X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=c55013f3ac141f531c3bee0192a63ee4da85eb17;hp=44a34d607fb69676fd12b662f2b56f2c18e26003;hb=48e39c5c8e671a37f09732d4a55d93d5e2d38550;hpb=b5d5646c840d63710552fdaf2521a054dd3b8a18 diff --git a/src/endgame.cpp b/src/endgame.cpp index 44a34d60..c55013f3 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -31,7 +31,7 @@ namespace { // Table used to drive the defending king towards the edge of the board // in KX vs K and KQ vs KR endgames. - const uint8_t MateTable[64] = { + const int MateTable[64] = { 100, 90, 80, 70, 70, 80, 90, 100, 90, 70, 60, 50, 50, 60, 70, 90, 80, 60, 40, 30, 30, 40, 60, 80, @@ -44,7 +44,7 @@ namespace { // Table used to drive the defending king towards a corner square of the // right color in KBN vs K endgames. - const uint8_t KBNKMateTable[64] = { + const int KBNKMateTable[64] = { 200, 190, 180, 170, 160, 150, 140, 130, 190, 180, 170, 160, 150, 140, 130, 140, 180, 170, 155, 140, 140, 125, 140, 150, @@ -63,49 +63,33 @@ namespace { // and knight in KR vs KN endgames. const int KRKNKingKnightDistancePenalty[8] = { 0, 0, 4, 10, 20, 32, 48, 70 }; - // Various inline functions for accessing the above arrays - inline Value mate_table(Square s) { - return Value(MateTable[s]); - } - - inline Value kbnk_mate_table(Square s) { - return Value(KBNKMateTable[s]); - } - - inline Value distance_bonus(int d) { - return Value(DistanceBonus[d]); - } - - inline Value krkn_king_knight_distance_penalty(int d) { - return Value(KRKNKingKnightDistancePenalty[d]); - } - - // Build corresponding key for the opposite color: "KBPKN" -> "KNKBP" - const string swapColors(const string& keyCode) { + // Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP" + const string swap_colors(const string& keyCode) { size_t idx = keyCode.find('K', 1); return keyCode.substr(idx) + keyCode.substr(0, idx); } - // Build up a fen string with the given pieces, note that the fen string - // could be of an illegal position. - Key buildKey(const string& keyCode) { + // Get the material key of a position out of the given endgame key code + // like "KBPKN". The trick here is to first build up a FEN string and then + // let a Position object to do the work for us. Note that the FEN string + // could correspond to an illegal position. + Key mat_key(const string& keyCode) { assert(keyCode.length() > 0 && keyCode.length() < 8); assert(keyCode[0] == 'K'); string fen; - bool upcase = false; + size_t i = 0; + + // First add white and then black pieces + do fen += keyCode[i]; while (keyCode[++i] != 'K'); + do fen += char(tolower(keyCode[i])); while (++i < keyCode.length()); - for (size_t i = 0; i < keyCode.length(); i++) - { - if (keyCode[i] == 'K') - upcase = !upcase; + // Add file padding and remaining empty ranks + fen += string(1, '0' + int(8 - keyCode.length())) + "/8/8/8/8/8/8/8 w - - 0 10"; - fen += char(upcase ? toupper(keyCode[i]) : tolower(keyCode[i])); - } - fen += char(8 - keyCode.length() + '0'); - fen += "/8/8/8/8/8/8/8 w - -"; + // Build a Position out of the fen string and get its material key return Position(fen, false, 0).get_material_key(); } @@ -117,57 +101,59 @@ namespace { /// Endgames member definitions -template<> const Endgames::EFMap& Endgames::get() const { return maps.first; } -template<> const Endgames::SFMap& Endgames::get() const { return maps.second; } +template<> const Endgames::EFMap& Endgames::map() const { return maps.first; } +template<> const Endgames::SFMap& Endgames::map() const { return maps.second; } Endgames::Endgames() { - add >("KNNK"); - add >("KPK"); - add >("KBNK"); - add >("KRKP"); - add >("KRKB"); - add >("KRKN"); - add >("KQKR"); - add >("KBBKN"); - - add >("KNPK"); - add >("KRPKR"); - add >("KBPKB"); - add >("KBPPKB"); - add >("KBPKN"); - add >("KRPPKRP"); + add("KPK"); + add("KNNK"); + add("KBNK"); + add("KRKP"); + add("KRKB"); + add("KRKN"); + add("KQKR"); + add("KBBKN"); + + add("KNPK"); + add("KRPKR"); + add("KBPKB"); + add("KBPKN"); + add("KBPPKB"); + add("KRPPKRP"); } Endgames::~Endgames() { - for (EFMap::const_iterator it = get().begin(); it != get().end(); ++it) + for (EFMap::const_iterator it = map().begin(); it != map().end(); ++it) delete it->second; - for (SFMap::const_iterator it = get().begin(); it != get().end(); ++it) + for (SFMap::const_iterator it = map().begin(); it != map().end(); ++it) delete it->second; } -template +template void Endgames::add(const string& keyCode) { - typedef typename T::Base F; - typedef std::map M; + typedef Endgame EG; + typedef typename EG::Base