X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=ee6705aaeaa0a157b70f94a06cfc87642d5b8b96;hp=8280131753b859ea1ea784230eb1abde1c23f7d8;hb=e6310b3469b07b6bbecf8d8f75367a655090f22b;hpb=14df99130f53a2a5f57260eb830b4c0029bd4e99 diff --git a/src/endgame.cpp b/src/endgame.cpp index 82801317..ee6705aa 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) 2008-2015 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 + // Table used to drive the king towards the edge of the board // in KX vs K and KQ vs KR endgames. - const int MateTable[64] = { + const int PushToEdges[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, @@ -43,9 +42,9 @@ namespace { 100, 90, 80, 70, 70, 80, 90, 100, }; - // Table used to drive the defending king towards a corner square of the + // Table used to drive the king towards a corner square of the // right color in KBN vs K endgames. - const int KBNKMateTable[64] = { + const 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, @@ -56,47 +55,54 @@ namespace { 130, 140, 150, 160, 170, 180, 190, 200 }; - // The attacking side is given a descending bonus based on distance between - // the two kings in basic endgames. - const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; + // Tables used to drive a piece towards or away from another piece + const int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; + const int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; + +#ifndef NDEBUG + bool verify_material(const Position& pos, Color c, Value npm, int pawnsCnt) { + return pos.non_pawn_material(c) == npm && pos.count(c) == pawnsCnt; + } +#endif + + // Map the square as if strongSide is white and strongSide's only pawn + // is on the left half of the board. + Square normalize(const Position& pos, Color strongSide, Square sq) { + + assert(pos.count(strongSide) == 1); - // Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP" - const string swap_colors(const string& keyCode) { + if (file_of(pos.square(strongSide)) >= FILE_E) + sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1 - size_t idx = keyCode.find('K', 1); - return keyCode.substr(idx) + keyCode.substr(0, idx); + if (strongSide == BLACK) + sq = ~sq; + + return sq; } - // 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) { + // Get the material key of 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 do the work for us. + Key key(const string& code, Color c) { - assert(keyCode.length() > 0 && keyCode.length() < 8); - assert(keyCode[0] == 'K'); + assert(code.length() > 0 && code.length() < 8); + assert(code[0] == 'K'); - string fen; - size_t i = 0; + string sides[] = { code.substr(code.find('K', 1)), // Weak + code.substr(0, code.find('K', 1)) }; // Strong - // 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()); + std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower); - // 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"; + string fen = sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/8/8/" + + sides[1] + char(8 - sides[1].length() + '0') + " w - - 0 10"; - // Build a Position out of the fen string and get its material key - return Position(fen, false, 0).get_material_key(); + return Position(fen, false, nullptr).material_key(); } } // 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() { @@ -106,62 +112,57 @@ Endgames::Endgames() { add("KRKP"); add("KRKB"); add("KRKN"); + add("KQKP"); add("KQKR"); - add("KBBKN"); add("KNPK"); + add("KNPKB"); add("KRPKR"); + add("KRPKB"); add("KBPKB"); add("KBPKN"); add("KBPPKB"); add("KRPPKRP"); } -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; -} - -template -void Endgames::add(const string& keyCode) { - - typedef typename eg_family::type T; - typedef typename Map::type M; - - 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))); +template +void Endgames::add(const string& code) { + map()[key(code, WHITE)] = std::unique_ptr>(new Endgame(WHITE)); + map()[key(code, BLACK)] = std::unique_ptr>(new Endgame(BLACK)); } /// 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 +/// 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 /// of the board, and for keeping the distance between the two kings small. 