X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=cc98de90d4f40f71f900c04c1bbc71bd2322ec11;hp=d28772277f2f65af11451e2c6b3c203ee8774fa4;hb=8c2fd2170a0d6dececbe87b0c0353ce718dcd9fd;hpb=c2d42ea8339b49e52a116e488214a14fda09d413 diff --git a/src/endgame.cpp b/src/endgame.cpp index d2877227..cc98de90 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, 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 @@ -17,22 +17,21 @@ along with this program. If not, see . */ -#include #include +#include +#include "bitboard.h" #include "bitcount.h" #include "endgame.h" -#include "pawns.h" +#include "movegen.h" using std::string; -extern uint32_t probe_kpk_bitbase(Square wksq, Square wpsq, Square bksq, Color stm); - namespace { // Table used to drive the defending king towards the edge of the board // in KX vs K and KQ vs KR endgames. - const int MateTable[64] = { + const int MateTable[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, @@ -45,7 +44,7 @@ namespace { // Table used to drive the defending king towards a corner square of the // right color in KBN vs K endgames. - const int KBNKMateTable[64] = { + const int KBNKMateTable[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, @@ -60,56 +59,51 @@ namespace { // the two kings in basic endgames. const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; - // Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP" - const string swap_colors(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 forge an ad-hoc 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 key(const string& code, Color c) { - size_t idx = keyCode.find('K', 1); - return keyCode.substr(idx) + keyCode.substr(0, idx); - } + assert(code.length() > 0 && code.length() < 8); + assert(code[0] == 'K'); - // 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) { + string sides[] = { code.substr(code.find('K', 1)), // Weaker + code.substr(0, code.find('K', 1)) }; // Stronger - assert(keyCode.length() > 0 && keyCode.length() < 8); - assert(keyCode[0] == 'K'); + std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower); - string fen; - size_t i = 0; + string fen = sides[0] + char('0' + int(8 - code.length())) + + sides[1] + "/8/8/8/8/8/8/8 w - - 0 10"; - // 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()); - - // 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"; - - // Build a Position out of the fen string and get its material key - return Position(fen, false, 0).material_key(); + return Position(fen, false, NULL).material_key(); } -} // namespace + template + void delete_endgame(const typename M::value_type& p) { delete p.second; } +} // namespace -/// Endgames member definitions -template<> const Endgames::M1& Endgames::map() const { return m1; } -template<> const Endgames::M2& Endgames::map() const { return m2; } +/// Endgames members definitions Endgames::Endgames() { + add("KK"); add("KPK"); + add("KBK"); + add("KNK"); add("KNNK"); add("KBNK"); add("KRKP"); add("KRKB"); add("KRKN"); + add("KQKP"); add("KQKR"); add("KBBKN"); add("KNPK"); + add("KNPKB"); add("KRPKR"); add("KBPKB"); add("KBPKN"); @@ -119,21 +113,15 @@ Endgames::Endgames() { Endgames::~Endgames() { - for (M1::const_iterator it = m1.begin(); it != m1.end(); ++it) - delete it->second; - - for (M2::const_iterator it = m2.begin(); it != m2.end(); ++it) - delete it->second; + for_each(m1.begin(), m1.end(), delete_endgame); + for_each(m2.begin(), m2.end(), delete_endgame); } template -void Endgames::add(const string& keyCode) { - - typedef typename eg_family::type T; - typedef typename Map::type M; +void Endgames::add(const string& code) { - const_cast(map()).insert(std::make_pair(mat_key(keyCode), new Endgame(WHITE))); - const_cast(map()).insert(std::make_pair(mat_key(swap_colors(keyCode)), new