X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=5958e633d90e271e9fef852014defd7d6000164b;hp=836621d2a5428f02e220bd8c643005e6a21e4cc9;hb=f21b50398231b4846c364e23bfeeab314c7731ea;hpb=098f645d26675bcf2180b290be77fe64a63de3ae diff --git a/src/endgame.cpp b/src/endgame.cpp index 836621d2..5958e633 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) 2015-2019 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 @@ -17,11 +18,9 @@ along with this program. If not, see . */ -#include #include #include "bitboard.h" -#include "bitcount.h" #include "endgame.h" #include "movegen.h" @@ -31,7 +30,7 @@ namespace { // Table used to drive the king towards the edge of the board // in KX vs K and KQ vs KR endgames. - const int PushToEdges[SQUARE_NB] = { + constexpr int PushToEdges[SQUARE_NB] = { 100, 90, 80, 70, 70, 80, 90, 100, 90, 70, 60, 50, 50, 60, 70, 90, 80, 60, 40, 30, 30, 40, 60, 80, @@ -39,25 +38,28 @@ 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 // right color in KBN vs K endgames. - const int PushToCorners[SQUARE_NB] = { - 200, 190, 180, 170, 160, 150, 140, 130, - 190, 180, 170, 160, 150, 140, 130, 140, - 180, 170, 155, 140, 140, 125, 140, 150, - 170, 160, 140, 120, 110, 140, 150, 160, - 160, 150, 140, 110, 120, 140, 160, 170, - 150, 140, 125, 140, 140, 155, 170, 180, - 140, 130, 140, 150, 160, 170, 180, 190, - 130, 140, 150, 160, 170, 180, 190, 200 + constexpr int PushToCorners[SQUARE_NB] = { + 6400, 6080, 5760, 5440, 5120, 4800, 4480, 4160, + 6080, 5760, 5440, 5120, 4800, 4480, 4160, 4480, + 5760, 5440, 4960, 4480, 4480, 4000, 4480, 4800, + 5440, 5120, 4480, 3840, 3520, 4480, 4800, 5120, + 5120, 4800, 4480, 3520, 3840, 4480, 5120, 5440, + 4800, 4480, 4000, 4480, 4480, 4960, 5440, 5760, + 4480, 4160, 4480, 4800, 5120, 5440, 5760, 6080, + 4160, 4480, 4800, 5120, 5440, 5760, 6080, 6400 }; // Tables used to drive a piece towards or away from another piece - const int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; - const int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; + constexpr int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; + constexpr int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; + + // Pawn Rank based scaling factors used in KRPPKRP endgame + constexpr int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 }; #ifndef NDEBUG bool verify_material(const Position& pos, Color c, Value npm, int pawnsCnt) { @@ -71,68 +73,15 @@ namespace { assert(pos.count(strongSide) == 1); - if (file_of(pos.list(strongSide)[0]) >= FILE_E) + if (file_of(pos.square(strongSide)) >= FILE_E) sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1 - if (strongSide == BLACK) - sq = ~sq; - - 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(); + return strongSide == WHITE ? sq : ~sq; } } // 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"); -} - - -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)); -} - - /// 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 @@ -147,8 +96,8 @@ Value Endgame::operator()(const Position& pos) const { if (pos.side_to_move() == weakSide && !MoveList(pos).size()) return VALUE_DRAW; - Square winnerKSq = pos.king_square(strongSide); - Square loserKSq = pos.king_square(weakSide); + Square winnerKSq = pos.square(strongSide); + Square loserKSq = pos.square(weakSide); Value result = pos.non_pawn_material(strongSide) + pos.count(strongSide) * PawnValueEg @@ -158,39 +107,34 @@ Value Endgame::operator()(const Position& pos) const { if ( pos.count(strongSide) || pos.count(strongSide) ||(pos.count(strongSide) && pos.count(strongSide)) - ||(pos.count(strongSide) > 1 && opposite_colors(pos.list(strongSide)[0], - pos.list(strongSide)[1]))) - result += VALUE_KNOWN_WIN; + || ( (pos.pieces(strongSide, BISHOP) & ~DarkSquares) + && (pos.pieces(strongSide, BISHOP) & DarkSquares))) + result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1); return strongSide == 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. +/// defending king towards a corner square that