X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=348feecf70bf5e170211460a23145a55749610dd;hp=e3cd20076e4aa9b83dfa9aef62375c6e02a8853e;hb=324ca87affc4959f7017e83437fb06b6e770449c;hpb=53bbcb78d55c0341805b7666f9245737df97a63b diff --git a/src/endgame.cpp b/src/endgame.cpp index e3cd2007..348feecf 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -24,7 +24,6 @@ #include -#include "bitbase.h" #include "bitcount.h" #include "endgame.h" @@ -102,6 +101,7 @@ namespace { /// 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[]); void init_bitbases() { generate_kpk_bitbase(KPKBitbase); @@ -115,8 +115,8 @@ void init_bitbases() { template<> Value EvaluationFunction::apply(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); Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); @@ -141,8 +141,8 @@ Value EvaluationFunction::apply(const Position& pos) const { template<> Value EvaluationFunction::apply(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); @@ -152,7 +152,10 @@ Value EvaluationFunction::apply(const Position& pos) const { Square loserKSq = pos.king_square(weakerSide); 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_color_squares(bishopSquare, SQ_A1)) { winnerKSq = flop_square(winnerKSq); loserKSq = flop_square(loserKSq); @@ -170,8 +173,8 @@ Value EvaluationFunction::apply(const Position& pos) const { template<> Value EvaluationFunction::apply(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); @@ -354,7 +357,7 @@ Value EvaluationFunction::apply(const Position& pos) const { result += Value(square_distance(bksq, nsq) * 32); // Bonus for restricting the knight's mobility - result += Value((8 - count_1s_max_15(pos.attacks_from(nsq))) * 8); + result += Value((8 - count_1s(pos.attacks_from(nsq))) * 8); return strongerSide == pos.side_to_move() ? result : -result; } @@ -364,12 +367,12 @@ Value EvaluationFunction::apply(const Position& pos) const { /// king alone are always draw. template<> Value EvaluationFunction::apply(const Position&) const { - return Value(0); + return VALUE_DRAW; } template<> Value EvaluationFunction::apply(const Position&) const { - return Value(0); + return VALUE_DRAW; } /// KBPKScalingFunction scales endgames where the stronger side has king, @@ -398,7 +401,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8)); Square kingSq = pos.king_square(weakerSide); - if ( square_color(queeningSq) != square_color(bishopSq) + if ( opposite_color_squares(queeningSq, bishopSq) && file_distance(square_file(kingSq), pawnFile) <= 1) { // The bishop has the wrong color, and the defending king is on the @@ -443,8 +446,8 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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.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); @@ -622,9 +625,9 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { template<> ScaleFactor ScalingFunction::apply(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); @@ -675,12 +678,12 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { // 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) - && ( square_color(weakerKingSq) != square_color(strongerBishopSq) + && ( opposite_color_squares(weakerKingSq, strongerBishopSq) || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) return SCALE_FACTOR_ZERO; // Case 2: Opposite colored bishops - if (square_color(strongerBishopSq) != square_color(weakerBishopSq)) + if (opposite_color_squares(strongerBishopSq, weakerBishopSq)) { // We assume that the position is drawn in the following three situations: // @@ -696,11 +699,12 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { return SCALE_FACTOR_ZERO; else { - Bitboard ray = ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S); - if (ray & pos.pieces(KING, weakerSide)) + Bitboard path = squares_in_front_of(strongerSide, pawnSq); + + if (path & pos.pieces(KING, weakerSide)) return SCALE_FACTOR_ZERO; - if ( (pos.attacks_from(weakerBishopSq) & ray) + if ( (pos.attacks_from(weakerBishopSq) & path) && square_distance(weakerBishopSq, pawnSq) >= 3) return SCALE_FACTOR_ZERO; } @@ -724,8 +728,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { 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_color_squares(wbsq, bbsq)) return SCALE_FACTOR_NONE; Square ksq = pos.king_square(weakerSide); @@ -753,7 +756,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { // some square in the frontmost pawn's path. if ( square_file(ksq) == square_file(blockSq1) && relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1) - && square_color(ksq) != square_color(wbsq)) + && opposite_color_squares(ksq, wbsq)) return SCALE_FACTOR_ZERO; else return SCALE_FACTOR_NONE; @@ -763,14 +766,14 @@ 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 - && square_color(ksq) != square_color(wbsq) + && opposite_color_squares(ksq, wbsq) && ( bbsq == blockSq2 || (pos.attacks_from(blockSq2) & pos.pieces(BISHOP, weakerSide)) || rank_distance(r1, r2) >= 2)) return SCALE_FACTOR_ZERO; else if ( ksq == blockSq2 - && square_color(ksq) != square_color(wbsq) + && opposite_color_squares(ksq, wbsq) && ( bbsq == blockSq1 || (pos.attacks_from(blockSq1) & pos.pieces(BISHOP, weakerSide)))) return SCALE_FACTOR_ZERO; @@ -804,7 +807,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { if ( square_file(weakerKingSq) == square_file(pawnSq) && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && ( square_color(weakerKingSq) != square_color(strongerBishopSq) + && ( opposite_color_squares(weakerKingSq, strongerBishopSq) || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) return SCALE_FACTOR_ZERO; @@ -821,7 +824,7 @@ ScaleFactor ScalingFunction::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(0)); + assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == 0); Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); @@ -848,8 +851,8 @@ ScaleFactor ScalingFunction::apply(const Position& pos) const { template<> ScaleFactor ScalingFunction::apply(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);