Endgame(BLACK))); + map((Endgame*)0)[key(code, WHITE)] = new Endgame(WHITE); + map((Endgame*)0)[key(code, BLACK)] = new Endgame(BLACK); } @@ -145,20 +133,24 @@ template<> Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); - assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); + assert(!pos.count(weakerSide)); + assert(!pos.checkers()); // Eval is never called when in check + + // Stalemate detection with lone king + if (pos.side_to_move() == weakerSide && !MoveList(pos).size()) + return VALUE_DRAW; Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); Value result = pos.non_pawn_material(strongerSide) - + pos.piece_count(strongerSide, PAWN) * PawnValueEndgame + + pos.count(strongerSide) * PawnValueEg + MateTable[loserKSq] + DistanceBonus[square_distance(winnerKSq, loserKSq)]; - if ( pos.piece_count(strongerSide, QUEEN) - || pos.piece_count(strongerSide, ROOK) - || pos.piece_count(strongerSide, BISHOP) > 1) - // TODO: check for two equal-colored bishops! + if ( pos.count(strongerSide) + || pos.count(strongerSide) + || pos.bishop_pair(strongerSide)) result += VALUE_KNOWN_WIN; return strongerSide == pos.side_to_move() ? result : -result; @@ -170,21 +162,21 @@ Value Endgame::operator()(const Position& pos) const { template<> Value Endgame::operator()(const Position& pos) const { + assert(pos.non_pawn_material(strongerSide) == KnightValueMg + BishopValueMg); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); - assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); - assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame + BishopValueMidgame); - assert(pos.piece_count(strongerSide, BISHOP) == 1); - assert(pos.piece_count(strongerSide, KNIGHT) == 1); - assert(pos.piece_count(strongerSide, PAWN) == 0); + assert(pos.count(strongerSide) == 1); + assert(pos.count(strongerSide) == 1); + assert(pos.count< PAWN>(strongerSide) == 0); + assert(pos.count< PAWN>(weakerSide ) == 0); Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); - Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0]; + Square bishopSq = pos.list(strongerSide)[0]; // kbnk_mate_table() tries to drive toward corners A1 or H8, // if we have a bishop that cannot reach the above squares we // mirror the kings so to drive enemy toward corners A8 or H1. - if (opposite_colors(bishopSquare, SQ_A1)) + if (opposite_colors(bishopSq, SQ_A1)) { winnerKSq = mirror(winnerKSq); loserKSq = mirror(loserKSq); @@ -204,25 +196,25 @@ Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); - assert(pos.piece_count(strongerSide, PAWN) == 1); - assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.count(strongerSide) == 1); + assert(pos.count(weakerSide ) == 0); Square wksq, bksq, wpsq; - Color stm; + Color us; if (strongerSide == WHITE) { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.piece_list(WHITE, PAWN)[0]; - stm = pos.side_to_move(); + wpsq = pos.list(WHITE)[0]; + us = pos.side_to_move(); } else { - wksq = flip(pos.king_square(BLACK)); - bksq = flip(pos.king_square(WHITE)); - wpsq = flip(pos.piece_list(BLACK, PAWN)[0]); - stm = flip(pos.side_to_move()); + wksq = ~pos.king_square(BLACK); + bksq = ~pos.king_square(WHITE); + wpsq = ~pos.list(BLACK)[0]; + us = ~pos.side_to_move(); } if (file_of(wpsq) >= FILE_E) @@ -232,12 +224,10 @@ Value Endgame::operator()(const Position& pos) const { wpsq = mirror(wpsq); } - if (!probe_kpk_bitbase(wksq, wpsq, bksq, stm)) + if (!Bitbases::probe_kpk(wksq, wpsq, bksq, us)) return VALUE_DRAW; - Value result = VALUE_KNOWN_WIN - + PawnValueEndgame - + Value(rank_of(wpsq)); + Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(wpsq)); return strongerSide == pos.side_to_move() ? result : -result; } @@ -250,39 +240,39 @@ Value Endgame::operator()(const Position& pos) const { template<> Value Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.piece_count(strongerSide, PAWN) == 0); + assert(pos.non_pawn_material(strongerSide) == RookValueMg); assert(pos.non_pawn_material(weakerSide) == 0); - assert(pos.piece_count(weakerSide, PAWN) == 1); + assert(pos.count(strongerSide) == 0); + assert(pos.count(weakerSide ) == 1); Square wksq, wrsq, bksq, bpsq; int tempo = (pos.side_to_move() == strongerSide); wksq = pos.king_square(strongerSide); - wrsq = pos.piece_list(strongerSide, ROOK)[0]; bksq = pos.king_square(weakerSide); - bpsq = pos.piece_list(weakerSide, PAWN)[0]; + wrsq = pos.list(strongerSide)[0]; + bpsq = pos.list(weakerSide)[0]; if (strongerSide == BLACK) { - wksq = flip(wksq); - wrsq = flip(wrsq); - bksq = flip(bksq); - bpsq = flip(bpsq); + wksq = ~wksq; + wrsq = ~wrsq; + bksq = ~bksq; + bpsq = ~bpsq; } - Square queeningSq = make_square(file_of(bpsq), RANK_1); + Square queeningSq = file_of(bpsq) | RANK_1; Value result; // If the stronger side's king is in front of the pawn, it's a win if (wksq < bpsq && file_of(wksq) == file_of(bpsq)) - result = RookValueEndgame - Value(square_distance(wksq, bpsq)); + result = RookValueEg - Value(square_distance(wksq, bpsq)); // If the weaker side's king is too far from the pawn and the rook, // it's a win else if ( square_distance(bksq, bpsq) - (tempo ^ 1) >= 3 && square_distance(bksq, wrsq) >= 3) - result = RookValueEndgame - Value(square_distance(wksq, bpsq)); + result = RookValueEg - Value(square_distance(wksq, bpsq)); // If the pawn is far advanced and supported by the defending king, // the position is drawish @@ -307,11 +297,11 @@ Value Endgame::operator()(const Position& pos) const { template<> Value Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.piece_count(strongerSide, PAWN) == 0); - assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame); - assert(pos.piece_count(weakerSide, PAWN) == 0); - assert(pos.piece_count(weakerSide, BISHOP) == 1); + assert(pos.non_pawn_material(strongerSide) == RookValueMg); + assert(pos.non_pawn_material(weakerSide ) == BishopValueMg); + assert(pos.count(weakerSide ) == 1); + assert(pos.count< PAWN>(weakerSide ) == 0); + assert(pos.count< PAWN>(strongerSide) == 0); Value result = Value(MateTable[pos.king_square(weakerSide)]); return strongerSide == pos.side_to_move() ? result : -result; @@ -323,21 +313,52 @@ Value Endgame::operator()(const Position& pos) const { template<> Value Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.piece_count(strongerSide, PAWN) == 0); - assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame); - assert(pos.piece_count(weakerSide, PAWN) == 0); - assert(pos.piece_count(weakerSide, KNIGHT) == 1); + assert(pos.non_pawn_material(strongerSide) == RookValueMg); + assert(pos.non_pawn_material(weakerSide ) == KnightValueMg); + assert(pos.count(weakerSide ) == 1); + assert(pos.count< PAWN>(weakerSide ) == 0); + assert(pos.count< PAWN>(strongerSide) == 0); const int penalty[8] = { 0, 10, 14, 20, 30, 42, 58, 80 }; Square bksq = pos.king_square(weakerSide); - Square bnsq = pos.piece_list(weakerSide, KNIGHT)[0]; + Square bnsq = pos.list(weakerSide)[0]; Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]); return strongerSide == pos.side_to_move() ? result : -result; } +/// KQ vs KP. In general, a win for the stronger side, however, there are a few +/// important exceptions. Pawn on 7th rank, A,C,F or H file, with king next can +/// be a draw, so we scale down to distance between kings only. +template<> +Value Endgame::operator()(const Position& pos) const { + + assert(pos.non_pawn_material(strongerSide) == QueenValueMg); + assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO); + assert(pos.count(strongerSide) == 