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(verify_material(pos, weakSide, VALUE_ZERO, 0)); + assert(!pos.checkers()); // Eval is never called when in check + + // Stalemate detection with lone king + if (pos.side_to_move() == weakSide && !MoveList(pos).size()) + return VALUE_DRAW; - Square winnerKSq = pos.king_square(strongerSide); - Square loserKSq = pos.king_square(weakerSide); + Square winnerKSq = pos.square(strongSide); + Square loserKSq = pos.square(weakSide); - Value result = pos.non_pawn_material(strongerSide) - + pos.piece_count(strongerSide, PAWN) * PawnValueEndgame - + MateTable[loserKSq] - + DistanceBonus[square_distance(winnerKSq, loserKSq)]; + Value result = pos.non_pawn_material(strongSide) + + pos.count(strongSide) * PawnValueEg + + PushToEdges[loserKSq] + + PushClose[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(strongSide) + || pos.count(strongSide) + ||(pos.count(strongSide) && pos.count(strongSide)) + ||(pos.count(strongSide) > 1 && opposite_colors(pos.squares(strongSide)[0], + pos.squares(strongSide)[1]))) result += VALUE_KNOWN_WIN; - return strongerSide == pos.side_to_move() ? result : -result; + return strongSide == pos.side_to_move() ? result : -result; } @@ -170,31 +171,27 @@ Value Endgame::operator()(const Position& pos) const { 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.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); - - Square winnerKSq = pos.king_square(strongerSide); - Square loserKSq = pos.king_square(weakerSide); - 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 - // mirror the kings so to drive enemy toward corners A8 or H1. - if (opposite_colors(bishopSquare, SQ_A1)) + assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0)); + assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); + + Square winnerKSq = pos.square(strongSide); + 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 = mirror(winnerKSq); - loserKSq = mirror(loserKSq); + winnerKSq = ~winnerKSq; + loserKSq = ~loserKSq; } Value result = VALUE_KNOWN_WIN - + DistanceBonus[square_distance(winnerKSq, loserKSq)] - + KBNKMateTable[loserKSq]; + + PushClose[distance(winnerKSq, loserKSq)] + + PushToCorners[loserKSq]; - return strongerSide == pos.side_to_move() ? result : -result; + return strongSide == pos.side_to_move() ? result : -result; } @@ -202,44 +199,22 @@ Value Endgame::operator()(const Position& pos) const { template<> 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(verify_material(pos, strongSide, VALUE_ZERO, 1)); + assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); - Square wksq, bksq, wpsq; - Color stm; + // Assume strongSide is white and the pawn is on files A-D + Square wksq = normalize(pos, strongSide, pos.square(strongSide)); + Square bksq = normalize(pos, strongSide, pos.square(weakSide)); + Square psq = normalize(pos, strongSide, pos.square(strongSide)); - 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(); - } - 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()); - } + Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; - if (file_of(wpsq) >= FILE_E) - { - wksq = mirror(wksq); - bksq = mirror(bksq); - wpsq = mirror(wpsq); - } - - if (!probe_kpk_bitbase(wksq, wpsq, bksq, stm)) + if (!Bitbases::probe(wksq, psq, bksq, us)) return VALUE_DRAW; - Value result = VALUE_KNOWN_WIN - + PawnValueEndgame - + Value(rank_of(wpsq)); + Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(psq)); - return strongerSide == pos.side_to_move() ? result : -result; + return strongSide == pos.side_to_move() ? result : -result; } @@ -250,55 +225,41 @@ 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) == 0); - assert(pos.piece_count(weakerSide, PAWN) == 1); - - Square wksq, wrsq, bksq, bpsq; - int tempo = (pos.side_to_move() == strongerSide); + assert(verify_material(pos, strongSide, RookValueMg, 0)); + assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); - wksq = pos.king_square(strongerSide); - wrsq = pos.piece_list(strongerSide, ROOK)[0]; - bksq = pos.king_square(weakerSide); - bpsq = pos.piece_list(weakerSide, PAWN)[0]; - - if (strongerSide == BLACK) - { - wksq = flip(wksq); - wrsq = flip(wrsq); - bksq = flip(bksq); - bpsq = flip(bpsq); - } + Square wksq = relative_square(strongSide, pos.square(strongSide)); + Square bksq = relative_square(strongSide, pos.square(weakSide)); + Square rsq = relative_square(strongSide, pos.square(strongSide)); + Square psq = relative_square(strongSide, pos.square(weakSide)); - Square queeningSq = make_square(file_of(bpsq), RANK_1); + Square queeningSq = make_square(file_of(psq), 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)); + if (wksq < psq && file_of(wksq) == file_of(psq)) + result = RookValueEg - distance(wksq, psq); // 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)); + // it's a win. + else if ( distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide) + && distance(bksq, rsq) >= 3) + result = RookValueEg - distance(wksq, psq); // If the pawn is far advanced and supported by the defending king, // the position is drawish else if ( rank_of(bksq) <= RANK_3 - && square_distance(bksq, bpsq) == 1 + && distance(bksq, psq) == 1 && rank_of(wksq) >= RANK_4 - && square_distance(wksq, bpsq) - tempo > 2) - result = Value(80 - square_distance(wksq, bpsq) * 8); + && distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide)) + result = Value(80) - 8 * distance(wksq, psq); else - result = Value(200) - - Value(square_distance(wksq, bpsq + DELTA_S) * 8) - + Value(square_distance(bksq, bpsq + DELTA_S) * 8) - + Value(square_distance(bpsq, queeningSq) * 8); + result = Value(200) - 8 * ( distance(wksq, psq + DELTA_S) + - distance(bksq, psq + DELTA_S) + - distance(psq, queeningSq)); - return strongerSide == pos.side_to_move() ? result : -result; + return strongSide == pos.side_to_move() ? result : -result; } @@ -307,228 +268,200 @@ 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(verify_material(pos, strongSide, RookValueMg, 0)); + assert(verify_material(pos, weakSide, BishopValueMg, 0)); - Value result = Value(MateTable[pos.king_square(weakerSide)]); - return strongerSide == pos.side_to_move() ? result : -result; + Value result = Value(PushToEdges[pos.square(weakSide)]); + return strongSide == pos.side_to_move() ? result : -result; } -/// KR vs KN. The attacking side has slightly better winning chances than +/// KR vs KN. The attacking side has slightly better winning chances than /// in KR vs KB, particularly if the king and the knight are far apart. 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(verify_material(pos, strongSide, RookValueMg, 0)); + assert(verify_material(pos, weakSide, KnightValueMg, 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]; - Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]); - return strongerSide == pos.side_to_move() ? result : -result; + Square bksq = pos.square(weakSide); + Square bnsq = pos.square(weakSide); + Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]); + return strongSide == 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 -/// for the defending side in the search, this is usually sufficient to be -/// able to win KQ vs KR. +/// KQ vs KP. In general, this is a win for the stronger side, but there are a +/// few important exceptions. A pawn on 7th rank and on the A,C,F or H files +/// with a king positioned next to it can be a draw, so in that case, we only +/// use the distance between the kings. template<> -Value Endgame::operator()(const Position& pos) const { +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(verify_material(pos, strongSide, QueenValueMg, 0)); + assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); - Square winnerKSq = pos.king_square(strongerSide); - Square loserKSq = pos.king_square(weakerSide); + Square winnerKSq = pos.square(strongSide); + Square loserKSq = pos.square(weakSide); + Square pawnSq = pos.square(weakSide); - Value result = QueenValueEndgame - - RookValueEndgame - + MateTable[loserKSq] - + DistanceBonus[square_distance(winnerKSq, loserKSq)]; + Value result = Value(PushClose[distance(winnerKSq, loserKSq)]); - return strongerSide == pos.side_to_move() ? result : -result; -} + if ( relative_rank(weakSide, pawnSq) != RANK_7 + || distance(loserKSq, pawnSq) != 1 + || !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq)) + result += QueenValueEg - PawnValueEg; -template<> -Value Endgame::operator()(const Position& pos) const { + return strongSide == pos.side_to_move() ? result : -result; +} - 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.pieces(PAWN)); - Value result = BishopValueEndgame; - Square wksq = pos.king_square(strongerSide); - Square bksq = pos.king_square(weakerSide); - Square nsq = pos.piece_list(weakerSide, KNIGHT)[0]; +/// 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 for +/// the defending side in the search, this is usually sufficient to win KQ vs KR. +template<> +Value Endgame::operator()(const Position& pos) const { - // Bonus for attacking king close to defending king - result += Value(DistanceBonus[square_distance(wksq, bksq)]); + assert(verify_material(pos, strongSide, QueenValueMg, 0)); + assert(verify_material(pos, weakSide, RookValueMg, 0)); - // Bonus for driving the defending king and knight apart - result += Value(square_distance(bksq, nsq) * 32); + Square winnerKSq = pos.square(strongSide); + Square loserKSq = pos.square(weakSide); - // Bonus for restricting the knight's mobility - result += Value((8 - count_1s(pos.attacks_from(nsq))) * 8); + Value result = QueenValueEg + - RookValueEg + + PushToEdges[loserKSq] + + PushClose[distance(winnerKSq, loserKSq)]; - return strongerSide == pos.side_to_move() ? result : -result; + return strongSide == 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; -} -/// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and +/// KB 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 /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. 