B; + typedef std::map M; - const_cast(get()).insert(std::pair(buildKey(keyCode), new T(WHITE))); - const_cast(get()).insert(std::pair(buildKey(swapColors(keyCode)), new T(BLACK))); + const_cast(map()).insert(std::pair(mat_key(keyCode), new EG(WHITE))); + const_cast(map()).insert(std::pair(mat_key(swap_colors(keyCode)), new EG(BLACK))); } -template -T* Endgames::get(Key key) const { +template +EndgameBase* Endgames::get(Key key) const { - typename std::map::const_iterator it = get().find(key); - return it != get().end() ? it->second : NULL; + typedef EndgameBase E; + typename std::map::const_iterator it = map().find(key); + return it != map().end() ? it->second : NULL; } // Explicit template instantiations -template EF* Endgames::get(Key key) const; -template SF* Endgames::get(Key key) const; +template EF* Endgames::get(Key key) const; +template SF* Endgames::get(Key key) const; /// Mate with KX vs K. This function is used to evaluate positions with @@ -185,8 +171,8 @@ Value Endgame::apply(const Position& pos) const { Value result = pos.non_pawn_material(strongerSide) + pos.piece_count(strongerSide, PAWN) * PawnValueEndgame - + mate_table(loserKSq) - + distance_bonus(square_distance(winnerKSq, loserKSq)); + + MateTable[loserKSq] + + DistanceBonus[square_distance(winnerKSq, loserKSq)]; if ( pos.piece_count(strongerSide, QUEEN) || pos.piece_count(strongerSide, ROOK) @@ -212,7 +198,7 @@ Value Endgame::apply(const Position& pos) const { Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); - Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0); + Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0]; // kbnk_mate_table() tries to drive toward corners A1 or H8, // if we have a bishop that cannot reach the above squares we @@ -224,8 +210,8 @@ Value Endgame::apply(const Position& pos) const { } Value result = VALUE_KNOWN_WIN - + distance_bonus(square_distance(winnerKSq, loserKSq)) - + kbnk_mate_table(loserKSq); + + DistanceBonus[square_distance(winnerKSq, loserKSq)] + + KBNKMateTable[loserKSq]; return strongerSide == pos.side_to_move() ? result : -result; } @@ -247,14 +233,14 @@ Value Endgame::apply(const Position& pos) const { { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.piece_list(WHITE, PAWN, 0); + wpsq = pos.piece_list(WHITE, PAWN)[0]; stm = pos.side_to_move(); } else { wksq = flip_square(pos.king_square(BLACK)); bksq = flip_square(pos.king_square(WHITE)); - wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]); stm = opposite_color(pos.side_to_move()); } @@ -292,9 +278,9 @@ Value Endgame::apply(const Position& pos) const { int tempo = (pos.side_to_move() == strongerSide); wksq = pos.king_square(strongerSide); - wrsq = pos.piece_list(strongerSide, ROOK, 0); + wrsq = pos.piece_list(strongerSide, ROOK)[0]; bksq = pos.king_square(weakerSide); - bpsq = pos.piece_list(weakerSide, PAWN, 0); + bpsq = pos.piece_list(weakerSide, PAWN)[0]; if (strongerSide == BLACK) { @@ -346,7 +332,7 @@ Value Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, PAWN) == 0); assert(pos.piece_count(weakerSide, BISHOP) == 1); - Value result = mate_table(pos.king_square(weakerSide)); + Value result = Value(MateTable[pos.king_square(weakerSide)]); return strongerSide == pos.side_to_move() ? result : -result; } @@ -363,12 +349,12 @@ Value Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, KNIGHT) == 1); Square defendingKSq = pos.king_square(weakerSide); - Square nSq = pos.piece_list(weakerSide, KNIGHT, 0); + Square nSq = pos.piece_list(weakerSide, KNIGHT)[0]; int d = square_distance(defendingKSq, nSq); Value result = Value(10) - + mate_table(defendingKSq) - + krkn_king_knight_distance_penalty(d); + + MateTable[defendingKSq] + + KRKNKingKnightDistancePenalty[d]; return strongerSide == pos.side_to_move() ? result : -result; } @@ -392,8 +378,8 @@ Value Endgame::apply(const Position& pos) const { Value result = QueenValueEndgame - RookValueEndgame - + mate_table(loserKSq) - + distance_bonus(square_distance(winnerKSq, loserKSq)); + + MateTable[loserKSq] + + DistanceBonus[square_distance(winnerKSq, loserKSq)]; return strongerSide == pos.side_to_move() ? result : -result; } @@ -410,10 +396,10 @@ Value Endgame::apply(const Position& pos) const { Value result = BishopValueEndgame; Square wksq = pos.king_square(strongerSide); Square bksq = pos.king_square(weakerSide); - Square nsq = pos.piece_list(weakerSide, KNIGHT, 0); + Square nsq = pos.piece_list(weakerSide, KNIGHT)[0]; // Bonus for attacking king close to defending king - result += distance_bonus(square_distance(wksq, bksq)); + result += Value(DistanceBonus[square_distance(wksq, bksq)]); // Bonus for driving the defending king and knight apart result += Value(square_distance(bksq, nsq) * 32); @@ -453,13 +439,13 @@ ScaleFactor Endgame::apply(const Position& pos) const { // be detected even when the weaker side has some pawns. Bitboard pawns = pos.pieces(PAWN, strongerSide); - File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0)); + File pawnFile = square_file(pos.piece_list(strongerSide, PAWN)[0]); // All pawns are on a single rook file ? if ( (pawnFile == FILE_A || pawnFile == FILE_H) && (pawns & ~file_bb(pawnFile)) == EmptyBoardBB) { - Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0); + Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0]; Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8)); Square kingSq = pos.king_square(weakerSide); @@ -512,7 +498,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { && (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2))) && (pos.attacks_from(kingSq) & pos.pieces(PAWN, weakerSide))) { - Square rsq = pos.piece_list(weakerSide, ROOK, 0); + Square rsq = pos.piece_list(weakerSide, ROOK)[0]; if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) return SCALE_FACTOR_ZERO; } @@ -536,10 +522,10 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, PAWN) == 0); Square wksq = pos.king_square(strongerSide); - Square wrsq = pos.piece_list(strongerSide, ROOK, 0); - Square wpsq = pos.piece_list(strongerSide, PAWN, 0); + Square wrsq = pos.piece_list(strongerSide, ROOK)[0]; + Square wpsq = pos.piece_list(strongerSide, PAWN)[0]; Square bksq = pos.king_square(weakerSide); - Square brsq = pos.piece_list(weakerSide, ROOK, 0); + Square brsq = pos.piece_list(weakerSide, ROOK)[0]; // Orient the board in such a way that the stronger side is white, and the // pawn is on the left half of the board. @@ -653,8 +639,8 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == RookValueMidgame); assert(pos.piece_count(weakerSide, PAWN) == 1); - Square wpsq1 = pos.piece_list(strongerSide, PAWN, 0); - Square wpsq2 = pos.piece_list(strongerSide, PAWN, 1); + Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0]; + Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1]; Square bksq = pos.king_square(weakerSide); // Does the stronger side have a passed pawn? @@ -732,9 +718,9 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, BISHOP) == 1); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); - Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0); - Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; + Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0]; + Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0]; Square weakerKingSq = pos.king_square(weakerSide); // Case 1: Defending king blocks the pawn, and cannot be driven away @@ -787,15 +773,15 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, BISHOP) == 1); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square wbsq = pos.piece_list(strongerSide, BISHOP, 0); - Square bbsq = pos.piece_list(weakerSide, BISHOP, 0); + Square wbsq = pos.piece_list(strongerSide, BISHOP)[0]; + Square bbsq = pos.piece_list(weakerSide, BISHOP)[0]; if (!opposite_color_squares(wbsq, bbsq)) return SCALE_FACTOR_NONE; Square ksq = pos.king_square(weakerSide); - Square psq1 = pos.piece_list(strongerSide, PAWN, 0); - Square psq2 = pos.piece_list(strongerSide, PAWN, 1); + Square psq1 = pos.piece_list(strongerSide, PAWN)[0]; + Square psq2 = pos.piece_list(strongerSide, PAWN)[1]; Rank r1 = square_rank(psq1); Rank r2 = square_rank(psq2); Square blockSq1, blockSq2; @@ -863,8 +849,8 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, KNIGHT) == 1); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); - Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; + Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0]; Square weakerKingSq = pos.king_square(weakerSide); if ( square_file(weakerKingSq) == square_file(pawnSq) @@ -889,7 +875,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; Square weakerKingSq = pos.king_square(weakerSide); if ( pawnSq == relative_square(strongerSide, SQ_A7) @@ -925,14 +911,14 @@ ScaleFactor Endgame::apply(const Position& pos) const { { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.piece_list(WHITE, PAWN, 0); + wpsq = pos.piece_list(WHITE, PAWN)[0]; stm = pos.side_to_move(); } else { wksq = flip_square(pos.king_square(BLACK)); bksq = flip_square(pos.king_square(WHITE)); - wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]); stm = opposite_color(pos.side_to_move()); }