X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=38c322afc7dbb1a2214c711b1f7cd6a6f56fe569;hp=b64b3d1bff3253e55e651a2f3055b3ebfb575f0f;hb=8765f9ce168b129b3283fc1e458eae2f8871b1d4;hpb=86f04dbcc08e52864c1136d713996e3a0c8d2610 diff --git a/src/endgame.cpp b/src/endgame.cpp index b64b3d1b..38c322af 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -2,6 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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 @@ -21,7 +22,6 @@ #include #include "bitboard.h" -#include "bitcount.h" #include "endgame.h" #include "movegen.h" @@ -39,7 +39,7 @@ namespace { 70, 50, 30, 20, 20, 30, 50, 70, 80, 60, 40, 30, 30, 40, 60, 80, 90, 70, 60, 50, 50, 60, 70, 90, - 100, 90, 80, 70, 70, 80, 90, 100, + 100, 90, 80, 70, 70, 80, 90, 100 }; // Table used to drive the king towards a corner square of the @@ -83,25 +83,6 @@ namespace { return sq; } - // Get the material key of 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 do the work for us. - Key key(const string& code, Color c) { - - assert(code.length() > 0 && code.length() < 8); - assert(code[0] == 'K'); - - string sides[] = { code.substr(code.find('K', 1)), // Weak - code.substr(0, code.find('K', 1)) }; // Strong - - std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower); - - string fen = sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/8/8/" - + sides[1] + char(8 - sides[1].length() + '0') + " w - - 0 10"; - - return Position(fen, false, nullptr).material_key(); - } - } // namespace @@ -131,8 +112,9 @@ Endgames::Endgames() { template void Endgames::add(const string& code) { - map()[key(code, WHITE)] = std::unique_ptr>(new Endgame(WHITE)); - map()[key(code, BLACK)] = std::unique_ptr>(new Endgame(BLACK)); + StateInfo st; + map()[Position().set(code, WHITE, &st).material_key()] = std::unique_ptr>(new Endgame(WHITE)); + map()[Position().set(code, BLACK, &st).material_key()] = std::unique_ptr>(new Endgame(BLACK)); } @@ -163,7 +145,7 @@ Value Endgame::operator()(const Position& pos) const { ||(pos.count(strongSide) && pos.count(strongSide)) ||(pos.count(strongSide) > 1 && opposite_colors(pos.squares(strongSide)[0], pos.squares(strongSide)[1]))) - result += VALUE_KNOWN_WIN; + result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1); return strongSide == pos.side_to_move() ? result : -result; } @@ -258,8 +240,8 @@ Value Endgame::operator()(const Position& pos) const { result = Value(80) - 8 * distance(wksq, psq); else - result = Value(200) - 8 * ( distance(wksq, psq + DELTA_S) - - distance(bksq, psq + DELTA_S) + result = Value(200) - 8 * ( distance(wksq, psq + SOUTH) + - distance(bksq, psq + SOUTH) - distance(psq, queeningSq)); return strongSide == pos.side_to_move() ? result : -result; @@ -495,7 +477,7 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // If the defending king blocks the pawn and the attacking king is too far // away, it's a draw. if ( r <= RANK_5 - && bksq == wpsq + DELTA_N + && bksq == wpsq + NORTH && distance(wksq, wpsq) - tempo >= 2 && distance(wksq, brsq) - tempo >= 2) return SCALE_FACTOR_DRAW; @@ -516,10 +498,10 @@ ScaleFactor Endgame::operator()(const Position& pos) const { && file_of(wrsq) == f && wrsq < wpsq && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) - && (distance(wksq, wpsq + DELTA_N) < distance(bksq, wpsq + DELTA_N) - 2 + tempo) + && (distance(wksq, wpsq + NORTH) < distance(bksq, wpsq + NORTH) - 2 + tempo) && ( distance(bksq, wrsq) + tempo >= 3 || ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo - && (distance(wksq, wpsq + DELTA_N) < distance(bksq, wrsq) + tempo)))) + && (distance(wksq, wpsq + NORTH) < distance(bksq, wrsq) + tempo)))) return ScaleFactor( SCALE_FACTOR_MAX - 8 * distance(wpsq, queeningSq) - 2 * distance(wksq, queeningSq)); @@ -670,17 +652,15 @@ ScaleFactor Endgame::operator()(const Position& pos) const { if (relative_rank(strongSide, pawnSq) <= RANK_5) return SCALE_FACTOR_DRAW; - else - { - Bitboard path = forward_bb(strongSide, pawnSq); + + Bitboard path = forward_bb(strongSide, pawnSq); - if (path & pos.pieces(weakSide, KING)) - return SCALE_FACTOR_DRAW; + if (path & pos.pieces(weakSide, KING)) + return SCALE_FACTOR_DRAW; - if ( (pos.attacks_from(weakBishopSq) & path) - && distance(weakBishopSq, pawnSq) >= 3) - return SCALE_FACTOR_DRAW; - } + if ( (pos.attacks_from(weakBishopSq) & path) + && distance(weakBishopSq, pawnSq) >= 3) + return SCALE_FACTOR_DRAW; } return SCALE_FACTOR_NONE; }