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(strongSide) == BishopValueMg); + assert(pos.count(strongSide) >= 1); - // No assertions about the material of weakerSide, because we want draws to + // No assertions about the material of weakSide, 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(strongSide, PAWN); + File pawnsFile = file_of(lsb(pawns)); - // All pawns are on a single rook file ? - if ( (pawnFile == FILE_A || pawnFile == FILE_H) - && !(pawns & ~file_bb(pawnFile))) + // All pawns are on a single rook file? + if ( (pawnsFile == FILE_A || pawnsFile == FILE_H) + && !(pawns & ~file_bb(pawnsFile))) { - Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0]; - Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8)); - Square kingSq = pos.king_square(weakerSide); + Square bishopSq = pos.square(strongSide); + Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8)); + Square kingSq = pos.square(weakSide); if ( opposite_colors(queeningSq, bishopSq) - && abs(file_of(kingSq) - pawnFile) <= 1) + && distance(queeningSq, kingSq) <= 1) + return SCALE_FACTOR_DRAW; + } + + // If all the pawns are on the same B or G file, then it's potentially a draw + if ( (pawnsFile == FILE_B || pawnsFile == FILE_G) + && !(pos.pieces(PAWN) & ~file_bb(pawnsFile)) + && pos.non_pawn_material(weakSide) == 0 + && pos.count(weakSide) >= 1) + { + // Get weakSide pawn that is closest to the home rank + Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN)); + + Square strongKingSq = pos.square(strongSide); + Square weakKingSq = pos.square(weakSide); + Square bishopSq = pos.square(strongSide); + + // There's potential for a draw if our pawn is blocked on the 7th rank, + // the bishop cannot attack it or they only have one pawn left + if ( relative_rank(strongSide, weakPawnSq) == RANK_7 + && (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide))) + && (opposite_colors(bishopSq, weakPawnSq) || pos.count(strongSide) == 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 - // frontmost pawn. - Rank rank; - if (strongerSide == WHITE) - { - for (rank = RANK_7; !(rank_bb(rank) & pawns); rank--) {} - assert(rank >= RANK_2 && rank <= RANK_7); - } - else - { - for (rank = RANK_2; !(rank_bb(rank) & pawns); rank++) {} - rank = Rank(rank ^ 7); // HACK to get the relative rank - assert(rank >= RANK_2 && rank <= RANK_7); - } - // If the defending king has distance 1 to the promotion square or - // is placed somewhere in front of the pawn, it's a draw. - if ( square_distance(kingSq, queeningSq) <= 1 - || relative_rank(strongerSide, kingSq) >= rank) + int strongKingDist = distance(weakPawnSq, strongKingSq); + int weakKingDist = distance(weakPawnSq, weakKingSq); + + // It's a draw if the weak king is on its back two ranks, within 2 + // squares of the blocking pawn and the strong king is not + // closer. (I think this rule only fails in practically + // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w + // and positions where qsearch will immediately correct the + // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w) + if ( relative_rank(strongSide, weakKingSq) >= RANK_7 + && weakKingDist <= 2 + && weakKingDist <= strongKingDist) return SCALE_FACTOR_DRAW; } } + return SCALE_FACTOR_NONE; } -/// K and queen vs K, rook and one or more pawns. It tests for fortress draws with -/// a rook on the third rank defended by a pawn. +/// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on +/// the third rank defended by a pawn. 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); - - 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))) - { - Square rsq = pos.piece_list(weakerSide, ROOK)[0]; - if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) + assert(verify_material(pos, strongSide, QueenValueMg, 0)); + assert(pos.count(weakSide) == 1); + assert(pos.count(weakSide) >= 1); + + Square kingSq = pos.square(weakSide); + Square rsq = pos.square(weakSide); + + if ( relative_rank(weakSide, kingSq) <= RANK_2 + && relative_rank(weakSide, pos.square(strongSide)) >= RANK_4 + && relative_rank(weakSide, rsq) == RANK_3 + && ( pos.pieces(weakSide, PAWN) + & pos.attacks_from(kingSq) + & pos.attacks_from(rsq, strongSide))) return SCALE_FACTOR_DRAW; - } + return SCALE_FACTOR_NONE; } -/// K, rook and one pawn vs K and a rook. This function knows a handful of the -/// most important classes of drawn positions, but is far from perfect. It would -/// probably be a good idea to add more knowledge in the future. +/// KRP vs KR. This function knows a handful of the most important classes of +/// drawn positions, but is far from perfect. It would probably be a good idea +/// to add more knowledge in the future. /// /// It would also be nice to rewrite the actual code for this function, -/// which is mostly copied from Glaurung 1.x, and not very pretty. +/// which is mostly copied from Glaurung 1.x, and isn't very pretty. 