2020-06-11 20:50:32 +02:00
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//! Board statistics used for heuristics.
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use crate::board::*;
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2020-06-20 18:46:37 +02:00
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use crate::rules::{GameState, get_player_moves, POS_MIN, POS_MAX};
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2020-06-11 20:50:32 +02:00
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/// Storage for board pieces stats.
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#[derive(Debug, Clone, PartialEq)]
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pub struct BoardStats {
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pub num_pawns: i8,
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pub num_bishops: i8,
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pub num_knights: i8,
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pub num_rooks: i8,
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pub num_queens: i8,
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pub num_kings: i8,
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pub num_doubled_pawns: i8, // Pawns that are on the same file as a friend.
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pub num_backward_pawns: i8, // Pawns behind all other pawns on adjacent files.
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pub num_isolated_pawns: i8, // Pawns that have no friend pawns on adjacent files.
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pub mobility: i32,
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}
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impl BoardStats {
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pub const fn new() -> BoardStats {
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BoardStats {
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num_pawns: 0, num_bishops: 0, num_knights: 0, num_rooks: 0, num_queens: 0,
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num_kings: 0, num_doubled_pawns: 0, num_backward_pawns: 0, num_isolated_pawns: 0,
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mobility: 0,
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}
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}
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2020-06-19 20:00:33 +02:00
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/// Create two new BoardStats objects from the board, for both sides.
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///
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/// The playing color will have its stats filled in the first
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/// BoardStats object, its opponent in the second.
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pub fn new_from(board: &Board, game_state: &GameState) -> (BoardStats, BoardStats) {
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let mut stats = (BoardStats::new(), BoardStats::new());
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let mut gs = game_state.clone();
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stats.0.compute(board, &gs);
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gs.color = opposite(gs.color);
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stats.1.compute(board, &gs);
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stats
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}
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/// Reset all stats to 0.
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2020-06-11 20:50:32 +02:00
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pub fn reset(&mut self) {
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self.num_pawns = 0;
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self.num_bishops = 0;
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self.num_knights = 0;
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self.num_rooks = 0;
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self.num_queens = 0;
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self.num_kings = 0;
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self.num_doubled_pawns = 0;
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self.num_backward_pawns = 0;
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self.num_isolated_pawns = 0;
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self.mobility = 0;
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}
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2020-06-19 19:29:10 +02:00
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/// Fill `stats` from given `board` and `game_state`.
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///
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/// Only the current playing side stats are created,
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/// prepare the game_state accordingly.
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pub fn compute(&mut self, board: &Board, game_state: &GameState) {
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self.reset();
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let color = game_state.color;
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// Compute mobility for all pieces.
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2020-06-21 00:33:05 +02:00
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self.mobility = get_player_moves(board, game_state, false).len() as i32;
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2020-06-19 19:29:10 +02:00
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// Compute amount of each piece.
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2020-06-19 20:00:33 +02:00
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for file in 0..8 {
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for rank in 0..8 {
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let square = sq(file, rank);
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2020-06-20 03:42:20 +02:00
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if board.is_empty(square) || board.get_color_on(square) != color {
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2020-06-19 20:00:33 +02:00
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continue
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}
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2020-06-20 03:42:20 +02:00
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match board.get_piece_on(square) {
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2020-06-19 20:00:33 +02:00
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ROOK => self.num_rooks += 1,
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KNIGHT => self.num_knights += 1,
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BISHOP => self.num_bishops += 1,
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QUEEN => self.num_queens += 1,
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KING => self.num_kings += 1,
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PAWN => {
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self.num_pawns += 1;
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2020-06-20 18:46:37 +02:00
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let pawn_bb = board.by_color_and_piece(color, PAWN);
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// Check for doubled pawns.
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let file_bb = FILES[file as usize];
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if (pawn_bb ^ bit_pos(square)) & file_bb != 0 {
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self.num_doubled_pawns += 1;
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}
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// Check for isolated and backward pawns.
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let (iso_on_prev_file, bw_on_prev_file) = if file > POS_MIN {
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self.find_isolated_and_backward(pawn_bb, square, color, file - 1)
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} else {
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(true, true)
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};
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let (iso_on_next_file, bw_on_next_file) = if file < POS_MAX {
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self.find_isolated_and_backward(pawn_bb, square, color, file + 1)
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} else {
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(true, true)
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};
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if iso_on_prev_file && iso_on_next_file {
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self.num_isolated_pawns += 1;
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}
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if bw_on_prev_file && bw_on_next_file {
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self.num_backward_pawns += 1;
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}
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2020-06-19 20:00:33 +02:00
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},
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_ => {}
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}
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2020-06-19 19:29:10 +02:00
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}
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}
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}
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2020-06-20 18:46:37 +02:00
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/// Find isolated and backward pawns from `square` perspective.
