+++ /dev/null
-/*
- Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, 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 <cassert>
-
-#include "bitcount.h"
-#include "endgame.h"
-#include "pawns.h"
-
-using std::string;
-
-extern uint32_t probe_kpk_bitbase(Square wksq, Square wpsq, Square bksq, Color stm);
-
-namespace {
-
- // Table used to drive the defending king towards the edge of the board
- // in KX vs K and KQ vs KR endgames.
- const int MateTable[64] = {
- 100, 90, 80, 70, 70, 80, 90, 100,
- 90, 70, 60, 50, 50, 60, 70, 90,
- 80, 60, 40, 30, 30, 40, 60, 80,
- 70, 50, 30, 20, 20, 30, 50, 70,
- 70, 50, 30, 20, 20, 30, 50, 70,
- 80, 60, 40, 30, 30, 40, 60, 80,
- 90, 70, 60, 50, 50, 60, 70, 90,
- 100, 90, 80, 70, 70, 80, 90, 100,
- };
-
- // Table used to drive the defending king towards a corner square of the
- // right color in KBN vs K endgames.
- const int KBNKMateTable[64] = {
- 200, 190, 180, 170, 160, 150, 140, 130,
- 190, 180, 170, 160, 150, 140, 130, 140,
- 180, 170, 155, 140, 140, 125, 140, 150,
- 170, 160, 140, 120, 110, 140, 150, 160,
- 160, 150, 140, 110, 120, 140, 160, 170,
- 150, 140, 125, 140, 140, 155, 170, 180,
- 140, 130, 140, 150, 160, 170, 180, 190,
- 130, 140, 150, 160, 170, 180, 190, 200
- };
-
- // The attacking side is given a descending bonus based on distance between
- // the two kings in basic endgames.
- const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
-
- // Penalty for big distance between king and knight for the defending king
- // and knight in KR vs KN endgames.
- const int KRKNKingKnightDistancePenalty[8] = { 0, 0, 4, 10, 20, 32, 48, 70 };
-
- // Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP"
- const string swap_colors(const string& keyCode) {
-
- size_t idx = keyCode.find('K', 1);
- return keyCode.substr(idx) + keyCode.substr(0, idx);
- }
-
- // Get the material key of a position out of the given endgame key code
- // like "KBPKN". The trick here is to first build up a FEN string and then
- // let a Position object to do the work for us. Note that the FEN string
- // could correspond to an illegal position.
- Key mat_key(const string& keyCode) {
-
- assert(keyCode.length() > 0 && keyCode.length() < 8);
- assert(keyCode[0] == 'K');
-
- string fen;
- size_t i = 0;
-
- // First add white and then black pieces
- do fen += keyCode[i]; while (keyCode[++i] != 'K');
- do fen += char(tolower(keyCode[i])); while (++i < keyCode.length());
-
- // Add file padding and remaining empty ranks
- fen += string(1, '0' + int(8 - keyCode.length())) + "/8/8/8/8/8/8/8 w - -";
-
- // Build a Position out of the fen string and get its material key
- return Position(fen, false, 0).get_material_key();
- }
-
- typedef EndgameBase<Value> EF;
- typedef EndgameBase<ScaleFactor> SF;
-
-} // namespace
-
-
-/// Endgames member definitions
-
-template<> const Endgames::EFMap& Endgames::get<EF>() const { return maps.first; }
-template<> const Endgames::SFMap& Endgames::get<SF>() const { return maps.second; }
-
-Endgames::Endgames() {
-
- add<Endgame<Value, KNNK> >("KNNK");
- add<Endgame<Value, KPK> >("KPK");
- add<Endgame<Value, KBNK> >("KBNK");
- add<Endgame<Value, KRKP> >("KRKP");
- add<Endgame<Value, KRKB> >("KRKB");
- add<Endgame<Value, KRKN> >("KRKN");
- add<Endgame<Value, KQKR> >("KQKR");
- add<Endgame<Value, KBBKN> >("KBBKN");
-
- add<Endgame<ScaleFactor, KNPK> >("KNPK");