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); - - 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]; + assert(verify_material(pos, strongSide, RookValueMg, 1)); + assert(verify_material(pos, weakSide, RookValueMg, 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); - } - if (file_of(wpsq) > FILE_D) - { - wksq = mirror(wksq); - wrsq = mirror(wrsq); - wpsq = mirror(wpsq); - bksq = mirror(bksq); - brsq = mirror(brsq); - } + // Assume strongSide is white and the pawn is on files A-D + Square wksq = normalize(pos, strongSide, pos.square(strongSide)); + Square bksq = normalize(pos, strongSide, pos.square(weakSide)); + Square wrsq = normalize(pos, strongSide, pos.square(strongSide)); + Square wpsq = normalize(pos, strongSide, pos.square(strongSide)); + Square brsq = normalize(pos, strongSide, pos.square(weakSide)); File f = file_of(wpsq); Rank r = rank_of(wpsq); Square queeningSq = make_square(f, RANK_8); - int tempo = (pos.side_to_move() == strongerSide); + int tempo = (pos.side_to_move() == strongSide); // If the pawn is not too far advanced and the defending king defends the // queening square, use the third-rank defence. if ( r <= RANK_5 - && square_distance(bksq, queeningSq) <= 1 + && distance(bksq, queeningSq) <= 1 && wksq <= SQ_H5 && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6))) return SCALE_FACTOR_DRAW; @@ -536,15 +469,15 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // The defending side saves a draw by checking from behind in case the pawn // has advanced to the 6th rank with the king behind. if ( r == RANK_6 - && square_distance(bksq, queeningSq) <= 1 + && distance(bksq, queeningSq) <= 1 && rank_of(wksq) + tempo <= RANK_6 - && (rank_of(brsq) == RANK_1 || (!tempo && abs(file_of(brsq) - f) >= 3))) + && (rank_of(brsq) == RANK_1 || (!tempo && distance(brsq, wpsq) >= 3))) return SCALE_FACTOR_DRAW; if ( r >= RANK_6 && bksq == queeningSq && rank_of(brsq) == RANK_1 - && (!tempo || square_distance(wksq, wpsq) >= 2)) + && (!tempo || distance(wksq, wpsq) >= 2)) return SCALE_FACTOR_DRAW; // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7 @@ -560,8 +493,8 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // away, it's a draw. if ( r <= RANK_5 && bksq == wpsq + DELTA_N - && square_distance(wksq, wpsq) - tempo >= 2 - && square_distance(wksq, brsq) - tempo >= 2) + && distance(wksq, wpsq) - tempo >= 2 + && distance(wksq, brsq) - tempo >= 2) return SCALE_FACTOR_DRAW; // Pawn on the 7th rank supported by the rook from behind usually wins if the @@ -571,62 +504,101 @@ ScaleFactor Endgame::operator()(const Position& pos) const { && f != FILE_A && file_of(wrsq) == f && wrsq != queeningSq - && (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo) - && (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo)) - return ScaleFactor(SCALE_FACTOR_MAX - 2 * square_distance(wksq, queeningSq)); + && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) + && (distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo)) + return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(wksq, queeningSq)); // Similar to the above, but with the pawn further back if ( f != FILE_A && file_of(wrsq) == f && wrsq < wpsq - && (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo) - && (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wpsq + DELTA_N) - 2 + tempo) - && ( square_distance(bksq, wrsq) + tempo >= 3 - || ( square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo - && (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wrsq) + tempo)))) + && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) + && (distance(wksq, wpsq + DELTA_N) < distance(bksq, wpsq + DELTA_N) - 2 + tempo) + && ( distance(bksq, wrsq) + tempo >= 3 + || ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo + && (distance(wksq, wpsq + DELTA_N) < distance(bksq, wrsq) + tempo)))) return ScaleFactor( SCALE_FACTOR_MAX - - 8 * square_distance(wpsq, queeningSq) - - 2 * square_distance(wksq, queeningSq)); + - 8 * distance(wpsq, queeningSq) + - 2 * distance(wksq, queeningSq)); - // If the pawn is not far advanced, and the defending king is somewhere in + // If the pawn is not far advanced and the defending king is somewhere in // the pawn's path, it's