X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=73a4463362a6e2fb4e63cc1c676cab66aa779ab0;hp=05de131fb2b26deff9336ddc2137db701752d56e;hb=5a7b45eac9dedbf7ebc61d9deb4dd934058d1ca1;hpb=8141bdd179da8f36c04f99d51812b19bbd1a8efd diff --git a/src/endgame.cpp b/src/endgame.cpp index 05de131f..73a44633 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) 2015-2020 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 @@ -18,7 +18,6 @@ along with this program. If not, see . */ -#include #include #include "bitboard.h" @@ -45,19 +44,19 @@ 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 - constexpr int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; - constexpr int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; + // Drive a piece close to or away from another piece + inline int push_close(Square s1, Square s2) { return 140 - 20 * distance(s1, s2); } + inline int push_away(Square s1, Square s2) { return 120 - push_close(s1, s2); } // Pawn Rank based scaling factors used in KRPPKRP endgame constexpr int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 }; @@ -75,17 +74,42 @@ namespace { assert(pos.count(strongSide) == 1); if (file_of(pos.square(strongSide)) >= FILE_E) - sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1 + sq = flip_file(sq); - if (strongSide == BLACK) - sq = ~sq; - - return sq; + return strongSide == WHITE ? sq : flip_rank(sq); } } // namespace +namespace Endgames { + + std::pair, Map> maps; + + void init() { + + add("KPK"); + add("KNNK"); + add("KBNK"); + add("KRKP"); + add("KRKB"); + add("KRKN"); + add("KQKP"); + add("KQKR"); + add("KNNKP"); + + add("KNPK"); + add("KNPKB"); + add("KRPKR"); + add("KRPKB"); + add("KBPKB"); + add("KBPKN"); + add("KBPPKB"); + add("KRPPKRP"); + } +} + + /// 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 @@ -106,21 +130,21 @@ Value Endgame::operator()(const Position& pos) const { Value result = pos.non_pawn_material(strongSide) + pos.count(strongSide) * PawnValueEg + PushToEdges[loserKSq] - + PushClose[distance(winnerKSq, loserKSq)]; + + push_close(winnerKSq, loserKSq); if ( pos.count(strongSide) || pos.count(strongSide) ||(pos.count(strongSide) && pos.count(strongSide)) || ( (pos.pieces(strongSide, BISHOP) & ~DarkSquares) && (pos.pieces(strongSide, BISHOP) & DarkSquares))) - result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1); + result = std::min(result + VALUE_KNOWN_WIN, VALUE_TB_WIN_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 { @@ -131,24 +155,19 @@ 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]; + + push_close(winnerKSq, loserKSq) + + PushToCorners[opposite_colors(bishopSq, SQ_A1) ? ~loserKSq : loserKSq]; + assert(abs(result) < VALUE_TB_WIN_IN_MAX_PLY); return strongSide == pos.side_to_move() ? result : -result; } -/// KP vs K. This endgame is evaluated with the help of a bitbase. +/// KP vs K. This endgame is evaluated with the help of a bitbase template<> Value Endgame::operator()(const Position& pos) const { @@ -239,7 +258,7 @@ Value Endgame::operator()(const Position& pos) const { Square bksq = pos.square(weakSide); Square bnsq = pos.square(weakSide); - Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]); + Value result = Value(PushToEdges[bksq] + push_away(bksq, bnsq)); return strongSide == pos.side_to_move() ? result : -result; } @@ -258,11 +277,11 @@ Value Endgame::operator()(const Position& pos) const { Square loserKSq = pos.square(weakSide); Square pawnSq = pos.square(weakSide); - Value result = Value(PushClose[distance(winnerKSq, loserKSq)]); + Value result = Value(push_close(winnerKSq, loserKSq)); if ( relative_rank(weakSide, pawnSq) != RANK_7 || distance(loserKSq, pawnSq) != 1 - || !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq)) + || ((FileBBB | FileDBB | FileEBB | FileGBB) & pawnSq)) result += QueenValueEg - PawnValueEg; return strongSide == pos.side_to_move() ? result : -result; @@ -285,7 +304,23 @@ Value Endgame::operator()(const Position& pos) const { Value result = QueenValueEg - RookValueEg + PushToEdges[loserKSq] - + PushClose[distance(winnerKSq, loserKSq)]; + + push_close(winnerKSq, loserKSq); + + return strongSide == pos.side_to_move() ? result : -result; +} + + +/// KNN vs KP. Very drawish, but there are some mate opportunities if we can +// press the weakSide King to a corner before the pawn advances too much. +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 = PawnValueEg + + 2 * PushToEdges[pos.square(weakSide)] + - 10 * relative_rank(weakSide, pos.square(weakSide)); return strongSide == pos.side_to_move() ? result : -result; } @@ -331,7 +366,7 @@ ScaleFactor Endgame::operator()(const Position& pos) const { && pos.count(weakSide) >= 1) { // Get weakSide pawn that is closest to the home rank - Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN)); + Square weakPawnSq = frontmost_sq(strongSide, pos.pieces(weakSide, PAWN)); Square strongKingSq = pos.square(strongSide); Square weakKingSq = pos.square(weakSide); @@ -629,8 +664,6 @@ ScaleFactor Endgame::operator()(const Position& pos) const { Square ksq = pos.square(weakSide); Square psq1 = pos.squares(strongSide)[0]; Square psq2 = pos.squares(strongSide)[1]; - Rank r1 = rank_of(psq1); - Rank r2 = rank_of(psq2); Square blockSq1, blockSq2; if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2)) @@ -664,7 +697,7 @@ 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 @@ -729,6 +762,9 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { + 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);