- add<Endgame<ScaleFactor, KRPKR> >("KRPKR");
- add<Endgame<ScaleFactor, KBPKB> >("KBPKB");
- add<Endgame<ScaleFactor, KBPPKB> >("KBPPKB");
- add<Endgame<ScaleFactor, KBPKN> >("KBPKN");
- add<Endgame<ScaleFactor, KRPPKRP> >("KRPPKRP");
-}
-
-Endgames::~Endgames() {
-
- for (EFMap::const_iterator it = get<EF>().begin(); it != get<EF>().end(); ++it)
- delete it->second;
-
- for (SFMap::const_iterator it = get<SF>().begin(); it != get<SF>().end(); ++it)
- delete it->second;
-}
-
-template<class T>
-void Endgames::add(const string& keyCode) {
-
- typedef typename T::Base F;
- typedef std::map<Key, F*> M;
-
- const_cast<M&>(get<F>()).insert(std::pair<Key, F*>(mat_key(keyCode), new T(WHITE)));
- const_cast<M&>(get<F>()).insert(std::pair<Key, F*>(mat_key(swap_colors(keyCode)), new T(BLACK)));
-}
-
-template<class T>
-T* Endgames::get(Key key) const {
-
- typename std::map<Key, T*>::const_iterator it = get<T>().find(key);
- return it != get<T>().end() ? it->second : NULL;
-}
-
-// Explicit template instantiations
-template EF* Endgames::get<EF>(Key key) const;
-template SF* Endgames::get<SF>(Key key) const;
-
-
-/// Mate with KX vs K. This function is used to evaluate positions with
-/// King and plenty of material vs a lone king. It simply gives the
-/// attacking side a bonus for driving the defending king towards the edge
-/// of the board, and for keeping the distance between the two kings small.
-template<>
-Value Endgame<Value, KXK>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
- assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
-
- Square winnerKSq = pos.king_square(strongerSide);
- Square loserKSq = pos.king_square(weakerSide);
-
- Value result = pos.non_pawn_material(strongerSide)
- + pos.piece_count(strongerSide, PAWN) * PawnValueEndgame
- + MateTable[loserKSq]
- + DistanceBonus[square_distance(winnerKSq, loserKSq)];
-
- if ( pos.piece_count(strongerSide, QUEEN)
- || pos.piece_count(strongerSide, ROOK)
- || pos.piece_count(strongerSide, BISHOP) > 1)
- // TODO: check for two equal-colored bishops!
- result += VALUE_KNOWN_WIN;
-
- return strongerSide == pos.side_to_move() ? result : -result;
-}
-
-
-/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
-/// defending king towards a corner square of the right color.
-template<>
-Value Endgame<Value, KBNK>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
- assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
- assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame + BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, KNIGHT) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
-
- Square winnerKSq = pos.king_square(strongerSide);
- Square loserKSq = pos.king_square(weakerSide);
- Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0];
-
- // kbnk_mate_table() tries to drive toward corners A1 or H8,
- // if we have a bishop that cannot reach the above squares we
- // mirror the kings so to drive enemy toward corners A8 or H1.
- if (opposite_color_squares(bishopSquare, SQ_A1))
- {
- winnerKSq = flop_square(winnerKSq);
- loserKSq = flop_square(loserKSq);
- }
-
- Value result = VALUE_KNOWN_WIN
- + DistanceBonus[square_distance(winnerKSq, loserKSq)]
- + KBNKMateTable[loserKSq];
-
- return strongerSide == pos.side_to_move() ? result : -result;
-}
-
-
-/// KP vs K. This endgame is evaluated with the help of a bitbase.