0); + assert(pos.count(weakerSide ) == 1); + + Square winnerKSq = pos.king_square(strongerSide); + Square loserKSq = pos.king_square(weakerSide); + Square pawnSq = pos.list(weakerSide)[0]; + + Value result = QueenValueEg + - PawnValueEg + + DistanceBonus[square_distance(winnerKSq, loserKSq)]; + + if ( square_distance(loserKSq, pawnSq) == 1 + && relative_rank(weakerSide, pawnSq) == RANK_7) + { + File f = file_of(pawnSq); + + if (f == FILE_A || f == FILE_C || f == FILE_F || f == FILE_H) + result = Value(DistanceBonus[square_distance(winnerKSq, loserKSq)]); + } + return strongerSide == pos.side_to_move() ? result : -result; +} + + /// KQ vs KR. This is almost identical to KX vs K: We give the attacking /// king a bonus for having the kings close together, and for forcing the /// defending king towards the edge. If we also take care to avoid null move @@ -346,16 +367,16 @@ Value Endgame::operator()(const Position& pos) const { template<> Value Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); - assert(pos.piece_count(strongerSide, PAWN) == 0); - assert(pos.non_pawn_material(weakerSide) == RookValueMidgame); - assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.non_pawn_material(strongerSide) == QueenValueMg); + assert(pos.non_pawn_material(weakerSide ) == RookValueMg); + assert(pos.count(strongerSide) == 0); + assert(pos.count(weakerSide ) == 0); Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); - Value result = QueenValueEndgame - - RookValueEndgame + Value result = QueenValueEg + - RookValueEg + MateTable[loserKSq] + DistanceBonus[square_distance(winnerKSq, loserKSq)]; @@ -365,16 +386,16 @@ Value Endgame::operator()(const Position& pos) const { template<> Value Endgame::operator()(const Position& pos) const { - assert(pos.piece_count(strongerSide, BISHOP) == 2); - assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame); - assert(pos.piece_count(weakerSide, KNIGHT) == 1); - assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame); + assert(pos.non_pawn_material(strongerSide) == 2 * BishopValueMg); + assert(pos.non_pawn_material(weakerSide ) == KnightValueMg); + assert(pos.count(strongerSide) == 2); + assert(pos.count(weakerSide ) == 1); assert(!pos.pieces(PAWN)); - Value result = BishopValueEndgame; + Value result = BishopValueEg; Square wksq = pos.king_square(strongerSide); Square bksq = pos.king_square(weakerSide); - Square nsq = pos.piece_list(weakerSide, KNIGHT)[0]; + Square nsq = pos.list(weakerSide)[0]; // Bonus for attacking king close to defending king result += Value(DistanceBonus[square_distance(wksq, bksq)]); @@ -383,23 +404,19 @@ Value Endgame::operator()(const Position& pos) const { result += Value(square_distance(bksq, nsq) * 32); // Bonus for restricting the knight's mobility - result += Value((8 - count_1s(pos.attacks_from(nsq))) * 8); + result += Value((8 - popcount(pos.attacks_from(nsq))) * 8); return strongerSide == pos.side_to_move() ? result : -result; } -/// K and two minors vs K and one or two minors or K and two knights against -/// king alone are always draw. -template<> -Value Endgame::operator()(const Position&) const { - return VALUE_DRAW; -} +/// Some cases of trivial draws +template<> Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } +template<> Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } +template<> Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } +template<> Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } +template<> Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } -template<> -Value Endgame::operator()(const Position&) const { - return VALUE_DRAW; -} /// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW @@ -408,29 +425,29 @@ Value Endgame::operator()(const