probably a draw. if (r <= RANK_4 && bksq > wpsq) { if (file_of(bksq) == file_of(wpsq)) return ScaleFactor(10); - if ( abs(file_of(bksq) - file_of(wpsq)) == 1 - && square_distance(wksq, bksq) > 2) - return ScaleFactor(24 - 2 * square_distance(wksq, bksq)); + if ( distance(bksq, wpsq) == 1 + && distance(wksq, bksq) > 2) + return ScaleFactor(24 - 2 * distance(wksq, bksq)); } return SCALE_FACTOR_NONE; } +template<> +ScaleFactor Endgame::operator()(const Position& pos) const { + + assert(verify_material(pos, strongSide, RookValueMg, 1)); + assert(verify_material(pos, weakSide, BishopValueMg, 0)); + + // Test for a rook pawn + if (pos.pieces(PAWN) & (FileABB | FileHBB)) + { + Square ksq = pos.square(weakSide); + Square bsq = pos.square(weakSide); + Square psq = pos.square(strongSide); + Rank rk = relative_rank(strongSide, psq); + Square push = pawn_push(strongSide); + + // If the pawn is on the 5th rank and the pawn (currently) is on + // the same color square as the bishop then there is a chance of + // a fortress. Depending on the king position give a moderate + // reduction or a stronger one if the defending king is near the + // corner but not trapped there. + if (rk == RANK_5 && !opposite_colors(bsq, psq)) + { + int d = distance(psq + 3 * push, ksq); + + if (d <= 2 && !(d == 0 && ksq == pos.square(strongSide) + 2 * push)) + return ScaleFactor(24); + else + return ScaleFactor(48); + } + + // When the pawn has moved to the 6th rank we can be fairly sure + // it's drawn if the bishop attacks the square in front of the + // pawn from a reasonable distance and the defending king is near + // the corner + if ( rk == RANK_6 + && distance(psq + 2 * push, ksq) <= 1 + && (PseudoAttacks[BISHOP][bsq] & (psq + push)) + && distance(bsq, psq) >= 2) + return ScaleFactor(8); + } -/// K, rook and two pawns vs K, rook and one pawn. There is only a single -/// pattern: If the stronger side has no passed pawns and the defending king -/// is actively placed, the position is drawish. + return SCALE_FACTOR_NONE; +} + +/// KRPP vs KRP. There is just a single rule: if the stronger side has no passed +/// pawns and the defending king is actively placed, the position is drawish. 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(verify_material(pos, strongSide, RookValueMg, 2)); + assert(verify_material(pos, weakSide, RookValueMg, 1)); - Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0]; - Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1]; - Square bksq = pos.king_square(weakerSide); + Square wpsq1 = pos.squares(strongSide)[0]; + Square wpsq2 = pos.squares(strongSide)[1]; + Square bksq = pos.square(weakSide); // Does the stronger side have a passed pawn? - if ( pos.pawn_is_passed(strongerSide, wpsq1) - || pos.pawn_is_passed(strongerSide, wpsq2)) + if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2)) return SCALE_FACTOR_NONE; - Rank r = std::max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2)); + Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2)); - if ( file_distance(bksq, wpsq1) <= 1 - && file_distance(bksq, wpsq2) <= 1 - && relative_rank(strongerSide, bksq) > r) + if ( distance(bksq, wpsq1) <= 1 + && distance(bksq, wpsq2) <= 1 + && relative_rank(strongSide, bksq) > r) { switch (r) { case RANK_2: return ScaleFactor(10); @@ -646,64 +618,48 @@ ScaleFactor Endgame::operator()(const Position& pos) const { 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(strongSide) == VALUE_ZERO); + assert(pos.count(strongSide) >= 2); + assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); - Square ksq = pos.king_square(weakerSide); - Bitboard pawns = pos.pieces(PAWN, strongerSide); + Square ksq = pos.square(weakSide); + Bitboard pawns = pos.pieces(strongSide, PAWN); + + // If all pawns are ahead of the king, on a single rook file and + // the king is within one file of the pawns, it's a draw. + if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq))) + && !((pawns & ~FileABB) && (pawns & ~FileHBB)) + && distance(ksq, lsb(pawns)) <= 1) + return SCALE_FACTOR_DRAW; - // 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)) - return SCALE_FACTOR_DRAW; - } - // Are all pawns on the 'h' file? - else if (!(pawns & ~FileHBB)) - { - // 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)) - return SCALE_FACTOR_DRAW; - } return SCALE_FACTOR_NONE; } -/// K, bishop and a pawn vs K and a bishop. There are two rules: If the defending -/// king is somewhere along the path of the pawn, and the square of the king is -/// not of the same color as the stronger side's bishop, it's a draw. If the two -/// bishops have opposite color, it's almost always a draw. +/// KBP vs KB. There are two rules: if the defending king is somewhere along the +/// path of the pawn, and the square of the king is not of the same color as the +/// stronger side's bishop, it's a draw. If the two bishops have opposite color, +/// it's almost always a draw. 