File: psqt.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) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad

  Stockfish is free software: you can redistribute it and/or modify
  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,
  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.

  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>

#include "types.h"
#include "piece.h"
#include "variant.h"

Value PieceValue[PHASE_NB][PIECE_NB] = {
  { VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg,
    FersValueMg, AlfilValueMg, FersAlfilValueMg, SilverValueMg, AiwokValueMg, BersValueMg,
    ArchbishopValueMg, ChancellorValueMg, AmazonValueMg, KnibisValueMg, BiskniValueMg, KnirooValueMg, RookniValueMg,
    ShogiPawnValueMg, LanceValueMg, ShogiKnightValueMg, EuroShogiKnightValueMg, GoldValueMg, DragonHorseValueMg,
    ClobberPieceValueMg, BreakthroughPieceValueMg, ImmobilePieceValueMg,
    CannonPieceValueMg, JanggiCannonPieceValueMg, SoldierValueMg, HorseValueMg, ElephantValueMg, JanggiElephantValueMg, BannerValueMg,
    WazirValueMg, CommonerValueMg, CentaurValueMg },
  { VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg,
    FersValueEg, AlfilValueEg, FersAlfilValueEg, SilverValueEg, AiwokValueEg, BersValueEg,
    ArchbishopValueMg, ChancellorValueEg, AmazonValueEg, KnibisValueMg, BiskniValueMg, KnirooValueEg, RookniValueEg,
    ShogiPawnValueEg, LanceValueEg, ShogiKnightValueEg, EuroShogiKnightValueEg, GoldValueEg, DragonHorseValueEg,
    ClobberPieceValueEg, BreakthroughPieceValueEg, ImmobilePieceValueEg,
    CannonPieceValueEg, JanggiCannonPieceValueEg, SoldierValueEg, HorseValueEg, ElephantValueEg, JanggiElephantValueEg, BannerValueEg,
    WazirValueEg, CommonerValueEg, CentaurValueEg }
};

namespace PSQT {

#define S(mg, eg) make_score(mg, eg)

// Bonus[PieceType][Square / 2] contains Piece-Square scores. For each piece
// type on a given square a (middlegame, endgame) score pair is assigned. Table
// is defined for files A..D and white side: it is symmetric for black side and
// second half of the files.
constexpr Score Bonus[PIECE_TYPE_NB][RANK_NB][int(FILE_NB) / 2] = {
  { },
  { },
  { // Knight
   { S(-175, -96), S(-92,-65), S(-74,-49), S(-73,-21) },
   { S( -77, -67), S(-41,-54), S(-27,-18), S(-15,  8) },
   { S( -61, -40), S(-17,-27), S(  6, -8), S( 12, 29) },
   { S( -35, -35), S(  8, -2), S( 40, 13), S( 49, 28) },
   { S( -34, -45), S( 13,-16), S( 44,  9), S( 51, 39) },
   { S(  -9, -51), S( 22,-44), S( 58,-16), S( 53, 17) },
   { S( -67, -69), S(-27,-50), S(  4,-51), S( 37, 12) },
   { S(-201,-100), S(-83,-88), S(-56,-56), S(-26,-17) }
  },
  { // Bishop
   { S(-53,-57), S( -5,-30), S( -8,-37), S(-23,-12) },
   { S(-15,-37), S(  8,-13), S( 19,-17), S(  4,  1) },
   { S( -7,-16), S( 21, -1), S( -5, -2), S( 17, 10) },
   { S( -5,-20), S( 11, -6), S( 25,  0), S( 39, 17) },
   { S(-12,-17), S( 29, -1), S( 22,-14), S( 31, 15) },
   { S(-16,-30), S(  6,  6), S(  1,  4), S( 11,  6) },
   { S(-17,-31), S(-14,-20), S(  5, -1), S(  0,  1) },
   { S(-48,-46), S(  1,-42), S(-14,-37), S(-23,-24) }
  },
  { // Rook
   { S(-31, -9), S(-20,-13), S(-14,-10), S(-5, -9) },
   { S(-21,-12), S(-13, -9), S( -8, -1), S( 6, -2) },
   { S(-25,  6), S(-11, -8), S( -1, -2), S( 3, -6) },
   { S(-13, -6), S( -5,  1), S( -4, -9), S(-6,  7) },
   { S(-27, -5), S(-15,  8), S( -4,  7), S( 3, -6) },
   { S(-22,  6), S( -2,  1), S(  6, -7), S(12, 10) },
   { S( -2,  4), S( 12,  5), S( 16, 20), S(18, -5) },
   { S(-17, 18), S(-19,  0), S( -1, 19), S( 9, 13) }
  },
  { // Queen
   { S( 3,-69), S(-5,-57), S(-5,-47), S( 4,-26) },
   { S(-3,-55), S( 5,-31), S( 8,-22), S(12, -4) },
   { S(-3,-39), S( 6,-18), S(13, -9), S( 7,  3) },
   { S( 4,-23), S( 5, -3), S( 9, 13), S( 8, 24) },
   { S( 0,-29), S(14, -6), S(12,  9), S( 5, 21) },
   { S(-4,-38), S(10,-18), S( 6,-12), S( 8,  1) },
   { S(-5,-50), S( 6,-27), S(10,-24), S( 8, -8) },
   { S(-2,-75), S(-2,-52), S( 1,-43), S(-2,-36) }
  }
};