Position&) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); - assert(pos.piece_count(strongerSide, BISHOP) == 1); - assert(pos.piece_count(strongerSide, PAWN) >= 1); + assert(pos.non_pawn_material(strongerSide) == BishopValueMg); + assert(pos.count(strongerSide) == 1); + assert(pos.count< PAWN>(strongerSide) >= 1); // No assertions about the material of weakerSide, because we want draws to // be detected even when the weaker side has some pawns. - Bitboard pawns = pos.pieces(PAWN, strongerSide); - File pawnFile = file_of(pos.piece_list(strongerSide, PAWN)[0]); + Bitboard pawns = pos.pieces(strongerSide, PAWN); + File pawnFile = file_of(pos.list(strongerSide)[0]); // All pawns are on a single rook file ? - if ( (pawnFile == FILE_A || pawnFile == FILE_H) + if ( (pawnFile == FILE_A || pawnFile == FILE_H) && !(pawns & ~file_bb(pawnFile))) { - Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0]; - Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8)); + Square bishopSq = pos.list(strongerSide)[0]; + Square queeningSq = relative_square(strongerSide, pawnFile | RANK_8); Square kingSq = pos.king_square(weakerSide); if ( opposite_colors(queeningSq, bishopSq) && abs(file_of(kingSq) - pawnFile) <= 1) { // The bishop has the wrong color, and the defending king is on the - // file of the pawn(s) or the neighboring file. Find the rank of the + // file of the pawn(s) or the adjacent file. Find the rank of the // frontmost pawn. Rank rank; if (strongerSide == WHITE) @@ -451,6 +468,29 @@ ScaleFactor Endgame::operator()(const Position& pos) const { return SCALE_FACTOR_DRAW; } } + + // All pawns on same B or G file? Then potential draw + if ( (pawnFile == FILE_B || pawnFile == FILE_G) + && !(pos.pieces(PAWN) & ~file_bb(pawnFile)) + && pos.non_pawn_material(weakerSide) == 0 + && pos.count(weakerSide) >= 1) + { + // Get weaker pawn closest to opponent's queening square + Bitboard wkPawns = pos.pieces(weakerSide, PAWN); + Square weakerPawnSq = strongerSide == WHITE ? msb(wkPawns) : lsb(wkPawns); + + Square strongerKingSq = pos.king_square(strongerSide); + Square weakerKingSq = pos.king_square(weakerSide); + Square bishopSq = pos.list(strongerSide)[0]; + + // Draw if weaker pawn is on rank 7, bishop can't attack the pawn, and + // weaker king can stop opposing opponent's king from penetrating. + if ( relative_rank(strongerSide, weakerPawnSq) == RANK_7 + && opposite_colors(bishopSq, weakerPawnSq) + && square_distance(weakerPawnSq, weakerKingSq) <= square_distance(weakerPawnSq, strongerKingSq)) + return SCALE_FACTOR_DRAW; + } + return SCALE_FACTOR_NONE; } @@ -460,21 +500,21 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); - assert(pos.piece_count(strongerSide, QUEEN) == 1); - assert(pos.piece_count(strongerSide, PAWN) == 0); - assert(pos.piece_count(weakerSide, ROOK) == 1); - assert(pos.piece_count(weakerSide, PAWN) >= 1); + assert(pos.non_pawn_material(strongerSide) == QueenValueMg); + assert(pos.count(strongerSide) == 1); + assert(pos.count< PAWN>(strongerSide) == 0); + assert(pos.count< ROOK>(weakerSide ) == 1); + assert(pos.count< PAWN>(weakerSide ) >= 1); Square kingSq = pos.king_square(weakerSide); - if ( relative_rank(weakerSide, kingSq) <= RANK_2 - && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4 - && (pos.pieces(ROOK, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_3))) - && (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2))) - && (pos.attacks_from(kingSq) & pos.pieces(PAWN, weakerSide))) + if ( relative_rank(weakerSide, kingSq) <= RANK_2 + && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4 + && (pos.pieces(weakerSide, ROOK) & rank_bb(relative_rank(weakerSide, RANK_3))) + && (pos.pieces(weakerSide, PAWN) & rank_bb(relative_rank(weakerSide, RANK_2))) + && (pos.attacks_from(kingSq) & pos.pieces(weakerSide, PAWN))) { - Square