-template<>
-Value Endgame<Value, KPK>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
- assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
- assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
-
- Square wksq, bksq, wpsq;
- Color stm;
-
- if (strongerSide == WHITE)
- {
- wksq = pos.king_square(WHITE);
- bksq = pos.king_square(BLACK);
- wpsq = pos.piece_list(WHITE, PAWN)[0];
- stm = pos.side_to_move();
- }
- else
- {
- wksq = flip_square(pos.king_square(BLACK));
- bksq = flip_square(pos.king_square(WHITE));
- wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]);
- stm = opposite_color(pos.side_to_move());
- }
-
- if (square_file(wpsq) >= FILE_E)
- {
- wksq = flop_square(wksq);
- bksq = flop_square(bksq);
- wpsq = flop_square(wpsq);
- }
-
- if (!probe_kpk_bitbase(wksq, wpsq, bksq, stm))
- return VALUE_DRAW;
-
- Value result = VALUE_KNOWN_WIN
- + PawnValueEndgame
- + Value(square_rank(wpsq));
-
- return strongerSide == pos.side_to_move() ? result : -result;
-}
-
-
-/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
-/// a bitbase. The function below returns drawish scores when the pawn is
-/// far advanced with support of the king, while the attacking king is far
-/// away.
-template<>
-Value Endgame<Value, KRKP>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
- assert(pos.non_pawn_material(weakerSide) == 0);
- assert(pos.piece_count(weakerSide, PAWN) == 1);
-
- Square wksq, wrsq, bksq, bpsq;
- int tempo = (pos.side_to_move() == strongerSide);
-
- wksq = pos.king_square(strongerSide);
- wrsq = pos.piece_list(strongerSide, ROOK)[0];
- bksq = pos.king_square(weakerSide);
- bpsq = pos.piece_list(weakerSide, PAWN)[0];
-
- if (strongerSide == BLACK)
- {
- wksq = flip_square(wksq);
- wrsq = flip_square(wrsq);
- bksq = flip_square(bksq);
- bpsq = flip_square(bpsq);
- }
-
- Square queeningSq = make_square(square_file(bpsq), RANK_1);
- Value result;
-
- // If the stronger side's king is in front of the pawn, it's a win
- if (wksq < bpsq && square_file(wksq) == square_file(bpsq))
- result = RookValueEndgame - Value(square_distance(wksq, bpsq));
-
- // If the weaker side's king is too far from the pawn and the rook,
- // it's a win
- else if ( square_distance(bksq, bpsq) - (tempo ^ 1) >= 3
- && square_distance(bksq, wrsq) >= 3)
- result = RookValueEndgame - Value(square_distance(wksq, bpsq));
-
- // If the pawn is far advanced and supported by the defending king,
- // the position is drawish
- else if ( square_rank(bksq) <= RANK_3
- && square_distance(bksq, bpsq) == 1
- && square_rank(wksq) >= RANK_4
- && square_distance(wksq, bpsq) - tempo > 2)
- result = Value(80 - square_distance(wksq, bpsq) * 8);
-
- else
- result = Value(200)
- - Value(square_distance(wksq, bpsq + DELTA_S) * 8)
- + Value(square_distance(bksq, bpsq + DELTA_S) * 8)
- + Value(square_distance(bpsq, queeningSq) * 8);
-
- return strongerSide == pos.side_to_move() ? result : -result;
-}
-
-
-/// KR vs KB. This is very simple, and always returns drawish scores. The
-/// score is slightly bigger when the defending king is close to the edge.
-template<>
-Value Endgame<Value, KRKB>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
- assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
- assert(pos.piece_count(weakerSide, BISHOP) == 1);
-
- Value result = Value(MateTable[pos.king_square(weakerSide)]);
- return strongerSide == pos.side_to_move() ? result : -result;
-}
-
-
-/// KR vs KN. The attacking side has slightly better winning chances than
-/// in KR vs KB, particularly if the king and the knight are far apart.
-template<>
-Value Endgame<Value, KRKN>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
- assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
- assert(pos.piece_count(weakerSide, KNIGHT) == 1);
-
- Square defendingKSq = pos.king_square(weakerSide);
- Square nSq = pos.piece_list(weakerSide, KNIGHT)[0];
-
- int d = square_distance(defendingKSq, nSq);
- Value result = Value(10)
- + MateTable[defendingKSq]
- + KRKNKingKnightDistancePenalty[d];
-
- return strongerSide == pos.side_to_move() ? result : -result;
-}
-
-
-/// KQ vs KR. This is almost identical to KX vs K: We give the attacking
-/// king a bonus for having the kings close together, and for forcing the
-/// defending king towards the edge. If we also take care to avoid null move
-/// for the defending side in the search, this is usually sufficient to be
-/// able to win KQ vs KR.
