||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
|| ( (pos.pieces(strongSide, BISHOP) & ~DarkSquares)
&& (pos.pieces(strongSide, BISHOP) & DarkSquares)))
- result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1);
+ result = std::min(result + VALUE_KNOWN_WIN, VALUE_TB_WIN_IN_MAX_PLY - 1);
return strongSide == pos.side_to_move() ? result : -result;
}
Square loserKSq = pos.square<KING>(weakSide);
Square bishopSq = pos.square<BISHOP>(strongSide);
- // If our Bishop does not attack A1/H8, we flip the enemy king square
+ // If our bishop does not attack A1/H8, we flip the enemy king square
// to drive to opposite corners (A8/H1).
Value result = VALUE_KNOWN_WIN
+ PushClose[distance(winnerKSq, loserKSq)]
+ PushToCorners[opposite_colors(bishopSq, SQ_A1) ? ~loserKSq : loserKSq];
- assert(abs(result) < VALUE_MATE_IN_MAX_PLY);
+ assert(abs(result) < VALUE_TB_WIN_IN_MAX_PLY);
return strongSide == pos.side_to_move() ? result : -result;
}
-/// KP vs K. This endgame is evaluated with the help of a bitbase.
+/// KP vs K. This endgame is evaluated with the help of a bitbase
template<>
Value Endgame<KPK>::operator()(const Position& pos) const {
}
-/// KNN vs KP. Simply push the opposing king to the corner
+/// KNN vs KP. Very drawish, but there are some mate opportunities if we can
+// press the weakSide King to a corner before the pawn advances too much.
template<>
Value Endgame<KNNKP>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, 2 * KnightValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
- Value result = 2 * KnightValueEg
- - PawnValueEg
- + PushToEdges[pos.square<KING>(weakSide)];
+ Value result = PawnValueEg
+ + 2 * PushToEdges[pos.square<KING>(weakSide)]
+ - 10 * relative_rank(weakSide, pos.square<PAWN>(weakSide));
return strongSide == pos.side_to_move() ? result : -result;
}