our bishop attacks. template<> Value Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0)); assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); - Square winnerKSq = pos.king_square(strongSide); - Square loserKSq = pos.king_square(weakSide); - Square bishopSq = pos.list(strongSide)[0]; + Square winnerKSq = pos.square(strongSide); + Square loserKSq = pos.square(weakSide); + Square bishopSq = pos.square(strongSide); - // kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a - // bishop that cannot reach the above squares, we flip the kings in order - // to drive the enemy toward corners A8 or H1. - if (opposite_colors(bishopSq, SQ_A1)) - { - winnerKSq = ~winnerKSq; - loserKSq = ~loserKSq; - } + // If our Bishop does not attack A1/H8, we flip the enemy king square + // to drive to opposite corners (A8/H1). Value result = VALUE_KNOWN_WIN + PushClose[distance(winnerKSq, loserKSq)] - + PushToCorners[loserKSq]; + + PushToCorners[opposite_colors(bishopSq, SQ_A1) ? ~loserKSq : loserKSq]; + assert(abs(result) < VALUE_MATE_IN_MAX_PLY); return strongSide == pos.side_to_move() ? result : -result; } @@ -203,9 +147,9 @@ Value Endgame::operator()(const Position& pos) const { assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); // Assume strongSide is white and the pawn is on files A-D - Square wksq = normalize(pos, strongSide, pos.king_square(strongSide)); - Square bksq = normalize(pos, strongSide, pos.king_square(weakSide)); - Square psq = normalize(pos, strongSide, pos.list(strongSide)[0]); + Square wksq = normalize(pos, strongSide, pos.square(strongSide)); + Square bksq = normalize(pos, strongSide, pos.square(weakSide)); + Square psq = normalize(pos, strongSide, pos.square(strongSide)); Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; @@ -228,16 +172,16 @@ Value Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, RookValueMg, 0)); assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); - Square wksq = relative_square(strongSide, pos.king_square(strongSide)); - Square bksq = relative_square(strongSide, pos.king_square(weakSide)); - Square rsq = relative_square(strongSide, pos.list(strongSide)[0]); - Square psq = relative_square(strongSide, pos.list(weakSide)[0]); + Square wksq = relative_square(strongSide, pos.square(strongSide)); + Square bksq = relative_square(strongSide, pos.square(weakSide)); + Square rsq = relative_square(strongSide, pos.square(strongSide)); + Square psq = relative_square(strongSide, pos.square(weakSide)); Square queeningSq = make_square(file_of(psq), RANK_1); 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, @@ -255,15 +199,15 @@ 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; } -/// 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 { @@ -271,7 +215,7 @@ Value Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, RookValueMg, 0)); assert(verify_material(pos, weakSide, BishopValueMg, 0)); - Value result = Value(PushToEdges[pos.king_square(weakSide)]); + Value result = Value(PushToEdges[pos.square(weakSide)]); return strongSide == pos.side_to_move() ? result : -result; } @@ -284,8 +228,8 @@ Value Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, RookValueMg, 0)); assert(verify_material(pos, weakSide, KnightValueMg, 0)); - Square bksq = pos.king_square(weakSide); - Square bnsq = pos.list(weakSide)[0]; + Square bksq = pos.square(weakSide); + Square bnsq = pos.square(weakSide); Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]); return strongSide == pos.side_to_move() ? result : -result; } @@ -301,9 +245,9 @@ Value Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, QueenValueMg, 0)); assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); - Square winnerKSq = pos.king_square(strongSide); - Square loserKSq = pos.king_square(weakSide); - Square pawnSq = pos.list(weakSide)[0]; + Square winnerKSq = pos.square(strongSide); + Square loserKSq = pos.square(weakSide); + Square pawnSq = pos.square(weakSide); Value result = Value(PushClose[distance(winnerKSq, loserKSq)]); @@ -326,8 +270,8 @@ Value Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, QueenValueMg, 0)); assert(verify_material(pos, weakSide, RookValueMg, 0)); - Square winnerKSq = pos.king_square(strongSide); - Square loserKSq = pos.king_square(weakSide); + Square winnerKSq = pos.square(strongSide); + Square loserKSq = pos.square(weakSide); Value result = QueenValueEg - RookValueEg @@ -338,6 +282,21 @@ Value Endgame::operator()(const Position& pos) const { } +/// KNN vs KP. Simply push the opposing king to the corner +template<> +Value Endgame::operator()(const Position& pos) const { + + assert(verify_material(pos, strongSide, 2 * KnightValueMg, 0)); + assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); + + Value result = 2 * KnightValueEg + - PawnValueEg + + PushToEdges[pos.square(weakSide)]; + + return strongSide == pos.side_to_move() ? result : -result; +} + + /// Some cases of trivial draws template<> Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } @@ -356,15 +315,15 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // be detected even when the weaker side has some pawns. Bitboard pawns = pos.pieces(strongSide, PAWN); - File pawnFile = file_of(pos.list(strongSide)[0]); + File pawnsFile = file_of(lsb(pawns)); - // All pawns are on a single rook file ? - if ( (pawnFile == FILE_A || pawnFile == FILE_H) - && !(pawns & ~file_bb(pawnFile))) + // All pawns are on a single rook file? + if ( (pawnsFile == FILE_A || pawnsFile == FILE_H) + && !(pawns & ~file_bb(pawnsFile))) { - Square bishopSq = pos.list(strongSide)[0]; - Square queeningSq = relative_square(strongSide, make_square(pawnFile, RANK_8)); - Square kingSq = pos.king_square(weakSide); + Square bishopSq = pos.square(strongSide); + Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8)); + Square kingSq = pos.square(weakSide); if ( opposite_colors(queeningSq, bishopSq) && distance(queeningSq, kingSq) <= 1) @@ -372,17 +331,17 @@ ScaleFactor Endgame::operator()(const Position& pos) const { } // If all the pawns are on the same B or G file, then it's potentially a draw - if ( (pawnFile == FILE_B || pawnFile == FILE_G) - && !(pos.pieces(PAWN) & ~file_bb(pawnFile)) + if ( (pawnsFile == FILE_B || pawnsFile == FILE_G) + && !(pos.pieces(PAWN) & ~file_bb(pawnsFile)) && pos.non_pawn_material(weakSide) == 0 && pos.count(weakSide) >= 1) { // Get weakSide pawn that is closest to the home rank Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN)); - Square strongKingSq = pos.king_square(strongSide); - Square weakKingSq = pos.king_square(weakSide); - Square bishopSq = pos.list(strongSide)[0]; + Square strongKingSq = pos.square(strongSide); + Square weakKingSq = pos.square(weakSide); + Square bishopSq = pos.square(strongSide); // There's potential for a draw if our pawn is blocked on the 7th rank, // the bishop cannot attack it or they only have one pawn left @@ -419,11 +378,11 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.count(weakSide) == 1); assert(pos.count(weakSide) >= 1); - Square kingSq = pos.king_square(weakSide); - Square rsq = pos.list(weakSide)[0]; + Square kingSq = pos.square(weakSide); + Square rsq = pos.square(weakSide); if ( relative_rank(weakSide, kingSq) <= RANK_2 - && relative_rank(weakSide, pos.king_square(strongSide)) >= RANK_4 + && relative_rank(weakSide, pos.square(strongSide)) >= RANK_4 && relative_rank(weakSide, rsq) == RANK_3 && ( pos.pieces(weakSide, PAWN) & pos.attacks_from(kingSq) @@ -447,11 +406,11 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(verify_material(pos, weakSide, RookValueMg, 0)); // Assume strongSide is white and the pawn is on files A-D - Square wksq = normalize(pos, strongSide, pos.king_square(strongSide)); - Square bksq = normalize(pos, strongSide, pos.king_square(weakSide)); - Square wrsq = normalize(pos, strongSide, pos.list(strongSide)[0]); - Square wpsq = normalize(pos, strongSide, pos.list(strongSide)[0]); - Square brsq = normalize(pos, strongSide, pos.list(weakSide)[0]); + Square wksq = normalize(pos, strongSide, pos.square(strongSide)); + Square bksq = normalize(pos, strongSide, pos.square(weakSide)); + Square wrsq = normalize(pos, strongSide, pos.square(strongSide)); + Square wpsq = normalize(pos, strongSide, pos.square(strongSide)); + Square brsq = normalize(pos, strongSide, pos.square(weakSide)); File f = file_of(wpsq); Rank r = rank_of(wpsq); @@ -471,7 +430,7 @@ ScaleFactor Endgame::operator()(const Position& pos) const { if ( r == RANK_6 && distance(bksq, queeningSq) <= 1 && rank_of(wksq) + tempo <= RANK_6 - && (rank_of(brsq) == RANK_1 || (!tempo && distance(file_of(brsq), f) >= 3))) + && (rank_of(brsq) == RANK_1 || (!tempo && distance(brsq, wpsq) >= 3))) return SCALE_FACTOR_DRAW; if ( r >= RANK_6 @@ -492,7 +451,7 @@ 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; @@ -513,10 +472,10 @@ 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)); @@ -543,11 +502,11 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // Test for a rook pawn if (pos.pieces(PAWN) & (FileABB | FileHBB)) { - Square ksq = pos.king_square(weakSide); - Square bsq = pos.list(weakSide)[0]; - Square psq = pos.list(strongSide)[0]; + Square ksq = pos.square(weakSide); + Square bsq = pos.square(weakSide); + Square psq = pos.square(strongSide); Rank rk = relative_rank(strongSide, psq); - Square push = pawn_push(strongSide); + Direction push = pawn_push(strongSide); // If the pawn is on the 5th rank and the pawn (currently) is on // the same color square as the bishop then there is a chance of @@ -558,7 +517,7 @@ ScaleFactor Endgame::operator()(const Position& pos) const { { int d = distance(psq + 3 * push, ksq); - if (d <= 2 && !(d == 0 && ksq == pos.king_square(strongSide) + 2 * push)) + if (d <= 2 && !(d == 0 && ksq == pos.square(strongSide) + 2 * push)) return ScaleFactor(24); else return ScaleFactor(48); @@ -586,9 +545,9 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, RookValueMg, 2)); assert(verify_material(pos, weakSide, RookValueMg, 1)); - Square wpsq1 = pos.list(strongSide)[0]; - Square wpsq2 = pos.list(strongSide)[1]; - Square bksq = pos.king_square(weakSide); + Square wpsq1 = pos.squares(strongSide)[0]; + Square wpsq2 = pos.squares(strongSide)[1]; + Square bksq = pos.square(weakSide); // Does the stronger side have a passed pawn? if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2)) @@ -600,14 +559,8 @@ ScaleFactor Endgame::operator()(const Position& pos) const { && distance(bksq, wpsq2) <= 1 && relative_rank(strongSide, bksq) > r) { - switch (r) { - case RANK_2: return ScaleFactor(10); - case RANK_3: return ScaleFactor(10); - case RANK_4: return ScaleFactor(15); - case RANK_5: return ScaleFactor(20); - case RANK_6: return ScaleFactor(40); - default: assert(false); - } + assert(r > RANK_1 && r < RANK_7); + return ScaleFactor(KRPPKRPScaleFactors[r]); } return SCALE_FACTOR_NONE; } @@ -622,15 +575,14 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.count(strongSide) >= 2); assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); - Square ksq = pos.king_square(weakSide); + Square ksq = pos.square(weakSide); Bitboard pawns = pos.pieces(strongSide, PAWN); - Square psq = pos.list(strongSide)[0]; // If all pawns are ahead of the king, on a single rook file and // the king is within one file of the pawns, it's a draw. - if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq))) + if ( !(pawns & ~forward_ranks_bb(weakSide, ksq)) && !