X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=0e70efe1d386fd387018d787be94acce38bc7d25;hp=94bed094c49f7f043d1c9ede847c825b505bb880;hb=0439a79566d03065317b2025b9b479b9ae9f2d65;hpb=6845397c5cbec26f3a0442091e6a48d356719c3c diff --git a/src/endgame.cpp b/src/endgame.cpp index 94bed094..0e70efe1 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2009 Marco Costalba + Copyright (C) 2008-2012 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 @@ -17,27 +17,22 @@ along with this program. If not, see . */ - -//// -//// Includes -//// - +#include #include -#include "bitbase.h" #include "bitcount.h" #include "endgame.h" +#include "movegen.h" +using std::string; -//// -//// Local definitions -//// +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 uint8_t MateTable[64] = { + 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, @@ -50,7 +45,7 @@ namespace { // Table used to drive the defending king towards a corner square of the // right color in KBN vs K endgames. - const uint8_t KBNKMateTable[64] = { + 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, @@ -65,75 +60,109 @@ namespace { // the two kings in basic endgames. const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; - // Bitbase for KP vs K - uint8_t KPKBitbase[24576]; + // Get the material key of a Position out of the given endgame key code + // like "KBPKN". The trick here is to first forge an ad-hoc 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 key(const string& code, Color c) { - // 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 }; + assert(code.length() > 0 && code.length() < 8); + assert(code[0] == 'K'); - // Various inline functions for accessing the above arrays - inline Value mate_table(Square s) { - return Value(MateTable[s]); - } + string sides[] = { code.substr(code.find('K', 1)), // Weaker + code.substr(0, code.find('K', 1)) }; // Stronger - inline Value kbnk_mate_table(Square s) { - return Value(KBNKMateTable[s]); - } + transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower); - inline Value distance_bonus(int d) { - return Value(DistanceBonus[d]); - } + string fen = sides[0] + char('0' + int(8 - code.length())) + + sides[1] + "/8/8/8/8/8/8/8 w - - 0 10"; - inline Value krkn_king_knight_distance_penalty(int d) { - return Value(KRKNKingKnightDistancePenalty[d]); + return Position(fen, false, 0).material_key(); } - // Function for probing the KP vs K bitbase - int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm); + template + void delete_endgame(const typename M::value_type& p) { delete p.second; } + +} // namespace + + +/// Endgames members definitions +Endgames::Endgames() { + + add("KPK"); + add("KNNK"); + add("KBNK"); + add("KRKP"); + add("KRKB"); + add("KRKN"); + add("KQKR"); + add("KBBKN"); + + add("KNPK"); + add("KRPKR"); + add("KBPKB"); + add("KBPKN"); + add("KBPPKB"); + add("KRPPKRP"); } +Endgames::~Endgames() { + + for_each(m1.begin(), m1.end(), delete_endgame); + for_each(m2.begin(), m2.end(), delete_endgame); +} + +template +void Endgames::add(const string& code) { + + map((Endgame*)0)[key(code, WHITE)] = new Endgame(WHITE); + map((Endgame*)0)[key(code, BLACK)] = new Endgame(BLACK); +} -//// -//// Functions -//// /// 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 EvaluationFunction::apply(const Position& pos) { +Value Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.piece_count(weakerSide, PAWN) == Value(0)); + assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); + assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); + + // Stalemate detection with lone king + if ( pos.side_to_move() == weakerSide + && !pos.in_check() + && !MoveList(pos).size()) { + return VALUE_DRAW; + } 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 - + mate_table(loserKSq) - + distance_bonus(square_distance(winnerKSq, loserKSq)); + + MateTable[loserKSq] + + DistanceBonus[square_distance(winnerKSq, loserKSq)]; - if ( pos.piece_count(strongerSide, QUEEN) > 0 - || pos.piece_count(strongerSide, ROOK) > 0 - || pos.piece_count(strongerSide, BISHOP) > 1) - // TODO: check for two equal-colored bishops! - result += VALUE_KNOWN_WIN; + if ( pos.piece_count(strongerSide, QUEEN) + || pos.piece_count(strongerSide, ROOK) + || pos.bishop_pair(strongerSide)) { + result += VALUE_KNOWN_WIN; + } - return (strongerSide == pos.side_to_move() ? result : -result); + 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 EvaluationFunction::apply(const Position& pos) { +Value Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.piece_count(weakerSide, PAWN) == Value(0)); + 