X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=74e16fa6941b0e5e6196c4b319cbd122d6fa5940;hp=7c4efa3cb425dfe4717c12e7ff1b26c039f730f6;hb=8352977b91d9246618c7273d59400a4a05a32e2a;hpb=4a7b8180ecaef7d164fa53a1d545372df1173596 diff --git a/src/endgame.cpp b/src/endgame.cpp index 7c4efa3c..74e16fa6 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) 2015-2019 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 @@ -74,7 +74,7 @@ namespace { assert(pos.count(strongSide) == 1); if (file_of(pos.square(strongSide)) >= FILE_E) - sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1 + sq = Square(int(sq) ^ 7); // Mirror SQ_H1 -> SQ_A1 return strongSide == WHITE ? sq : ~sq; } @@ -88,27 +88,28 @@ namespace Endgames { 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"); + 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 @@ -136,7 +137,7 @@ Value Endgame::operator()(const Position& pos) const { ||(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; } @@ -154,19 +155,19 @@ Value Endgame::operator()(const Position& pos) const { Square loserKSq = pos.square(weakSide); Square bishopSq = pos.square(strongSide); - // If our Bishop does not attack A1/H8, we flip the enemy king square + // 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[opposite_colors(bishopSq, SQ_A1) ? ~loserKSq : loserKSq]; - assert(abs(result) < VALUE_MATE_IN_MAX_PLY); + 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 { @@ -309,16 +310,17 @@ Value Endgame::operator()(const Position& pos) const { } -/// KNN vs KP. Simply push the opposing king to the corner +/// 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 = 2 * KnightValueEg - - PawnValueEg - + PushToEdges[pos.square(weakSide)]; + Value result = PawnValueEg + + 2 * PushToEdges[pos.square(weakSide)] + - 10 * relative_rank(weakSide, pos.square(weakSide)); return strongSide == pos.side_to_move() ? result : -result; } @@ -364,7 +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);