constexpr Score KingBonus[RANK_NB][int(FILE_NB) / 2] = {
   { S(271,  1), S(327, 45), S(271, 85), S(198, 76) },
   { S(278, 53), S(303,100), S(234,133), S(179,135) },
   { S(195, 88), S(258,130), S(169,169), S(120,175) },
   { S(164,103), S(190,156), S(138,172), S( 98,172) },
   { S(154, 96), S(179,166), S(105,199), S( 70,199) },
   { S(123, 92), S(145,172), S( 81,184), S( 31,191) },
   { S( 88, 47), S(120,121), S( 65,116), S( 33,131) },
   { S( 59, 11), S( 89, 59), S( 45, 73), S( -1, 78) }
};

constexpr Score PBonus[RANK_NB][FILE_NB] =
  { // Pawn (asymmetric distribution)
   { },
   { S(  3,-10), S(  3, -6), S( 10, 10), S( 19,  0), S( 16, 14), S( 19,  7), S(  7, -5), S( -5,-19) },
   { S( -9,-10), S(-15,-10), S( 11,-10), S( 15,  4), S( 32,  4), S( 22,  3), S(  5, -6), S(-22, -4) },
   { S( -8,  6), S(-23, -2), S(  6, -8), S( 20, -4), S( 40,-13), S( 17,-12), S(  4,-10), S(-12, -9) },
   { S( 13,  9), S(  0,  4), S(-13,  3), S(  1,-12), S( 11,-12), S( -2, -6), S(-13, 13), S(  5,  8) },
   { S( -5, 28), S(-12, 20), S( -7, 21), S( 22, 28), S( -8, 30), S( -5,  7), S(-15,  6), S(-18, 13) },
   { S( -7,  0), S(  7,-11), S( -3, 12), S(-13, 21), S(  5, 25), S(-16, 19), S( 10,  4), S( -8,  7) }
  };

#undef S

Score psq[PIECE_NB][SQUARE_NB + 1];

// init() initializes piece-square tables: the white halves of the tables are
// copied from Bonus[] adding the piece value, then the black halves of the
// tables are initialized by flipping and changing the sign of the white scores.
void init(const Variant* v) {

  PieceType strongestPiece = NO_PIECE_TYPE;
  for (PieceType pt : v->pieceTypes)
      if (PieceValue[MG][pt] > PieceValue[MG][strongestPiece])
          strongestPiece = pt;

  for (PieceType pt = PAWN; pt <= KING; ++pt)
  {
      Piece pc = make_piece(WHITE, pt);

      PieceValue[MG][~pc] = PieceValue[MG][pc];
      PieceValue[EG][~pc] = PieceValue[EG][pc];

      Score score = make_score(PieceValue[MG][pc], PieceValue[EG][pc]);