-template<>
-Value Endgame<Value, KQKR>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
- assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
-
- Square winnerKSq = pos.king_square(strongerSide);
- Square loserKSq = pos.king_square(weakerSide);
-
- Value result = QueenValueEndgame
- - RookValueEndgame
- + MateTable[loserKSq]
- + DistanceBonus[square_distance(winnerKSq, loserKSq)];
-
- return strongerSide == pos.side_to_move() ? result : -result;
-}
-
-template<>
-Value Endgame<Value, KBBKN>::apply(const Position& pos) const {
-
- assert(pos.piece_count(strongerSide, BISHOP) == 2);
- assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
- assert(pos.piece_count(weakerSide, KNIGHT) == 1);
- assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
- assert(pos.pieces(PAWN) == EmptyBoardBB);
-
- Value result = BishopValueEndgame;
- Square wksq = pos.king_square(strongerSide);
- Square bksq = pos.king_square(weakerSide);
- Square nsq = pos.piece_list(weakerSide, KNIGHT)[0];
-
- // Bonus for attacking king close to defending king
- result += Value(DistanceBonus[square_distance(wksq, bksq)]);
-
- // Bonus for driving the defending king and knight apart
- result += Value(square_distance(bksq, nsq) * 32);
-
- // Bonus for restricting the knight's mobility
- result += Value((8 - count_1s<CNT32_MAX15>(pos.attacks_from<KNIGHT>(nsq))) * 8);
-
- return strongerSide == pos.side_to_move() ? result : -result;
-}
-
-
-/// K and two minors vs K and one or two minors or K and two knights against
-/// king alone are always draw.
-template<>
-Value Endgame<Value, KmmKm>::apply(const Position&) const {
- return VALUE_DRAW;
-}
-
-template<>
-Value Endgame<Value, KNNK>::apply(const Position&) const {
- return VALUE_DRAW;
-}
-
-/// KBPKScalingFunction scales endgames where the stronger side has king,
-/// bishop and one or more pawns. It checks for draws with rook pawns and a
-/// bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_ZERO is
-/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
-/// will be used.
-template<>
-ScaleFactor Endgame<ScaleFactor, KBPsK>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, PAWN) >= 1);
-
- // No assertions about the material of weakerSide, because we want draws to
- // be detected even when the weaker side has some pawns.
-
- Bitboard pawns = pos.pieces(PAWN, strongerSide);
- File pawnFile = square_file(pos.piece_list(strongerSide, PAWN)[0]);
-
- // All pawns are on a single rook file ?
- if ( (pawnFile == FILE_A || pawnFile == FILE_H)
- && (pawns & ~file_bb(pawnFile)) == EmptyBoardBB)
- {
- Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
- Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
- Square kingSq = pos.king_square(weakerSide);
-
- if ( opposite_color_squares(queeningSq, bishopSq)
- && abs(square_file(kingSq) - pawnFile) <= 1)
- {
- // The bishop has the wrong color, and the defending king is on the
- // file of the pawn(s) or the neighboring file. Find the rank of the
- // frontmost pawn.
- Rank rank;
- if (strongerSide == WHITE)
- {
- for (rank = RANK_7; (rank_bb(rank) & pawns) == EmptyBoardBB; rank--) {}
- assert(rank >= RANK_2 && rank <= RANK_7);
- }
- else
- {
- for (rank = RANK_2; (rank_bb(rank) & pawns) == EmptyBoardBB; rank++) {}
- rank = Rank(rank ^ 7); // HACK to get the relative rank
- assert(rank >= RANK_2 && rank <= RANK_7);
- }
- // If the defending king has distance 1 to the promotion square or
- // is placed somewhere in front of the pawn, it's a draw.