rsq = pos.piece_list(weakerSide, ROOK)[0]; - if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) + Square rsq = pos.list(weakerSide)[0]; + if (pos.attacks_from(rsq, strongerSide) & pos.pieces(weakerSide, PAWN)) return SCALE_FACTOR_DRAW; } return SCALE_FACTOR_NONE; @@ -490,26 +530,26 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.piece_count(strongerSide, PAWN) == 1); - assert(pos.non_pawn_material(weakerSide) == RookValueMidgame); - assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.non_pawn_material(strongerSide) == RookValueMg); + assert(pos.non_pawn_material(weakerSide) == RookValueMg); + assert(pos.count(strongerSide) == 1); + assert(pos.count(weakerSide ) == 0); Square wksq = pos.king_square(strongerSide); - 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 wrsq = pos.list(strongerSide)[0]; + Square wpsq = pos.list(strongerSide)[0]; + Square brsq = pos.list(weakerSide)[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. if (strongerSide == BLACK) { - wksq = flip(wksq); - wrsq = flip(wrsq); - wpsq = flip(wpsq); - bksq = flip(bksq); - brsq = flip(brsq); + wksq = ~wksq; + wrsq = ~wrsq; + wpsq = ~wpsq; + bksq = ~bksq; + brsq = ~brsq; } if (file_of(wpsq) > FILE_D) { @@ -522,7 +562,7 @@ ScaleFactor Endgame::operator()(const Position& pos) const { File f = file_of(wpsq); Rank r = rank_of(wpsq); - Square queeningSq = make_square(f, RANK_8); + Square queeningSq = f | RANK_8; int tempo = (pos.side_to_move() == strongerSide); // If the pawn is not too far advanced and the defending king defends the @@ -608,13 +648,13 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.piece_count(strongerSide, PAWN) == 2); - assert(pos.non_pawn_material(weakerSide) == RookValueMidgame); - assert(pos.piece_count(weakerSide, PAWN) == 1); + assert(pos.non_pawn_material(strongerSide) == RookValueMg); + assert(pos.non_pawn_material(weakerSide) == RookValueMg); + assert(pos.count(strongerSide) == 2); + assert(pos.count(weakerSide ) == 1); - Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0]; - Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1]; + Square wpsq1 = pos.list(strongerSide)[0]; + Square wpsq2 = pos.list(strongerSide)[1]; Square bksq = pos.king_square(weakerSide); // Does the stronger side have a passed pawn? @@ -647,20 +687,20 @@ template<> ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); - assert(pos.piece_count(strongerSide, PAWN) >= 2); - assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); - assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); + assert(pos.count(strongerSide) >= 2); + assert(pos.count(weakerSide ) == 0); Square ksq = pos.king_square(weakerSide); - Bitboard pawns = pos.pieces(PAWN, strongerSide); + Bitboard pawns = pos.pieces(strongerSide, PAWN); // Are all pawns on the 'a' file? if (!(pawns & ~FileABB)) { // Does the defending king block the pawns? if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1 - || ( file_of(ksq) == FILE_A - && !in_front_bb(strongerSide, ksq) & pawns)) + || ( file_of(ksq) == FILE_A + && !(in_front_bb(strongerSide, rank_of(ksq)) & pawns))) return SCALE_FACTOR_DRAW; } // Are all pawns on the 'h' file? @@ -668,8 +708,8 @@ ScaleFactor Endgame::operator()(const Position& pos) const { { // Does the defending king block the pawns? if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1 - || ( file_of(ksq) == FILE_H - && !in_front_bb(strongerSide, ksq) & pawns)) + || ( file_of(ksq) == FILE_H + && !