksq), Types.file_of(s) < Types.file_of(ksq)))
                    {
                        score -= (TrappedRook - Types.make_score(mob * 8, 0)) * (1 + (pos.can_castle_color(Us) == 0 ? 1 : 0));
                    }
                }

                // An important Chess960 pattern: A cornered bishop blocked by a friendly
                // pawn diagonally in front of it is a very serious problem, especially
                // when that pawn is also blocked.
                if (Pt == PieceTypeS.BISHOP &&
                    pos.is_chess960() != 0 &&
                    (s == Types.relative_square(Us, SquareS.SQ_A1) || s == Types.relative_square(Us, SquareS.SQ_H1)))
                {
                    Square d = Types.pawn_push(Us) + (Types.file_of(s) == FileS.FILE_A ? SquareS.DELTA_E : SquareS.DELTA_W);
                    if (pos.piece_on(s + d) == Types.make_piece(Us, PieceTypeS.PAWN))
                    {
                        score -= !pos.empty(s + d + Types.pawn_push(Us)) ? TrappedBishopA1H1 * 4
                            : pos.piece_on(s + d + d) == Types.make_piece(Us, PieceTypeS.PAWN) ? TrappedBishopA1H1 * 2
                                                                            : TrappedBishopA1H1;
                    }
                }
            }

            if (Trace)
            {
                Tracing.terms[Us][Pt] = score;
            }

            return(score - evaluate_pieces(pos, ei, mobility, mobilityArea, NextPt, Them, Trace));
        }