- if ( square_distance(kingSq, queeningSq) <= 1
- || relative_rank(strongerSide, kingSq) >= rank)
- return SCALE_FACTOR_ZERO;
- }
- }
- return SCALE_FACTOR_NONE;
-}
-
-
-/// KQKRPScalingFunction scales endgames where the stronger side has only
-/// king and queen, while the weaker side has at least a rook and a pawn.
-/// It tests for fortress draws with a rook on the third rank defended by
-/// a pawn.
-template<>
-ScaleFactor Endgame<ScaleFactor, KQKRPs>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
- assert(pos.piece_count(strongerSide, QUEEN) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
- assert(pos.piece_count(weakerSide, ROOK) == 1);
- assert(pos.piece_count(weakerSide, PAWN) >= 1);
-
- Square kingSq = pos.king_square(weakerSide);
- if ( relative_rank(weakerSide, kingSq) <= RANK_2
- && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
- && (pos.pieces(ROOK, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_3)))
- && (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
- && (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
- {
- Square rsq = pos.piece_list(weakerSide, ROOK)[0];
- if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
- return SCALE_FACTOR_ZERO;
- }
- return SCALE_FACTOR_NONE;
-}
-
-
-/// KRPKRScalingFunction scales KRP vs KR endgames. This function knows a
-/// handful of the most important classes of drawn positions, but is far
-/// from perfect. It would probably be a good idea to add more knowledge
-/// in the future.
-///
-/// It would also be nice to rewrite the actual code for this function,
-/// which is mostly copied from Glaurung 1.x, and not very pretty.
-template<>
-ScaleFactor Endgame<ScaleFactor, KRPKR>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
-
- Square wksq = pos.king_square(strongerSide);
- Square wrsq = pos.piece_list(strongerSide, ROOK)[0];
- Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
- Square bksq = pos.king_square(weakerSide);
- Square brsq = pos.piece_list(weakerSide, ROOK)[0];
-
- // Orient the board in such a way that the stronger side is white, and the
- // pawn is on the left half of the board.
- if (strongerSide == BLACK)
- {
- wksq = flip_square(wksq);
- wrsq = flip_square(wrsq);
- wpsq = flip_square(wpsq);
- bksq = flip_square(bksq);
- brsq = flip_square(brsq);
- }
- if (square_file(wpsq) > FILE_D)
- {
- wksq = flop_square(wksq);
- wrsq = flop_square(wrsq);
- wpsq = flop_square(wpsq);
- bksq = flop_square(bksq);
- brsq = flop_square(brsq);
- }
-
- File f = square_file(wpsq);
- Rank r = square_rank(wpsq);
- Square queeningSq = make_square(f, RANK_8);
- int tempo = (pos.side_to_move() == strongerSide);
-
- // If the pawn is not too far advanced and the defending king defends the
- // queening square, use the third-rank defence.
- if ( r <= RANK_5
- && square_distance(bksq, queeningSq) <= 1
- && wksq <= SQ_H5
- && (square_rank(brsq) == RANK_6 || (r <= RANK_3 && square_rank(wrsq) != RANK_6)))
- return SCALE_FACTOR_ZERO;
-
- // The defending side saves a draw by checking from behind in case the pawn
- // has advanced to the 6th rank with the king behind.
- if ( r == RANK_6
- && square_distance(bksq, queeningSq) <= 1
- && square_rank(wksq) + tempo <= RANK_6
- && (square_rank(brsq) == RANK_1 || (!tempo && abs(square_file(brsq) - f) >= 3)))
- return SCALE_FACTOR_ZERO;
-
- if ( r >= RANK_6
- && bksq == queeningSq
- && square_rank(brsq) == RANK_1
- && (!tempo || square_distance(wksq, wpsq) >= 2))
- return SCALE_FACTOR_ZERO;
-
- // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7
- // and the black rook is behind the pawn.
- if ( wpsq == SQ_A7
- && wrsq == SQ_A8
- && (bksq == SQ_H7 || bksq == SQ_G7)
- && square_file(brsq) == FILE_A
- && (square_rank(brsq) <= RANK_3 || square_file(wksq) >= FILE_D || square_rank(wksq) <= RANK_5))
- return SCALE_FACTOR_ZERO;
-
- // If the defending king blocks the pawn and the attacking king is too far
- // away, it's a draw.