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); @@ -141,28 +170,31 @@ Value EvaluationFunction::apply(const Position& pos) { Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); - Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0); + Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0]; - if (square_color(bishopSquare) == BLACK) + // 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_colors(bishopSquare, SQ_A1)) { - winnerKSq = flop_square(winnerKSq); - loserKSq = flop_square(loserKSq); + winnerKSq = mirror(winnerKSq); + loserKSq = mirror(loserKSq); } Value result = VALUE_KNOWN_WIN - + distance_bonus(square_distance(winnerKSq, loserKSq)) - + kbnk_mate_table(loserKSq); + + DistanceBonus[square_distance(winnerKSq, loserKSq)] + + KBNKMateTable[loserKSq]; - return (strongerSide == pos.side_to_move() ? result : -result); + return strongerSide == pos.side_to_move() ? result : -result; } /// KP vs K. This endgame is evaluated with the help of a bitbase. template<> -Value EvaluationFunction::apply(const Position& pos) { +Value Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == Value(0)); - assert(pos.non_pawn_material(weakerSide) == Value(0)); + 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); @@ -173,32 +205,32 @@ Value EvaluationFunction::apply(const Position& pos) { { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.piece_list(WHITE, PAWN, 0); + 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()); + wksq = ~pos.king_square(BLACK); + bksq = ~pos.king_square(WHITE); + wpsq = ~pos.piece_list(BLACK, PAWN)[0]; + stm = ~pos.side_to_move(); } - if (square_file(wpsq) >= FILE_E) + if (file_of(wpsq) >= FILE_E) { - wksq = flop_square(wksq); - bksq = flop_square(bksq); - wpsq = flop_square(wpsq); + wksq = mirror(wksq); + bksq = mirror(bksq); + wpsq = mirror(wpsq); } - if (!probe_kpk(wksq, wpsq, bksq, stm)) + if (!probe_kpk_bitbase(wksq, wpsq, bksq, stm)) return VALUE_DRAW; Value result = VALUE_KNOWN_WIN + PawnValueEndgame - + Value(square_rank(wpsq)); + + Value(rank_of(wpsq)); - return (strongerSide == pos.side_to_move() ? result : -result); + return strongerSide == pos.side_to_move() ? result : -result; } @@ -207,7 +239,7 @@ Value EvaluationFunction::apply(const Position& pos) { /// far advanced with support of the king, while the attacking king is far /// away. template<> -Value EvaluationFunction::apply(const Position& pos) { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -218,36 +250,36 @@ Value EvaluationFunction::apply(const Position& pos) { int tempo = (pos.side_to_move() == strongerSide); wksq = pos.king_square(strongerSide); - wrsq = pos.piece_list(strongerSide, ROOK, 0); + wrsq = pos.piece_list(strongerSide, ROOK)[0]; bksq = pos.king_square(weakerSide); - bpsq = pos.piece_list(weakerSide, PAWN, 0); + 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); + wksq = ~wksq; + wrsq = ~wrsq; + bksq = ~bksq; + bpsq = ~bpsq; } - Square queeningSq = make_square(square_file(bpsq), RANK_1); + Square queeningSq = make_square(file_of(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)) + if (wksq < bpsq && file_of(wksq) == file_of(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 + 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 + else if ( rank_of(bksq) <= RANK_3 && square_distance(bksq, bpsq) == 1 - && square_rank(wksq) >= RANK_4 + && rank_of(wksq) >= RANK_4 && square_distance(wksq, bpsq) - tempo > 2) result = Value(80 - square_distance(wksq, bpsq) * 8); @@ -257,14 +289,14 @@ Value EvaluationFunction::apply(const Position& pos) { + Value(square_distance(bksq, bpsq + DELTA_S) * 8) + Value(square_distance(bpsq, queeningSq) * 8); - return (strongerSide == pos.side_to_move() ? result : -result); + 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 EvaluationFunction::apply(const Position& pos) { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -272,15 +304,15 @@ Value EvaluationFunction::apply(const Position& pos) { assert(pos.piece_count(weakerSide, PAWN) == 0); assert(pos.piece_count(weakerSide, BISHOP) == 1); - Value result = mate_table(pos.king_square(weakerSide)); - return (pos.side_to_move() == strongerSide ? result : -result); + 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 EvaluationFunction::apply(const Position& pos) { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -288,13 +320,12 @@ Value EvaluationFunction::apply(const Position& pos) { 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); - - Value result = Value(10) + mate_table(defendingKSq) + - krkn_king_knight_distance_penalty(square_distance(defendingKSq, nSq)); + const int penalty[8] = { 0, 10, 14, 20, 30, 42, 58, 80 }; - return (strongerSide == pos.side_to_move())? result : -result; + Square bksq = pos.king_square(weakerSide); + Square bnsq = pos.piece_list(weakerSide, KNIGHT)[0]; + Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]); + return strongerSide == pos.side_to_move() ? result : -result; } @@ -304,7 +335,7 @@ Value EvaluationFunction::apply(const Position& pos) { /// for the defending side in the search, this is usually sufficient to be /// able to win KQ vs KR. template<> -Value EvaluationFunction::apply(const Position& pos) { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -316,58 +347,57 @@ Value EvaluationFunction::apply(const Position& pos) { Value result = QueenValueEndgame - RookValueEndgame - + mate_table(loserKSq) - + distance_bonus(square_distance(winnerKSq, loserKSq)); + + MateTable[loserKSq] + + DistanceBonus[square_distance(winnerKSq, loserKSq)]; - return (strongerSide == pos.side_to_move())? result : -result; + return strongerSide == pos.side_to_move() ? result : -result; } template<> -Value EvaluationFunction::apply(const Position& pos) { +Value Endgame::operator()(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); + assert(!pos.pieces(PAWN)); Value result = BishopValueEndgame; Square wksq = pos.king_square(strongerSide); Square bksq = pos.king_square(weakerSide); - Square nsq = pos.piece_list(weakerSide, KNIGHT, 0); + Square nsq = pos.piece_list(weakerSide, KNIGHT)[0]; // Bonus for attacking king close to defending king - result += distance_bonus(square_distance(wksq, bksq)); + 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_max_15(pos.piece_attacks_from(nsq))) * 8); + result += Value((8 - popcount(pos.attacks_from(nsq))) * 8); - return (strongerSide == pos.side_to_move() ? result : -result); + 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 EvaluationFunction::apply(const Position&) { - return Value(0); +Value Endgame::operator()(const Position&) const { + return VALUE_DRAW; } template<> -Value EvaluationFunction::apply(const Position&) { - return Value(0); +Value Endgame::operator()(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, ScaleFactor(0) is -/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling +/// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and +/// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW +/// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -377,51 +407,49 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { // 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)); + File pawnFile = file_of(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) + && !(pawns & ~file_bb(pawnFile))) { - Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0); + 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 ( square_color(queeningSq) != square_color(bishopSq) - && file_distance(square_file(kingSq), pawnFile) <= 1) + if ( opposite_colors(queeningSq, bishopSq) + && abs(file_of(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 + // file of the pawn(s) or the adjacent file. Find the rank of the // frontmost pawn. Rank rank; if (strongerSide == WHITE) { - for (rank = RANK_7; (rank_bb(rank) & pawns) == EmptyBoardBB; rank--) {} + for (rank = RANK_7; !(rank_bb(rank) & pawns); 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 + for (rank = RANK_2; !(rank_bb(rank) & pawns); 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 ScaleFactor(0); + return SCALE_FACTOR_DRAW; } } 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. +/// K and queen vs K, rook and one or more pawns. It tests for fortress draws with +/// a rook on the third rank defended by a pawn. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, QUEEN) == 1); @@ -432,27 +460,26 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { 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) & relative_rank_bb(weakerSide, RANK_3)) - && (pos.pieces(PAWN, weakerSide) & relative_rank_bb(weakerSide, RANK_2)) - && (pos.piece_attacks_from(kingSq) & pos.pieces(PAWN, weakerSide))) + && (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(kingSq) & pos.pieces(PAWN, weakerSide))) { - Square rsq = pos.piece_list(weakerSide, ROOK, 0); - if (pos.pawn_attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) - return ScaleFactor(0); + Square rsq = pos.piece_list(weakerSide, ROOK)[0]; + if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) + return SCALE_FACTOR_DRAW; } 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. +/// K, rook and one pawn vs K and a rook. 