((pawns & ~FileABB) && (pawns & ~FileHBB)) - && distance(ksq, psq) <= 1) + && distance(ksq, lsb(pawns)) <= 1) return SCALE_FACTOR_DRAW; return SCALE_FACTOR_NONE; @@ -647,10 +599,10 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, BishopValueMg, 1)); assert(verify_material(pos, weakSide, BishopValueMg, 0)); - Square pawnSq = pos.list(strongSide)[0]; - Square strongBishopSq = pos.list(strongSide)[0]; - Square weakBishopSq = pos.list(weakSide)[0]; - Square weakKingSq = pos.king_square(weakSide); + Square pawnSq = pos.square(strongSide); + Square strongBishopSq = pos.square(strongSide); + Square weakBishopSq = pos.square(weakSide); + Square weakKingSq = pos.square(weakSide); // Case 1: Defending king blocks the pawn, and cannot be driven away if ( file_of(weakKingSq) == file_of(pawnSq) @@ -661,31 +613,8 @@ 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; - else - { - Bitboard path = forward_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; } @@ -697,17 +626,15 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, BishopValueMg, 2)); assert(verify_material(pos, weakSide, BishopValueMg, 0)); - Square wbsq = pos.list(strongSide)[0]; - Square bbsq = pos.list(weakSide)[0]; + Square wbsq = pos.square(strongSide); + Square bbsq = pos.square(weakSide); if (!opposite_colors(wbsq, bbsq)) return SCALE_FACTOR_NONE; - Square ksq = pos.king_square(weakSide); - Square psq1 = pos.list(strongSide)[0]; - Square psq2 = pos.list(strongSide)[1]; - Rank r1 = rank_of(psq1); - Rank r2 = rank_of(psq2); + Square ksq = pos.square(weakSide); + Square psq1 = pos.squares(strongSide)[0]; + Square psq2 = pos.squares(strongSide)[1]; Square blockSq1, blockSq2; if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2)) @@ -741,7 +668,7 @@ ScaleFactor Endgame::operator()(const Position& pos) const { && opposite_colors(ksq, wbsq) && ( bbsq == blockSq2 || (pos.attacks_from(blockSq2) & pos.pieces(weakSide, BISHOP)) - || distance(r1, r2) >= 2)) + || distance(psq1, psq2) >= 2)) return SCALE_FACTOR_DRAW; else if ( ksq == blockSq2 @@ -768,9 +695,9 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(verify_material(pos, strongSide, BishopValueMg, 1)); assert(verify_material(pos, weakSide, KnightValueMg, 0)); - Square pawnSq = pos.list(strongSide)[0]; - Square strongBishopSq = pos.list(strongSide)[0]; - Square weakKingSq = pos.king_square(weakSide); + Square pawnSq = pos.square(strongSide); + Square strongBishopSq = pos.square(strongSide); + Square weakKingSq = pos.square(weakSide); if ( file_of(weakKingSq) == file_of(pawnSq) && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) @@ -791,8 +718,8 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); // Assume strongSide is white and the pawn is on files A-D - Square pawnSq = normalize(pos, strongSide, pos.list(strongSide)[0]); - Square weakKingSq = normalize(pos, strongSide, pos.king_square(weakSide)); + Square pawnSq = normalize(pos, strongSide, pos.square(strongSide)); + Square weakKingSq = normalize(pos, strongSide, pos.square(weakSide)); if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1) return SCALE_FACTOR_DRAW; @@ -806,13 +733,16 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - Square pawnSq = pos.list(strongSide)[0]; - Square bishopSq = pos.list(weakSide)[0]; - Square weakKingSq = pos.king_square(weakSide); + assert(verify_material(pos, strongSide, KnightValueMg, 1)); + assert(verify_material(pos, weakSide, BishopValueMg, 0)); + + Square pawnSq = pos.square(strongSide); + Square bishopSq = pos.square(weakSide); + Square weakKingSq = pos.square(weakSide); // King needs to get close to promoting pawn to prevent knight from blocking. // Rules for this are very tricky, so just approximate. - if (forward_bb(strongSide, pawnSq) & pos.attacks_from(bishopSq)) + if (forward_file_bb(strongSide, pawnSq) & pos.attacks_from(bishopSq)) return ScaleFactor(distance(weakKingSq, pawnSq)); return SCALE_FACTOR_NONE; @@ -831,9 +761,9 @@ ScaleFactor Endgame::operator()(const Position& pos) const { assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); // Assume strongSide is white and the pawn is on files A-D - Square wksq = normalize(pos, strongSide, pos.king_square(strongSide)); - Square bksq = normalize(pos, strongSide, pos.king_square(weakSide)); - Square psq = normalize(pos, strongSide, pos.list(strongSide)[0]); + Square wksq = normalize(pos, strongSide, pos.square(strongSide)); + Square bksq = normalize(pos, strongSide, pos.square(weakSide)); + Square psq = normalize(pos, strongSide, pos.square(strongSide)); Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;