- if ( r <= RANK_5
- && bksq == wpsq + DELTA_N
- && square_distance(wksq, wpsq) - tempo >= 2
- && square_distance(wksq, brsq) - tempo >= 2)
- return SCALE_FACTOR_ZERO;
-
- // Pawn on the 7th rank supported by the rook from behind usually wins if the
- // attacking king is closer to the queening square than the defending king,
- // and the defending king cannot gain tempi by threatening the attacking rook.
- if ( r == RANK_7
- && f != FILE_A
- && square_file(wrsq) == f
- && wrsq != queeningSq
- && (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
- && (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo))
- return ScaleFactor(SCALE_FACTOR_MAX - 2 * square_distance(wksq, queeningSq));
-
- // Similar to the above, but with the pawn further back
- if ( f != FILE_A
- && square_file(wrsq) == f
- && wrsq < wpsq
- && (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
- && (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wpsq + DELTA_N) - 2 + tempo)
- && ( square_distance(bksq, wrsq) + tempo >= 3
- || ( square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo
- && (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wrsq) + tempo))))
- return ScaleFactor( SCALE_FACTOR_MAX
- - 8 * square_distance(wpsq, queeningSq)
- - 2 * square_distance(wksq, queeningSq));
-
- // If the pawn is not far advanced, and the defending king is somewhere in
- // the pawn's path, it's probably a draw.
- if (r <= RANK_4 && bksq > wpsq)
- {
- if (square_file(bksq) == square_file(wpsq))
- return ScaleFactor(10);
- if ( abs(square_file(bksq) - square_file(wpsq)) == 1
- && square_distance(wksq, bksq) > 2)
- return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
- }
- return SCALE_FACTOR_NONE;
-}
-
-
-/// KRPPKRPScalingFunction scales KRPP vs KRP endgames. There is only a
-/// single pattern: If the stronger side has no pawns and the defending king
-/// is actively placed, the position is drawish.
-template<>
-ScaleFactor Endgame<ScaleFactor, KRPPKRP>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 2);
- assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 1);
-
- Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0];
- Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1];
- Square bksq = pos.king_square(weakerSide);
-
- // Does the stronger side have a passed pawn?
- if ( pos.pawn_is_passed(strongerSide, wpsq1)
- || pos.pawn_is_passed(strongerSide, wpsq2))
- return SCALE_FACTOR_NONE;
-
- Rank r = Max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2));
-
- if ( file_distance(bksq, wpsq1) <= 1
- && file_distance(bksq, wpsq2) <= 1
- && relative_rank(strongerSide, bksq) > r)
- {
- switch (r) {
- case RANK_2: return ScaleFactor(10);
- case RANK_3: return ScaleFactor(10);
- case RANK_4: return ScaleFactor(15);
- case RANK_5: return ScaleFactor(20);
- case RANK_6: return ScaleFactor(40);
- default: assert(false);
- }
- }
- return SCALE_FACTOR_NONE;
-}
-
-
-/// KPsKScalingFunction scales endgames with king and two or more pawns
-/// against king. There is just a single rule here: If all pawns are on
-/// the same rook file and are blocked by the defending king, it's a draw.
-template<>
-ScaleFactor Endgame<ScaleFactor, KPsK>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
- assert(pos.piece_count(strongerSide, PAWN) >= 2);
- assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
-
- Square ksq = pos.king_square(weakerSide);
- Bitboard pawns = pos.pieces(PAWN, strongerSide);
-
- // Are all pawns on the 'a' file?
- if ((pawns & ~FileABB) == EmptyBoardBB)
- {
- // Does the defending king block the pawns?
- if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1
- || ( square_file(ksq) == FILE_A
- && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB))
- return SCALE_FACTOR_ZERO;
- }
- // Are all pawns on the 'h' file?
- else if ((pawns & ~FileHBB) == EmptyBoardBB)
- {
- // Does the defending king block the pawns?
