X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=05de131fb2b26deff9336ddc2137db701752d56e;hp=55e4483dbe84a22c0d456b2a2994fc7e0256ca3d;hb=bc3b148d5712ef9ea00e74d3ff5aea10a4d3cabe;hpb=759b3c79cf94d101163f646b1eb2a9f9c64293ab diff --git a/src/endgame.cpp b/src/endgame.cpp index 55e4483d..05de131f 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -86,30 +86,6 @@ namespace { } // namespace -/// Endgames members definitions - -Endgames::Endgames() { - - add("KPK"); - add("KNNK"); - add("KBNK"); - add("KRKP"); - add("KRKB"); - add("KRKN"); - add("KQKP"); - add("KQKR"); - - add("KNPK"); - add("KNPKB"); - add("KRPKR"); - add("KRPKB"); - add("KBPKB"); - add("KBPKN"); - add("KBPPKB"); - add("KRPPKRP"); -} - - /// 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 @@ -214,7 +190,7 @@ Value Endgame::operator()(const Position& pos) const { Value result; // If the stronger side's king is in front of the pawn, it's a win - if (wksq < psq && file_of(wksq) == file_of(psq)) + if (forward_file_bb(WHITE, wksq) & psq) result = RookValueEg - distance(wksq, psq); // If the weaker side's king is too far from the pawn and the rook, @@ -240,7 +216,7 @@ Value Endgame::operator()(const Position& pos) const { } -/// KR vs KB. This is very simple, and always returns drawish scores. The +/// 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::operator()(const Position& pos) const { @@ -631,29 +607,8 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // Case 2: Opposite colored bishops if (opposite_colors(strongBishopSq, weakBishopSq)) - { - // 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(strongSide, pawnSq) <= RANK_5) - return SCALE_FACTOR_DRAW; - - Bitboard path = forward_file_bb(strongSide, pawnSq); - - if (path & pos.pieces(weakSide, KING)) - return SCALE_FACTOR_DRAW; + return SCALE_FACTOR_DRAW; - if ( (pos.attacks_from(weakBishopSq) & path) - && distance(weakBishopSq, pawnSq) >= 3) - return SCALE_FACTOR_DRAW; - } return SCALE_FACTOR_NONE; }