(in_front_bb(strongerSide, rank_of(ksq)) & pawns))) return SCALE_FACTOR_DRAW; } return SCALE_FACTOR_NONE; @@ -683,16 +723,16 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); - assert(pos.piece_count(strongerSide, BISHOP) == 1); - assert(pos.piece_count(strongerSide, PAWN) == 1); - assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame); - assert(pos.piece_count(weakerSide, BISHOP) == 1); - assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.non_pawn_material(strongerSide) == BishopValueMg); + assert(pos.non_pawn_material(weakerSide ) == BishopValueMg); + assert(pos.count(strongerSide) == 1); + assert(pos.count(weakerSide ) == 1); + assert(pos.count< PAWN>(strongerSide) == 1); + assert(pos.count< PAWN>(weakerSide ) == 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.list(strongerSide)[0]; + Square strongerBishopSq = pos.list(strongerSide)[0]; + Square weakerBishopSq = pos.list(weakerSide)[0]; Square weakerKingSq = pos.king_square(weakerSide); // Case 1: Defending king blocks the pawn, and cannot be driven away @@ -719,9 +759,9 @@ ScaleFactor Endgame::operator()(const Position& pos) const { return SCALE_FACTOR_DRAW; else { - Bitboard path = squares_in_front_of(strongerSide, pawnSq); + Bitboard path = forward_bb(strongerSide, pawnSq); - if (path & pos.pieces(KING, weakerSide)) + if (path & pos.pieces(weakerSide, KING)) return SCALE_FACTOR_DRAW; if ( (pos.attacks_from(weakerBishopSq) & path) @@ -738,22 +778,22 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); - assert(pos.piece_count(strongerSide, BISHOP) == 1); - assert(pos.piece_count(strongerSide, PAWN) == 2); - assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame); - assert(pos.piece_count(weakerSide, BISHOP) == 1); - assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.non_pawn_material(strongerSide) == BishopValueMg); + assert(pos.non_pawn_material(weakerSide ) == BishopValueMg); + assert(pos.count(strongerSide) == 1); + assert(pos.count(weakerSide ) == 1); + assert(pos.count< PAWN>(strongerSide) == 2); + assert(pos.count< PAWN>(weakerSide ) == 0); - Square wbsq = pos.piece_list(strongerSide, BISHOP)[0]; - Square bbsq = pos.piece_list(weakerSide, BISHOP)[0]; + Square wbsq = pos.list(strongerSide)[0]; + Square bbsq = pos.list(weakerSide)[0]; if (!opposite_colors(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.list(strongerSide)[0]; + Square psq2 = pos.list(strongerSide)[1]; Rank r1 = rank_of(psq1); Rank r2 = rank_of(psq2); Square blockSq1, blockSq2; @@ -761,12 +801,12 @@ ScaleFactor Endgame::operator()(const Position& pos) const { if (relative_rank(strongerSide, psq1) > relative_rank(strongerSide, psq2)) { blockSq1 = psq1 + pawn_push(strongerSide); - blockSq2 = make_square(file_of(psq2), rank_of(psq1)); + blockSq2 = file_of(psq2) | rank_of(psq1); } else { blockSq1 = psq2 + pawn_push(strongerSide); - blockSq2 = make_square(file_of(psq1), rank_of(psq2)); + blockSq2 = file_of(psq1) | rank_of(psq2); } switch (file_distance(psq1, psq2)) @@ -782,20 +822,20 @@ ScaleFactor Endgame::operator()(const Position& pos) const { return SCALE_FACTOR_NONE; case 1: - // Pawns on neighboring files. Draw if defender firmly controls the square + // Pawns on adjacent files. Draw if defender firmly controls the square // in front of the frontmost pawn's path, and the square diagonally behind // this square on the file of the other pawn. if ( ksq == blockSq1 && opposite_colors(ksq, wbsq) && ( bbsq == blockSq2 - || (pos.attacks_from(blockSq2) & pos.pieces(BISHOP, weakerSide)) + || (pos.attacks_from(blockSq2) & pos.pieces(weakerSide, BISHOP)) || abs(r1 - r2) >= 2)) return SCALE_FACTOR_DRAW; else if ( ksq == blockSq2 && opposite_colors(ksq, wbsq) && ( bbsq == blockSq1 - || (pos.attacks_from(blockSq1) & pos.pieces(BISHOP, weakerSide)))) + || (pos.attacks_from(blockSq1) & pos.pieces(weakerSide, BISHOP)))) return SCALE_FACTOR_DRAW; else return SCALE_FACTOR_NONE; @@ -813,15 +853,15 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); - assert(pos.piece_count(strongerSide, BISHOP) == 