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///
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/// `bb` is the bitboard of `color`. `square` is only used to have
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/// the reference rank. `file` is the file to inspect. To detect
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/// isolated and backward pawns, `bb` should be the bitboard of
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/// pawns of `color`.
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fn find_isolated_and_backward(
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&mut self,
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bb: Bitboard,
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square: Square,
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color: Color,
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file: i8
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) -> (bool, bool) {
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if bb & FILES[file as usize] == 0 {
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// If the piece is isolated for this file, it's backward as well.
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(true, true)
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} else {
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let backward_file_bb = if color == WHITE {
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before_on_file(file, sq_rank(square)) | bit_pos(sq(file, sq_rank(square)))
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} else {
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after_on_file(file, sq_rank(square)) | bit_pos(sq(file, sq_rank(square)))
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};
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(false, bb & backward_file_bb == 0)
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}
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}
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2020-06-11 20:50:32 +02:00
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}
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impl std::fmt::Display for BoardStats {
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fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
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write!(
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f,
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"{}P {}B {}N {}R {}Q {}K {}dp {}bp {}ip {}m",
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self.num_pawns, self.num_bishops, self.num_knights, self.num_rooks,
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self.num_queens, self.num_kings,
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self.num_doubled_pawns, self.num_backward_pawns, self.num_isolated_pawns,
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self.mobility
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)
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_compute_stats() {
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// Check that initial stats are correct.
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2020-06-19 20:00:33 +02:00
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let b = Board::new();
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let gs = GameState::new();
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2020-06-11 20:50:32 +02:00
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let initial_stats = BoardStats {
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num_pawns: 8,
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num_bishops: 2,
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num_knights: 2,
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num_rooks: 2,
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num_queens: 1,
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num_kings: 1,
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num_doubled_pawns: 0,
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num_backward_pawns: 0,
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num_isolated_pawns: 0,
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2020-06-11 21:09:02 +02:00
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mobility: 20,
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2020-06-11 20:50:32 +02:00
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};
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2020-06-19 20:00:33 +02:00
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let mut stats = BoardStats::new_from(&b, &gs);
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2020-06-11 20:50:32 +02:00
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assert!(stats.0 == stats.1);
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assert!(stats.0 == initial_stats);
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// Check that doubled pawns are correctly counted.
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2020-06-19 20:00:33 +02:00
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let mut b = Board::new_empty();
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b.set_square(D4, WHITE, PAWN);
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b.set_square(D6, WHITE, PAWN);
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stats.0.compute(&b, &gs);
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2020-06-11 20:50:32 +02:00
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assert_eq!(stats.0.num_doubled_pawns, 2);
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// Add a pawn on another file, no changes expected.
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2020-06-19 20:00:33 +02:00
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b.set_square(E6, WHITE, PAWN);
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stats.0.compute(&b, &gs);
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2020-06-11 20:50:32 +02:00
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assert_eq!(stats.0.num_doubled_pawns, 2);
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// Add a pawn backward in the d-file: there are now 3 doubled pawns.
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2020-06-19 20:00:33 +02:00
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b.set_square(D2, WHITE, PAWN);
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stats.0.compute(&b, &gs);
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2020-06-11 20:50:32 +02:00
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assert_eq!(stats.0.num_doubled_pawns, 3);
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// Check that isolated and backward pawns are correctly counted.
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_backward_pawns, 2); // A bit weird?
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// Protect d4 pawn with a friend in e3: it is not isolated nor backward anymore.
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2020-06-19 20:00:33 +02:00
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b.set_square(E3, WHITE, PAWN);
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stats.0.compute(&b, &gs);
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2020-06-11 20:50:32 +02:00
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_backward_pawns, 1);
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// Add an adjacent friend to d2 pawn: no pawns are left isolated or backward.
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2020-06-19 20:00:33 +02:00
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b.set_square(C2, WHITE, PAWN);
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stats.0.compute(&b, &gs);
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2020-06-11 20:50:32 +02:00
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_backward_pawns, 0);
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// Add an isolated/backward white pawn in a far file.
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2020-06-19 20:00:33 +02:00
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b.set_square(A2, WHITE, PAWN);
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stats.0.compute(&b, &gs);
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2020-06-11 20:50:32 +02:00
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_isolated_pawns, 1);
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assert_eq!(stats.0.num_backward_pawns, 1);
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// Check for pawns that are backward but not isolated.
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2020-06-19 20:00:33 +02:00
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let mut b = Board::new_empty();
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2020-06-11 20:50:32 +02:00
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// Here, d4 pawn protects both e5 and e3, but it is backward.
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2020-06-19 20:00:33 +02:00
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b.set_square(D4, WHITE, PAWN);
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b.set_square(E5, WHITE, PAWN);
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b.set_square(E3, WHITE, PAWN);
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stats.0.compute(&b, &gs);
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2020-06-11 20:50:32 +02:00
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assert_eq!(stats.0.num_doubled_pawns, 2);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_backward_pawns, 1);
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}
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}
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