- if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1
- || ( square_file(ksq) == FILE_H
- && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB))
- return SCALE_FACTOR_ZERO;
- }
- return SCALE_FACTOR_NONE;
-}
-
-
-/// KBPKBScalingFunction scales KBP vs KB endgames. There are two rules:
-/// If the defending king is somewhere along the path of the pawn, and the
-/// square of the king is not of the same color as the stronger side's bishop,
-/// it's a draw. If the two bishops have opposite color, it's almost always
-/// a draw.
-template<>
-ScaleFactor Endgame<ScaleFactor, KBPKB>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
- assert(pos.piece_count(weakerSide, BISHOP) == 1);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
-
- Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
- Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
- Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0];
- Square weakerKingSq = pos.king_square(weakerSide);
-
- // Case 1: Defending king blocks the pawn, and cannot be driven away
- if ( square_file(weakerKingSq) == square_file(pawnSq)
- && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
- && ( opposite_color_squares(weakerKingSq, strongerBishopSq)
- || relative_rank(strongerSide, weakerKingSq) <= RANK_6))
- return SCALE_FACTOR_ZERO;
-
- // Case 2: Opposite colored bishops
- if (opposite_color_squares(strongerBishopSq, weakerBishopSq))
- {
- // We assume that the position is drawn in the following three situations:
- //
- // a. The pawn is on rank 5 or further back.
- // b. The defending king is somewhere in the pawn's path.
- // c. The defending bishop attacks some square along the pawn's path,
- // and is at least three squares away from the pawn.
- //
- // These rules are probably not perfect, but in practice they work
- // reasonably well.
-
- if (relative_rank(strongerSide, pawnSq) <= RANK_5)
- return SCALE_FACTOR_ZERO;
- else
- {
- Bitboard path = squares_in_front_of(strongerSide, pawnSq);
-
- if (path & pos.pieces(KING, weakerSide))
- return SCALE_FACTOR_ZERO;
-
- if ( (pos.attacks_from<BISHOP>(weakerBishopSq) & path)
- && square_distance(weakerBishopSq, pawnSq) >= 3)
- return SCALE_FACTOR_ZERO;
- }
- }
- return SCALE_FACTOR_NONE;
-}
-
-
-/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic
-/// draws with opposite-colored bishops.
-template<>
-ScaleFactor Endgame<ScaleFactor, KBPPKB>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 2);
- assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
- assert(pos.piece_count(weakerSide, BISHOP) == 1);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
-
- Square wbsq = pos.piece_list(strongerSide, BISHOP)[0];
- Square bbsq = pos.piece_list(weakerSide, BISHOP)[0];
-
- if (!opposite_color_squares(wbsq, bbsq))
- return SCALE_FACTOR_NONE;
-
- Square ksq = pos.king_square(weakerSide);
- Square psq1 = pos.piece_list(strongerSide, PAWN)[0];
- Square psq2 = pos.piece_list(strongerSide, PAWN)[1];
- Rank r1 = square_rank(psq1);
- Rank r2 = square_rank(psq2);
- Square blockSq1, blockSq2;
-
- if (relative_rank(strongerSide, psq1) > relative_rank(strongerSide, psq2))
- {
- blockSq1 = psq1 + pawn_push(strongerSide);
- blockSq2 = make_square(square_file(psq2), square_rank(psq1));
- }
- else
- {
- blockSq1 = psq2 + pawn_push(strongerSide);
- blockSq2 = make_square(square_file(psq1), square_rank(psq2));
- }
-
- switch (file_distance(psq1, psq2))
- {
- case 0:
- // Both pawns are on the same file. Easy draw if defender firmly controls
- // some square in the frontmost pawn's path.
- if ( square_file(ksq) == square_file(blockSq1)
- && relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1)
- && opposite_color_squares(ksq, wbsq))
- return SCALE_FACTOR_ZERO;
- else
- return SCALE_FACTOR_NONE;
-
- case 1:
- // Pawns on neighboring files. Draw if defender firmly controls the square
- // in front of the frontmost pawn's path, and the square diagonally behind
- // this square on the file of the other pawn.