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(verify_material(pos, strongSide, BishopValueMg, 1)); + assert(verify_material(pos, weakSide, BishopValueMg, 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); + Square pawnSq = pos.square(strongSide); + Square strongBishopSq = pos.square(strongSide); + Square weakBishopSq = pos.square(weakSide); + Square weakKingSq = pos.square(weakSide); // Case 1: Defending king blocks the pawn, and cannot be driven away - if ( file_of(weakerKingSq) == file_of(pawnSq) - && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && ( opposite_colors(weakerKingSq, strongerBishopSq) - || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) + if ( file_of(weakKingSq) == file_of(pawnSq) + && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) + && ( opposite_colors(weakKingSq, strongBishopSq) + || relative_rank(strongSide, weakKingSq) <= RANK_6)) return SCALE_FACTOR_DRAW; // Case 2: Opposite colored bishops - if (opposite_colors(strongerBishopSq, weakerBishopSq)) + if (opposite_colors(strongBishopSq, weakBishopSq)) { // We assume that the position is drawn in the following three situations: // @@ -715,17 +671,17 @@ ScaleFactor Endgame::operator()(const Position& pos) const { // These rules are probably not perfect, but in practice they work // reasonably well. - if (relative_rank(strongerSide, pawnSq) <= RANK_5) + if (relative_rank(strongSide, pawnSq) <= RANK_5) return SCALE_FACTOR_DRAW; else { - Bitboard path = squares_in_front_of(strongerSide, pawnSq); + Bitboard path = forward_bb(strongSide, pawnSq); - if (path & pos.pieces(KING, weakerSide)) + if (path & pos.pieces(weakSide, KING)) return SCALE_FACTOR_DRAW; - if ( (pos.attacks_from(weakerBishopSq) & path) - && square_distance(weakerBishopSq, pawnSq) >= 3) + if ( (pos.attacks_from(weakBishopSq) & path) + && distance(weakBishopSq, pawnSq) >= 3) return SCALE_FACTOR_DRAW; } } @@ -733,69 +689,64 @@ ScaleFactor Endgame::operator()(const Position& pos) const { } -/// K, bishop and two pawns vs K and bishop. It detects a few basic draws with -/// opposite-colored bishops. +/// KBPP vs KB. It detects a few basic draws with opposite-colored bishops 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(verify_material(pos, strongSide, BishopValueMg, 2)); + assert(verify_material(pos, weakSide, BishopValueMg, 0)); - Square wbsq = pos.piece_list(strongerSide, BISHOP)[0]; - Square bbsq = pos.piece_list(weakerSide, BISHOP)[0]; + Square wbsq = pos.square(strongSide); + Square bbsq = pos.square(weakSide); 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 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(strongerSide, psq1) > relative_rank(strongerSide, psq2)) + if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2)) { - blockSq1 = psq1 + pawn_push(strongerSide); + blockSq1 = psq1 + pawn_push(strongSide); blockSq2 = make_square(file_of(psq2), rank_of(psq1)); } else { - blockSq1 = psq2 + pawn_push(strongerSide); + blockSq1 = psq2 + pawn_push(strongSide); blockSq2 = make_square(file_of(psq1), rank_of(psq2)); } - switch (file_distance(psq1, psq2)) + switch (distance(psq1, psq2)) { case 0: - // Both pawns are on the same file. Easy draw if defender firmly controls - // some square in the frontmost pawn's path. + // Both pawns are on the same file. It's an easy draw if the defender firmly + // controls some square in the frontmost pawn's path. if ( file_of(ksq) == file_of(blockSq1) - && relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1) + && relative_rank(strongSide, ksq) >= relative_rank(strongSide, blockSq1) && opposite_colors(ksq, wbsq)) return SCALE_FACTOR_DRAW; else return SCALE_FACTOR_NONE; case 1: - // Pawns on neighboring 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. + // Pawns on adjacent files. It's a draw if the 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)) - || abs(r1 - r2) >= 2)) + || (pos.attacks_from(blockSq2) & pos.pieces(weakSide, BISHOP)) + || distance(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(weakSide, BISHOP)))) return SCALE_FACTOR_DRAW; else return SCALE_FACTOR_NONE; @@ -807,100 +758,90 @@ ScaleFactor Endgame::operator()(const Position& pos) const { } -/// K, bisop and a pawn vs K and knight. There is a single rule: If the defending -/// king is somewhere along the path of the pawn, and the square of the king is -/// not of the same color as the stronger side's bishop, it's a draw. +/// KBP vs KN. There is a single rule: If the defending king is somewhere along +/// the path of the pawn, and the square of the king is not of the same color as +/// the stronger side's bishop, it's a draw. 