X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=66ee54d846044c90d03ec4dcaf9699e07aae13ee;hp=05de131fb2b26deff9336ddc2137db701752d56e;hb=e2683c47b398b24cec67c06fc4ee74cbf90995ae;hpb=8141bdd179da8f36c04f99d51812b19bbd1a8efd diff --git a/src/endgame.cpp b/src/endgame.cpp index 05de131f..66ee54d8 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -2,7 +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) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, 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 @@ -45,14 +45,14 @@ namespace { // Table used to drive the king towards a corner square of the // right color in KBN vs K endgames. constexpr 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 + 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 @@ -120,7 +120,7 @@ Value Endgame::operator()(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. +/// defending king towards a corner square that our bishop attacks. template<> Value Endgame::operator()(const Position& pos) const { @@ -131,19 +131,14 @@ Value Endgame::operator()(const Position& pos) const { 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; }