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 ScalingFunction::apply(const Position &pos) { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 1); @@ -460,32 +487,32 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { 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 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); + 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); + wksq = ~wksq; + wrsq = ~wrsq; + wpsq = ~wpsq; + bksq = ~bksq; + brsq = ~brsq; } - if (square_file(wpsq) > FILE_D) + if (file_of(wpsq) > FILE_D) { - wksq = flop_square(wksq); - wrsq = flop_square(wrsq); - wpsq = flop_square(wpsq); - bksq = flop_square(bksq); - brsq = flop_square(brsq); + wksq = mirror(wksq); + wrsq = mirror(wrsq); + wpsq = mirror(wpsq); + bksq = mirror(bksq); + brsq = mirror(brsq); } - File f = square_file(wpsq); - Rank r = square_rank(wpsq); + File f = file_of(wpsq); + Rank r = rank_of(wpsq); Square queeningSq = make_square(f, RANK_8); int tempo = (pos.side_to_move() == strongerSide); @@ -494,31 +521,31 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { 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 ScaleFactor(0); + && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6))) + return SCALE_FACTOR_DRAW; // 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 ScaleFactor(0); + && rank_of(wksq) + tempo <= RANK_6 + && (rank_of(brsq) == RANK_1 || (!tempo && abs(file_of(brsq) - f) >= 3))) + return SCALE_FACTOR_DRAW; if ( r >= RANK_6 && bksq == queeningSq - && square_rank(brsq) == RANK_1 + && rank_of(brsq) == RANK_1 && (!tempo || square_distance(wksq, wpsq) >= 2)) - return ScaleFactor(0); + return SCALE_FACTOR_DRAW; // 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 ScaleFactor(0); + && file_of(brsq) == FILE_A + && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5)) + return SCALE_FACTOR_DRAW; // If the defending king blocks the pawn and the attacking king is too far // away, it's a draw. @@ -526,14 +553,14 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { && bksq == wpsq + DELTA_N && square_distance(wksq, wpsq) - tempo >= 2 && square_distance(wksq, brsq) - tempo >= 2) - return ScaleFactor(0); + return SCALE_FACTOR_DRAW; // 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 + && file_of(wrsq) == f && wrsq != queeningSq && (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo) && (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo)) @@ -541,7 +568,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { // Similar to the above, but with the pawn further back if ( f != FILE_A - && square_file(wrsq) == f + && file_of(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) @@ -549,16 +576,16 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { || ( 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))); + - 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)) + if (file_of(bksq) == file_of(wpsq)) return ScaleFactor(10); - if ( abs(square_file(bksq) - square_file(wpsq)) == 1 + if ( abs(file_of(bksq) - file_of(wpsq)) == 1 && square_distance(wksq, bksq) > 2) return ScaleFactor(24 - 2 * square_distance(wksq, bksq)); } @@ -566,19 +593,19 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { } -/// KRPPKRPScalingFunction scales KRPP vs KRP endgames. There is only a -/// single pattern: If the stronger side has no pawns and the defending king +/// K, rook and two pawns vs K, rook and one pawn. There is only a single +/// pattern: If the stronger side has no passed pawns and the defending king /// is actively placed, the position is drawish. template<> -ScaleFactor ScalingFunction::apply(const Position &pos) { +ScaleFactor Endgame::operator()(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 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? @@ -586,7 +613,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { || pos.pawn_is_passed(strongerSide, wpsq2)) return SCALE_FACTOR_NONE; - Rank r = Max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2)); + Rank r = std::max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2)); if ( file_distance(bksq, wpsq1) <= 1 && file_distance(bksq, wpsq2) <= 1 @@ -605,57 +632,47 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { } -/// 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. +/// K and two or more pawns vs K. 