X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=3082f56911680242678158b046df3e991e691e82;hp=348feecf70bf5e170211460a23145a55749610dd;hb=98352a5e84096c906d5ecc1aeb2fca8745e173c2;hpb=324ca87affc4959f7017e83437fb06b6e770449c diff --git a/src/endgame.cpp b/src/endgame.cpp index 348feecf..3082f569 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -17,26 +17,22 @@ along with this program. If not, see . */ - -//// -//// Includes -//// - #include +#include #include "bitcount.h" #include "endgame.h" +#include "pawns.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, @@ -49,7 +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, @@ -68,43 +64,80 @@ namespace { // and knight in KR vs KN endgames. const int KRKNKingKnightDistancePenalty[8] = { 0, 0, 4, 10, 20, 32, 48, 70 }; - // Bitbase for KP vs K - uint8_t KPKBitbase[24576]; + // Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP" + const string swap_colors(const string& keyCode) { - // Various inline functions for accessing the above arrays - inline Value mate_table(Square s) { - return Value(MateTable[s]); + size_t idx = keyCode.find('K', 1); + return keyCode.substr(idx) + keyCode.substr(0, idx); } - inline Value kbnk_mate_table(Square s) { - return Value(KBNKMateTable[s]); - } + // 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) { - inline Value distance_bonus(int d) { - return Value(DistanceBonus[d]); - } + 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 - - 0 10"; - inline Value krkn_king_knight_distance_penalty(int d) { - return Value(KRKNKingKnightDistancePenalty[d]); + // Build a Position out of the fen string and get its material key + return Position(fen, false, 0).get_material_key(); } - // Function for probing the KP vs K bitbase - int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm); +} // namespace + +/// Endgames member definitions + +template<> const Endgames::M1& Endgames::map() const { return m1; } +template<> const Endgames::M2& Endgames::map() const { return m2; } + +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() { -//// -//// Functions -//// + for (M1::const_iterator it = m1.begin(); it != m1.end(); ++it) + delete it->second; -/// 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. -extern void generate_kpk_bitbase(uint8_t bitbase[]); + for (M2::const_iterator it = m2.begin(); it != m2.end(); ++it) + delete it->second; +} -void init_bitbases() { - generate_kpk_bitbase(KPKBitbase); +template +void Endgames::add(const string& keyCode) { + + typedef typename eg_family::type T; + typedef typename Map::type M; + + const_cast(map()).insert(std::make_pair(mat_key(keyCode), new Endgame(WHITE))); + const_cast(map()).insert(std::make_pair(mat_key(swap_colors(keyCode)), new Endgame(BLACK))); } @@ -113,7 +146,7 @@ void init_bitbases() { /// 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) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); @@ -123,8 +156,8 @@ Value EvaluationFunction::apply(const Position& pos) const { 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) || pos.piece_count(strongerSide, ROOK) @@ -139,7 +172,7 @@ Value EvaluationFunction::apply(const Position& pos) const { /// 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) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); @@ -150,20 +183,20 @@ Value EvaluationFunction::apply(const Position& pos) const { 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]; // 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)) + 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; } @@ -171,7 +204,7 @@ Value EvaluationFunction::apply(const Position& pos) const { /// KP vs K. This endgame is evaluated with the help of a bitbase. template<> -Value EvaluationFunction::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); @@ -185,30 +218,30 @@ Value EvaluationFunction::apply(const Position& pos) const { { 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 = flip(pos.king_square(BLACK)); + bksq = flip(pos.king_square(WHITE)); + wpsq = flip(pos.piece_list(BLACK, PAWN)[0]); + stm = flip(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; } @@ -219,7 +252,7 @@ Value EvaluationFunction::apply(const Position& pos) const { /// far advanced with support of the king, while the attacking king is far /// away. template<> -Value EvaluationFunction::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -230,23 +263,23 @@ Value EvaluationFunction::apply(const Position& pos) const { 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 = flip(wksq); + wrsq = flip(wrsq); + bksq = flip(bksq); + bpsq = flip(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, @@ -257,9 +290,9 @@ Value EvaluationFunction::apply(const Position& pos) const { // 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); @@ -276,7 +309,7 @@ Value EvaluationFunction::apply(const Position& pos) const { /// 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) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -284,7 +317,7 @@ Value EvaluationFunction::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, PAWN) == 0); assert(pos.piece_count(weakerSide, BISHOP) == 1); - Value result = mate_table(pos.king_square(weakerSide)); + Value result = Value(MateTable[pos.king_square(weakerSide)]); return strongerSide == pos.side_to_move() ? result : -result; } @@ -292,7 +325,7 @@ Value EvaluationFunction::apply(const Position& pos) const { /// 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) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -301,12 +334,12 @@ Value EvaluationFunction::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, KNIGHT) == 1); Square defendingKSq = pos.king_square(weakerSide); - Square nSq = pos.piece_list(weakerSide, KNIGHT, 0); + Square nSq = pos.piece_list(weakerSide, KNIGHT)[0]; int d = square_distance(defendingKSq, nSq); Value result = Value(10) - + mate_table(defendingKSq) - + krkn_king_knight_distance_penalty(d); + + MateTable[defendingKSq] + + KRKNKingKnightDistancePenalty[d]; return strongerSide == pos.side_to_move() ? result : -result; } @@ -318,7 +351,7 @@ Value EvaluationFunction::apply(const Position& pos) const { /// 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) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -330,28 +363,28 @@ Value EvaluationFunction::apply(const Position& pos) const { 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; } template<> -Value EvaluationFunction::apply(const Position& pos) const { +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); @@ -366,12 +399,12 @@ Value EvaluationFunction::apply(const Position& pos) const { /// 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&) const { +Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } template<> -Value EvaluationFunction::apply(const Position&) const { +Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } @@ -381,7 +414,7 @@ Value EvaluationFunction::apply(const Position&) const { /// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -391,18 +424,18 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { // 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 ( opposite_color_squares(queeningSq, 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 @@ -410,12 +443,12 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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++) {} + 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); } @@ -435,7 +468,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// It tests for fortress draws with a rook on the third rank defended by /// a pawn. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, QUEEN) == 1); @@ -450,7 +483,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { && (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); + Square rsq = pos.piece_list(weakerSide, ROOK)[0]; if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) return SCALE_FACTOR_ZERO; } @@ -466,7 +499,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// 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) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 1); @@ -474,32 +507,32 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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 = flip(wksq); + wrsq = flip(wrsq); + wpsq = flip(wpsq); + bksq = flip(bksq); + brsq = flip(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); @@ -508,20 +541,20 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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))) + && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(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))) + && rank_of(wksq) + tempo <= RANK_6 + && (rank_of(brsq) == RANK_1 || (!tempo && abs(file_of(brsq) - f) >= 3))) return SCALE_FACTOR_ZERO; if ( r >= RANK_6 && bksq == queeningSq - && square_rank(brsq) == RANK_1 + && rank_of(brsq) == RANK_1 && (!tempo || square_distance(wksq, wpsq) >= 2)) return SCALE_FACTOR_ZERO; @@ -530,8 +563,8 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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)) + && file_of(brsq) == FILE_A + && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5)) return SCALE_FACTOR_ZERO; // If the defending king blocks the pawn and the attacking king is too far @@ -547,7 +580,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { // 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)) @@ -555,7 +588,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { // 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) @@ -570,9 +603,9 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { // 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)); } @@ -584,15 +617,15 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// single pattern: If the stronger side has no pawns and the defending king /// is actively placed, the position is drawish. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) const { +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? @@ -600,7 +633,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { || 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 @@ -623,7 +656,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// 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 ScalingFunction::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.piece_count(strongerSide, PAWN) >= 2); @@ -634,21 +667,21 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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? if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1 - || ( square_file(ksq) == FILE_A - && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB)) + || ( file_of(ksq) == FILE_A + && !in_front_bb(strongerSide, ksq) & pawns)) return SCALE_FACTOR_ZERO; } // Are all pawns on the 'h' file? - else if ((pawns & ~FileHBB) == EmptyBoardBB) + else if (!(pawns & ~FileHBB)) { // 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)) + || ( file_of(ksq) == FILE_H + && !in_front_bb(strongerSide, ksq) & pawns)) return SCALE_FACTOR_ZERO; } return SCALE_FACTOR_NONE; @@ -661,7 +694,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// it's a draw. If the two bishops have opposite color, it's almost always /// a draw. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -670,20 +703,20 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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) - && ( opposite_color_squares(weakerKingSq, strongerBishopSq) + && ( opposite_colors(weakerKingSq, strongerBishopSq) || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) return SCALE_FACTOR_ZERO; // Case 2: Opposite colored bishops - if (opposite_color_squares(strongerBishopSq, weakerBishopSq)) + if (opposite_colors(strongerBishopSq, weakerBishopSq)) { // We assume that the position is drawn in the following three situations: // @@ -716,7 +749,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic /// draws with opposite-colored bishops. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -725,28 +758,28 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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 (!opposite_color_squares(wbsq, bbsq)) + 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)) @@ -754,9 +787,9 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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) - && opposite_color_squares(ksq, wbsq)) + && opposite_colors(ksq, wbsq)) return SCALE_FACTOR_ZERO; else return SCALE_FACTOR_NONE; @@ -766,14 +799,14 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { // 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) + && opposite_colors(ksq, wbsq) && ( bbsq == blockSq2 || (pos.attacks_from(blockSq2) & pos.pieces(BISHOP, weakerSide)) - || rank_distance(r1, r2) >= 2)) + || abs(r1 - r2) >= 2)) return SCALE_FACTOR_ZERO; else if ( ksq == blockSq2 - && opposite_color_squares(ksq, wbsq) + && opposite_colors(ksq, wbsq) && ( bbsq == blockSq1 || (pos.attacks_from(blockSq1) & pos.pieces(BISHOP, weakerSide)))) return SCALE_FACTOR_ZERO; @@ -792,7 +825,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// 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) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -801,13 +834,13 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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) - && ( opposite_color_squares(weakerKingSq, strongerBishopSq) + && ( opposite_colors(weakerKingSq, strongerBishopSq) || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) return SCALE_FACTOR_ZERO; @@ -819,7 +852,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// 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) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame); assert(pos.piece_count(strongerSide, KNIGHT) == 1); @@ -827,7 +860,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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) @@ -849,7 +882,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { /// 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) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); @@ -863,47 +896,31 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { { 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 = flip(pos.king_square(BLACK)); + bksq = flip(pos.king_square(WHITE)); + wpsq = flip(pos.piece_list(BLACK, PAWN)[0]); + stm = flip(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 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) + if ( rank_of(wpsq) >= RANK_5 + && file_of(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(wksq, wpsq, bksq, stm) ? SCALE_FACTOR_NONE : SCALE_FACTOR_ZERO; -} - - -namespace { - - // Probe the KP vs K bitbase - - int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm) { - - int wp = square_file(wpsq) + 4 * (square_rank(wpsq) - 1); - int index = int(stm) + 2 * bksq + 128 * wksq + 8192 * wp; - - assert(index >= 0 && index < 24576 * 8); - - return KPKBitbase[index / 8] & (1 << (index & 7)); - } + return probe_kpk_bitbase(wksq, wpsq, bksq, stm) ? SCALE_FACTOR_NONE : SCALE_FACTOR_ZERO; }