1); - assert(pos.piece_count(strongerSide, PAWN) == 1); - assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame); - assert(pos.piece_count(weakerSide, KNIGHT) == 1); - assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.non_pawn_material(strongerSide) == BishopValueMg); + assert(pos.non_pawn_material(weakerSide ) == KnightValueMg); + assert(pos.count(strongerSide) == 1); + assert(pos.count(weakerSide ) == 1); + assert(pos.count< PAWN>(strongerSide) == 1); + assert(pos.count< PAWN>(weakerSide ) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; - Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0]; + Square pawnSq = pos.list(strongerSide)[0]; + Square strongerBishopSq = pos.list(strongerSide)[0]; Square weakerKingSq = pos.king_square(weakerSide); if ( file_of(weakerKingSq) == file_of(pawnSq) @@ -840,13 +880,13 @@ ScaleFactor Endgame::operator()(const Position& pos) const { template<> ScaleFactor Endgame::operator()(const Position& pos) const { - assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame); - assert(pos.piece_count(strongerSide, KNIGHT) == 1); - assert(pos.piece_count(strongerSide, PAWN) == 1); - assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); - assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.non_pawn_material(strongerSide) == KnightValueMg); + assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO); + assert(pos.count(strongerSide) == 1); + assert(pos.count< PAWN>(strongerSide) == 1); + assert(pos.count< PAWN>(weakerSide ) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; + Square pawnSq = pos.list(strongerSide)[0]; Square weakerKingSq = pos.king_square(weakerSide); if ( pawnSq == relative_square(strongerSide, SQ_A7) @@ -861,6 +901,24 @@ ScaleFactor Endgame::operator()(const Position& pos) const { } +/// K, knight and a pawn vs K and bishop. If knight can block bishop from taking +/// pawn, it's a win. Otherwise, drawn. +template<> +ScaleFactor Endgame::operator()(const Position& pos) const { + + Square pawnSq = pos.list(strongerSide)[0]; + Square bishopSq = pos.list(weakerSide)[0]; + Square weakerKingSq = pos.king_square(weakerSide); + + // 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(strongerSide, pawnSq) & pos.attacks_from(bishopSq)) + return ScaleFactor(square_distance(weakerKingSq, pawnSq)); + + return SCALE_FACTOR_NONE; +} + + /// K and a pawn vs K and a pawn. This is done by removing the weakest side's /// pawn and probing the KP vs K bitbase: If the weakest side has a draw without /// the pawn, she probably has at least a draw with the pawn as well. The exception @@ -870,21 +928,21 @@ template<> ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); - assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); - assert(pos.piece_count(WHITE, PAWN) == 1); - assert(pos.piece_count(BLACK, PAWN) == 1); + assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO); + assert(pos.count(WHITE) == 1); + assert(pos.count(BLACK) == 1); Square wksq = pos.king_square(strongerSide); Square bksq = pos.king_square(weakerSide); - Square wpsq = pos.piece_list(strongerSide, PAWN)[0]; - Color stm = pos.side_to_move(); + Square wpsq = pos.list(strongerSide)[0]; + Color us = pos.side_to_move(); if (strongerSide == BLACK) { - wksq = flip(wksq); - bksq = flip(bksq); - wpsq = flip(wpsq); - stm = flip(stm); + wksq = ~wksq; + bksq = ~bksq; + wpsq = ~wpsq; + us = ~us; } if (file_of(wpsq) >= FILE_E) @@ -902,5 +960,5 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw, // it's probably at least a draw even with the pawn. - return probe_kpk_bitbase(wksq, wpsq, bksq, stm) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW; + return Bitbases::probe_kpk(wksq, wpsq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW; }