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 ScalingFunction::apply(const Position &pos) { +ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == Value(0)); + assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.piece_count(strongerSide, PAWN) >= 2); - assert(pos.non_pawn_material(weakerSide) == Value(0)); + 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) + if (!(pawns & ~FileABB)) { // Does the defending king block the pawns? - Square ksq = pos.king_square(weakerSide); - if (square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1) - return ScaleFactor(0); - else if( square_file(ksq) == FILE_A - && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB) - return ScaleFactor(0); - else - return SCALE_FACTOR_NONE; + if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1 + || ( file_of(ksq) == FILE_A + && !in_front_bb(strongerSide, ksq) & pawns)) + return SCALE_FACTOR_DRAW; } // Are all pawns on the 'h' file? - else if ((pawns & ~FileHBB) == EmptyBoardBB) + else if (!(pawns & ~FileHBB)) { // Does the defending king block the pawns? - Square ksq = pos.king_square(weakerSide); - if (square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1) - return ScaleFactor(0); - else if ( square_file(ksq) == FILE_H - && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB) - return ScaleFactor(0); - else - return SCALE_FACTOR_NONE; + if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1 + || ( file_of(ksq) == FILE_H + && !in_front_bb(strongerSide, ksq) & pawns)) + return SCALE_FACTOR_DRAW; } - else - return SCALE_FACTOR_NONE; + 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. +/// K, bishop and a pawn vs K and a bishop. 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 ScalingFunction::apply(const Position &pos) { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -664,20 +681,20 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { 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 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) + if ( file_of(weakerKingSq) == file_of(pawnSq) && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && ( square_color(weakerKingSq) != square_color(strongerBishopSq) + && ( opposite_colors(weakerKingSq, strongerBishopSq) || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) - return ScaleFactor(0); + return SCALE_FACTOR_DRAW; // Case 2: Opposite colored bishops - if (square_color(strongerBishopSq) != square_color(weakerBishopSq)) + if (opposite_colors(strongerBishopSq, weakerBishopSq)) { // We assume that the position is drawn in the following three situations: // @@ -690,25 +707,27 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { // reasonably well. if (relative_rank(strongerSide, pawnSq) <= RANK_5) - return ScaleFactor(0); + return SCALE_FACTOR_DRAW; else { - Bitboard ray = ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S); - if (ray & pos.pieces(KING, weakerSide)) - return ScaleFactor(0); - if( (pos.piece_attacks_from(weakerBishopSq) & ray) - && square_distance(weakerBishopSq, pawnSq) >= 3) - return ScaleFactor(0); + Bitboard path = squares_in_front_of(strongerSide, pawnSq); + + if (path & pos.pieces(KING, weakerSide)) + return SCALE_FACTOR_DRAW; + + if ( (pos.attacks_from(weakerBishopSq) & path) + && square_distance(weakerBishopSq, pawnSq) >= 3) + return SCALE_FACTOR_DRAW; } } return SCALE_FACTOR_NONE; } -/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic -/// draws with opposite-colored bishops. +/// K, bishop and two pawns vs K and bishop. It detects a few basic draws with +/// opposite-colored bishops. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -717,29 +736,28 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { 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); + Square wbsq = pos.piece_list(strongerSide, BISHOP)[0]; + Square bbsq = pos.piece_list(weakerSide, BISHOP)[0]; - if (square_color(wbsq) == square_color(bbsq)) - // Not opposite-colored bishops, no scaling + if (!opposite_colors(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 psq1 = pos.piece_list(strongerSide, PAWN)[0]; + Square psq2 = pos.piece_list(strongerSide, PAWN)[1]; + Rank r1 = rank_of(psq1); + Rank r2 = rank_of(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)); + blockSq2 = make_square(file_of(psq2), rank_of(psq1)); } else { blockSq1 = psq2 + pawn_push(strongerSide); - blockSq2 = make_square(square_file(psq1), square_rank(psq2)); + blockSq2 = make_square(file_of(psq1), rank_of(psq2)); } switch (file_distance(psq1, psq2)) @@ -747,28 +765,29 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { 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) + if ( file_of(ksq) == file_of(blockSq1) && relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1) - && square_color(ksq) != square_color(wbsq)) - return ScaleFactor(0); + && opposite_colors(ksq, wbsq)) + return SCALE_FACTOR_DRAW; else return SCALE_FACTOR_NONE; case 1: - // Pawns on neighboring files. Draw if defender firmly controls the square + // Pawns on adjacent 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 - && square_color(ksq) != square_color(wbsq) + && opposite_colors(ksq, wbsq) && ( bbsq == blockSq2 - || (pos.piece_attacks_from(blockSq2) & pos.pieces(BISHOP, weakerSide)) - || rank_distance(r1, r2) >= 2)) - return ScaleFactor(0); + || (pos.attacks_from(blockSq2) & pos.pieces(BISHOP, weakerSide)) + || abs(r1 - r2) >= 2)) + return SCALE_FACTOR_DRAW; + else if ( ksq == blockSq2 - && square_color(ksq) != square_color(wbsq) + && opposite_colors(ksq, wbsq) && ( bbsq == blockSq1 - || (pos.piece_attacks_from(blockSq1) & pos.pieces(BISHOP, weakerSide)))) - return ScaleFactor(0); + || (pos.attacks_from(blockSq1) & pos.pieces(BISHOP, weakerSide)))) + return SCALE_FACTOR_DRAW; else return SCALE_FACTOR_NONE; @@ -779,12 +798,11 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { } -/// 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. +/// K, bisop and a pawn vs K and knight. 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 ScalingFunction::apply(const Position &pos) { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -793,120 +811,87 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { 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 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) + if ( file_of(weakerKingSq) == file_of(pawnSq) && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && ( square_color(weakerKingSq) != square_color(strongerBishopSq) + && ( opposite_colors(weakerKingSq, strongerBishopSq) || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) - return ScaleFactor(0); + return SCALE_FACTOR_DRAW; 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. +/// K, knight and a pawn vs K. 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 ScalingFunction::apply(const Position &pos) { +ScaleFactor Endgame::operator()(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(0)); + assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, 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 ScaleFactor(0); + return SCALE_FACTOR_DRAW; if ( pawnSq == relative_square(strongerSide, SQ_H7) && square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1) - return ScaleFactor(0); + return SCALE_FACTOR_DRAW; 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). +/// K and a pawn vs K and a pawn. 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 ScalingFunction::apply(const Position &pos) { +ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == Value(0)); - assert(pos.non_pawn_material(weakerSide) == Value(0)); + 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; + Square wksq = pos.king_square(strongerSide); + Square bksq = pos.king_square(weakerSide); + Square wpsq = pos.piece_list(strongerSide, PAWN)[0]; + Color stm = pos.side_to_move(); - 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 + if (strongerSide == BLACK) { - 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()); + wksq = ~wksq; + bksq = ~bksq; + wpsq = ~wpsq; + stm = ~stm; } - if (square_file(wpsq) >= FILE_E) + if (file_of(wpsq) >= FILE_E) { - wksq = flop_square(wksq); - bksq = flop_square(bksq); - wpsq = flop_square(wpsq); + wksq = mirror(wksq); + bksq = mirror(bksq); + wpsq = mirror(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. - if (probe_kpk(wksq, wpsq, bksq, stm)) + if ( rank_of(wpsq) >= RANK_5 + && file_of(wpsq) != FILE_A) return SCALE_FACTOR_NONE; - else - return ScaleFactor(0); -} - - -/// init_bitbases() is called during program initialization, and simply loads -/// bitbases from disk into memory. At the moment, there is only the bitbase -/// for KP vs K, but we may decide to add other bitbases later. - -void init_bitbases() { - generate_kpk_bitbase(KPKBitbase); -} - -namespace { - - // Probe the KP vs K bitbase: - - int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm) { - - int wp = int(square_file(wpsq)) + (int(square_rank(wpsq)) - 1) * 4; - int index = int(stm) + 2*int(bksq) + 128*int(wksq) + 8192*wp; - - assert(index >= 0 && index < 24576*8); - return KPKBitbase[index/8] & (1 << (index&7)); - } + // 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_DRAW; }