      // Scale slider piece values with board size
      const PieceInfo* pi = pieceMap.find(pt)->second;
      if (pi->sliderQuiet.size() || pi->sliderCapture.size())
      {
          constexpr int lc = 5;
          constexpr int rm = 5;
          constexpr int r0 = rm + RANK_8;
          int r1 = rm + (v->maxRank + v->maxFile) / 2;
          int leaper = pi->stepsQuiet.size() + pi->stepsCapture.size();
          int slider = pi->sliderQuiet.size() + pi->sliderCapture.size();
          score = make_score(mg_value(score) * (lc * leaper + r1 * slider) / (lc * leaper + r0 * slider),
                             eg_value(score) * (lc * leaper + r1 * slider) / (lc * leaper + r0 * slider));
      }

      // Increase leapers' value in makpong
      if (v->makpongRule)
      {
          if (std::any_of(pi->stepsCapture.begin(), pi->stepsCapture.end(), [](Direction d) { return dist(d) > 1; })
                  && !pi->lameLeaper)
              score = make_score(mg_value(score) * 4200 / (3500 + mg_value(score)),
                                 eg_value(score) * 4700 / (3500 + mg_value(score)));
      }

      // For drop variants, halve the piece values
      if (v->capturesToHand)
          score = make_score(mg_value(score) * 3500 / (7000 + mg_value(score)),
                             eg_value(score) * 3500 / (7000 + eg_value(score)));
      else if (!v->checking)
          score = make_score(mg_value(score) * 2000 / (3500 + mg_value(score)),
                             eg_value(score) * 2200 / (3500 + eg_value(score)));
      else if (v->twoBoards)
          score = make_score(mg_value(score) * 7000 / (7000 + mg_value(score)),
                             eg_value(score) * 7000 / (7000 + eg_value(score)));
      else if (v->checkCounting)
          score = make_score(mg_value(score) * (40000 + mg_value(score)) / 41000,
                             eg_value(score) * (30000 + eg_value(score)) / 31000);
      else if (pt == strongestPiece)
              score += make_score(std::max(QueenValueMg - PieceValue[MG][pt], VALUE_ZERO) / 20,
                                  std::max(QueenValueEg - PieceValue[EG][pt], VALUE_ZERO) / 20);

      // For antichess variants, use negative piece values
      if (   v->extinctionValue == VALUE_MATE
          && v->extinctionPieceTypes.find(ALL_PIECES) != v->extinctionPieceTypes.end())
          score = -make_score(mg_value(score) / 8, eg_value(score) / 8 / (1 + !pi->sliderCapture.size()));

      for (Square s = SQ_A1; s <= SQ_MAX; ++s)
      {
          File f = std::max(std::min(file_of(s), File(v->maxFile - file_of(s))), FILE_A);
          Rank r = rank_of(s);
          psq[ pc][ s] = score + (  pt == PAWN  ? PBonus[std::min(r, RANK_8)][std::min(file_of(s), FILE_H)]
                                  : pt == KING  ? KingBonus[std::min(r, RANK_8)][std::min(f, FILE_D)] * (1 + v->capturesToHand)
                                  : pt <= QUEEN ? Bonus[pc][std::min(r, RANK_8)][std::min(f, FILE_D)]
                                  : pt == HORSE ? Bonus[KNIGHT][std::min(r, RANK_8)][std::min(f, FILE_D)]
                                                : make_score(5, 5) * (2 * f + std::max(std::min(r, Rank(v->maxRank - r)), RANK_1) - 8));
          if (pt == SOLDIER && r < v->soldierPromotionRank)
              psq[pc][s] -= score * (v->soldierPromotionRank - r) / (4 + f);
          psq[~pc][rank_of(s) <= v->maxRank ? relative_square(BLACK, s, v->maxRank) : s] = -psq[pc][s];
      }
      // pieces in pocket
      psq[ pc][SQ_NONE] = score + make_score(45, 10);
      psq[~pc][SQ_NONE] = -psq[pc][SQ_NONE];
  }
}

} // namespace PSQT