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); - - Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; - Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0]; - Square weakerKingSq = pos.king_square(weakerSide); - - if ( file_of(weakerKingSq) == file_of(pawnSq) - && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && ( opposite_colors(weakerKingSq, strongerBishopSq) - || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) + assert(verify_material(pos, strongSide, BishopValueMg, 1)); + assert(verify_material(pos, weakSide, KnightValueMg, 0)); + + Square pawnSq = pos.square(strongSide); + Square strongBishopSq = pos.square(strongSide); + Square weakKingSq = pos.square(weakSide); + + if ( file_of(weakKingSq) == file_of(pawnSq) + && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) + && ( opposite_colors(weakKingSq, strongBishopSq) + || relative_rank(strongSide, weakKingSq) <= RANK_6)) return SCALE_FACTOR_DRAW; return SCALE_FACTOR_NONE; } -/// K, knight and a pawn vs K. There is a single rule: If the pawn is a rook pawn -/// on the 7th rank and the defending king prevents the pawn from advancing, the -/// position is drawn. +/// KNP vs K. There is a single rule: if the pawn is a rook pawn on the 7th rank +/// and the defending king prevents the pawn from advancing, the position is drawn. 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(verify_material(pos, strongSide, KnightValueMg, 1)); + assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); - Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; - Square weakerKingSq = pos.king_square(weakerSide); + // Assume strongSide is white and the pawn is on files A-D + Square pawnSq = normalize(pos, strongSide, pos.square(strongSide)); + Square weakKingSq = normalize(pos, strongSide, pos.square(weakSide)); - if ( pawnSq == relative_square(strongerSide, SQ_A7) - && square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1) + if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1) return SCALE_FACTOR_DRAW; - if ( pawnSq == relative_square(strongerSide, SQ_H7) - && square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1) - return SCALE_FACTOR_DRAW; + return SCALE_FACTOR_NONE; +} + + +/// KNP vs KB. If knight can block bishop from taking pawn, it's a win. +/// Otherwise the position is drawn. +template<> +ScaleFactor Endgame::operator()(const Position& pos) const { + + Square pawnSq = pos.square(strongSide); + Square bishopSq = pos.square(weakSide); + Square weakKingSq = pos.square(weakSide); + + // 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(strongSide, pawnSq) & pos.attacks_from(bishopSq)) + return ScaleFactor(distance(weakKingSq, 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 -/// is when the stronger side's pawn is far advanced and not on a rook file; in -/// this case it is often possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). +/// KP vs KP. 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, it probably +/// has at least a draw with the pawn as well. The exception is when the stronger +/// side's pawn is far advanced and not on a rook file; in this case it is often +/// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). 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); - - 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(); + assert(verify_material(pos, strongSide, VALUE_ZERO, 1)); + assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); - if (strongerSide == BLACK) - { - wksq = flip(wksq); - bksq = flip(bksq); - wpsq = flip(wpsq); - stm = flip(stm); - } + // Assume strongSide is white and the pawn is on files A-D + Square wksq = normalize(pos, strongSide, pos.square(strongSide)); + Square bksq = normalize(pos, strongSide, pos.square(weakSide)); + Square psq = normalize(pos, strongSide, pos.square(strongSide)); - if (file_of(wpsq) >= FILE_E) - { - wksq = mirror(wksq); - bksq = mirror(bksq); - wpsq = mirror(wpsq); - } + Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; // If the pawn has advanced to the fifth rank or further, and is not a // rook pawn, it's too dangerous to assume that it's at least a draw. - if ( rank_of(wpsq) >= RANK_5 - && file_of(wpsq) != FILE_A) + if (rank_of(psq) >= RANK_5 && file_of(psq) != FILE_A) return SCALE_FACTOR_NONE; // 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(wksq, psq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW; }