- if ( ksq == blockSq1
- && opposite_color_squares(ksq, wbsq)
- && ( bbsq == blockSq2
- || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
- || abs(r1 - r2) >= 2))
- return SCALE_FACTOR_ZERO;
-
- else if ( ksq == blockSq2
- && opposite_color_squares(ksq, wbsq)
- && ( bbsq == blockSq1
- || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
- return SCALE_FACTOR_ZERO;
- else
- return SCALE_FACTOR_NONE;
-
- default:
- // The pawns are not on the same file or adjacent files. No scaling.
- return SCALE_FACTOR_NONE;
- }
-}
-
-
-/// KBPKNScalingFunction scales KBP vs KN endgames. There is a single rule:
-/// If the defending king is somewhere along the path of the pawn, and the
-/// square of the king is not of the same color as the stronger side's bishop,
-/// it's a draw.
-template<>
-ScaleFactor Endgame<ScaleFactor, KBPKN>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
- assert(pos.piece_count(weakerSide, KNIGHT) == 1);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
-
- Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
- Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
- Square weakerKingSq = pos.king_square(weakerSide);
-
- if ( square_file(weakerKingSq) == square_file(pawnSq)
- && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
- && ( opposite_color_squares(weakerKingSq, strongerBishopSq)
- || relative_rank(strongerSide, weakerKingSq) <= RANK_6))
- return SCALE_FACTOR_ZERO;
-
- return SCALE_FACTOR_NONE;
-}
-
-
-/// KNPKScalingFunction scales KNP vs K endgames. There is a single rule:
-/// If the pawn is a rook pawn on the 7th rank and the defending king prevents
-/// the pawn from advancing, the position is drawn.
-template<>
-ScaleFactor Endgame<ScaleFactor, KNPK>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
- assert(pos.piece_count(strongerSide, KNIGHT) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
-
- Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
- Square weakerKingSq = pos.king_square(weakerSide);
-
- if ( pawnSq == relative_square(strongerSide, SQ_A7)
- && square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1)
- return SCALE_FACTOR_ZERO;
-
- if ( pawnSq == relative_square(strongerSide, SQ_H7)
- && square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1)
- return SCALE_FACTOR_ZERO;
-
- return SCALE_FACTOR_NONE;
-}
-
-
-/// KPKPScalingFunction scales KP vs KP endgames. This is done by removing
-/// the weakest side's pawn and probing the KP vs K bitbase: If the weakest
-/// side has a draw without the pawn, she probably has at least a draw with
-/// the pawn as well. The exception is when the stronger side's pawn is far
-/// advanced and not on a rook file; in this case it is often possible to win
-/// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
-template<>
-ScaleFactor Endgame<ScaleFactor, KPKP>::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
- assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
- assert(pos.piece_count(WHITE, PAWN) == 1);
- assert(pos.piece_count(BLACK, PAWN) == 1);
-
- Square wksq, bksq, wpsq;
- Color stm;
-
- if (strongerSide == WHITE)
- {
- wksq = pos.king_square(WHITE);
- bksq = pos.king_square(BLACK);
- wpsq = pos.piece_list(WHITE, PAWN)[0];
- stm = pos.side_to_move();
- }
- else
- {
- wksq = flip_square(pos.king_square(BLACK));
- bksq = flip_square(pos.king_square(WHITE));
- wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]);
- stm = opposite_color(pos.side_to_move());
- }
-
- if (square_file(wpsq) >= FILE_E)
- {
- wksq = flop_square(wksq);
- bksq = flop_square(bksq);
- wpsq = flop_square(wpsq);
- }
-
- // If the pawn has advanced to the fifth rank or further, and is not a
- // rook pawn, it's too dangerous to assume that it's at least a draw.
- if ( square_rank(wpsq) >= RANK_5
- && square_file(wpsq) != FILE_A)
- return SCALE_FACTOR_NONE;
-
- // Probe the KPK bitbase with the weakest side's pawn removed. If it's a
- // draw, it's probably at least a draw even with the pawn.
- return probe_kpk_bitbase(wksq, wpsq, bksq, stm) ? SCALE_FACTOR_NONE : SCALE_FACTOR_ZERO;
-}