return e;
}
+ // Draw by insufficient material (trivial draws like KK, KBK and KNK)
+ if ( !pos.pieces(PAWN)
+ && pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) <= BishopValueMg)
+ {
+ e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
+ return e;
+ }
+
+ // Minor piece endgame with at least one minor piece per side and
+ // no pawns. Note that the case KmmK is already handled by KXK.
if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
{
- // Minor piece endgame with at least one minor piece per side and
- // no pawns. Note that the case KmmK is already handled by KXK.
assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP)));
assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP)));
}
}
- // No pawns makes it difficult to win, even with a material advantage. This
- // catches some trivial draws like KK, KBK and KNK
+ // No pawns makes it difficult to win, even with a material advantage
if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
{
e->factor[WHITE] = (uint8_t)
e->spaceWeight = make_score(minorPieceCount * minorPieceCount, 0);
}
- // Evaluate the material imbalance. We use NO_PIECE_TYPE as a place holder
+ // Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
// for the bishop pair "extended piece", this allow us to be more flexible
// in defining bishop pair bonuses.
const int pieceCount[COLOR_NB][PIECE_TYPE_NB] = {
- { pos.bishop_pair(WHITE) , pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE),
- pos.count<BISHOP>(WHITE), pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) },
- { pos.bishop_pair(BLACK) , pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK),
- pos.count<BISHOP>(BLACK), pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } };
+ { pos.count<BISHOP>(WHITE) > 1, pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE),
+ pos.count<BISHOP>(WHITE) , pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) },
+ { pos.count<BISHOP>(BLACK) > 1, pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK),
+ pos.count<BISHOP>(BLACK) , pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } };
e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
return e;