X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=f59456bdc5adfe6d7c0954ef3bd182e4ee65ad81;hp=bc9b75eaabb84301abe4b7e344a9577cd20b77ff;hb=83631c89cec7f1afd8b97a3e676cd0c12a4e8633;hpb=049139d025b26a9fbc9cf87f51b578a4fab447cf diff --git a/src/endgame.cpp b/src/endgame.cpp index bc9b75ea..f59456bd 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) 2008-2009 Marco Costalba + Copyright (C) 2008-2010 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 @@ -104,7 +104,7 @@ namespace { /// 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 EvaluationFunction::apply(const Position& pos) { +Value EvaluationFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == Value(0)); assert(pos.piece_count(weakerSide, PAWN) == Value(0)); @@ -130,7 +130,7 @@ Value EvaluationFunction::apply(const Position& pos) { /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the /// defending king towards a corner square of the right color. template<> -Value EvaluationFunction::apply(const Position& pos) { +Value EvaluationFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == Value(0)); assert(pos.piece_count(weakerSide, PAWN) == Value(0)); @@ -159,7 +159,7 @@ Value EvaluationFunction::apply(const Position& pos) { /// KP vs K. This endgame is evaluated with the help of a bitbase. template<> -Value EvaluationFunction::apply(const Position& pos) { +Value EvaluationFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == Value(0)); assert(pos.non_pawn_material(weakerSide) == Value(0)); @@ -207,7 +207,7 @@ Value EvaluationFunction::apply(const Position& pos) { /// far advanced with support of the king, while the attacking king is far /// away. template<> -Value EvaluationFunction::apply(const Position& pos) { +Value EvaluationFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -264,7 +264,7 @@ Value EvaluationFunction::apply(const Position& pos) { /// KR vs KB. This is very simple, and always returns drawish scores. The /// score is slightly bigger when the defending king is close to the edge. template<> -Value EvaluationFunction::apply(const Position& pos) { +Value EvaluationFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -280,7 +280,7 @@ Value EvaluationFunction::apply(const Position& pos) { /// 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 EvaluationFunction::apply(const Position& pos) { +Value EvaluationFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -304,7 +304,7 @@ Value EvaluationFunction::apply(const Position& pos) { /// for the defending side in the search, this is usually sufficient to be /// able to win KQ vs KR. template<> -Value EvaluationFunction::apply(const Position& pos) { +Value EvaluationFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -323,7 +323,7 @@ Value EvaluationFunction::apply(const Position& pos) { } template<> -Value EvaluationFunction::apply(const Position& pos) { +Value EvaluationFunction::apply(const Position& pos) const { assert(pos.piece_count(strongerSide, BISHOP) == 2); assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame); @@ -343,7 +343,7 @@ Value EvaluationFunction::apply(const Position& pos) { result += Value(square_distance(bksq, nsq) * 32); // Bonus for restricting the knight's mobility - result += Value((8 - count_1s_max_15(pos.piece_attacks(nsq))) * 8); + result += Value((8 - count_1s_max_15(pos.attacks_from(nsq))) * 8); return (strongerSide == pos.side_to_move() ? result : -result); } @@ -352,12 +352,12 @@ Value EvaluationFunction::apply(const Position& pos) { /// K and two minors vs K and one or two minors or K and two knights against /// king alone are always draw. template<> -Value EvaluationFunction::apply(const Position&) { +Value EvaluationFunction::apply(const Position&) const { return Value(0); } template<> -Value EvaluationFunction::apply(const Position&) { +Value EvaluationFunction::apply(const Position&) const { return Value(0); } @@ -367,7 +367,7 @@ Value EvaluationFunction::apply(const Position&) { /// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -421,7 +421,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { /// It tests for fortress draws with a rook on the third rank defended by /// a pawn. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, QUEEN) == 1); @@ -434,10 +434,10 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4 && (pos.pieces(ROOK, weakerSide) & relative_rank_bb(weakerSide, RANK_3)) && (pos.pieces(PAWN, weakerSide) & relative_rank_bb(weakerSide, RANK_2)) - && (pos.piece_attacks(kingSq) & pos.pieces(PAWN, weakerSide))) + && (pos.attacks_from(kingSq) & pos.pieces(PAWN, weakerSide))) { Square rsq = pos.piece_list(weakerSide, ROOK, 0); - if (pos.pawn_attacks(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) + if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) return ScaleFactor(0); } return SCALE_FACTOR_NONE; @@ -452,7 +452,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { /// 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. template<> -ScaleFactor ScalingFunction::apply(const Position &pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 1); @@ -570,7 +570,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { /// single pattern: If the stronger side has no pawns and the defending king /// is actively placed, the position is drawish. template<> -ScaleFactor ScalingFunction::apply(const Position &pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 2); @@ -609,7 +609,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { /// against king. There is just a single rule here: If all pawns are on /// the same rook file and are blocked by the defending king, it's a draw. template<> -ScaleFactor ScalingFunction::apply(const Position &pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == Value(0)); assert(pos.piece_count(strongerSide, PAWN) >= 2); @@ -655,7 +655,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { /// it's a draw. If the two bishops have opposite color, it's almost always /// a draw. template<> -ScaleFactor ScalingFunction::apply(const Position &pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -696,7 +696,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { Bitboard ray = ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S); if (ray & pos.pieces(KING, weakerSide)) return ScaleFactor(0); - if( (pos.piece_attacks(weakerBishopSq) & ray) + if( (pos.attacks_from(weakerBishopSq) & ray) && square_distance(weakerBishopSq, pawnSq) >= 3) return ScaleFactor(0); } @@ -708,7 +708,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { /// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic /// draws with opposite-colored bishops. template<> -ScaleFactor ScalingFunction::apply(const Position& pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -761,13 +761,13 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { if ( ksq == blockSq1 && square_color(ksq) != square_color(wbsq) && ( bbsq == blockSq2 - || (pos.piece_attacks(blockSq2) & pos.pieces(BISHOP, weakerSide)) + || (pos.attacks_from(blockSq2) & pos.pieces(BISHOP, weakerSide)) || rank_distance(r1, r2) >= 2)) return ScaleFactor(0); else if ( ksq == blockSq2 && square_color(ksq) != square_color(wbsq) && ( bbsq == blockSq1 - || (pos.piece_attacks(blockSq1) & pos.pieces(BISHOP, weakerSide)))) + || (pos.attacks_from(blockSq1) & pos.pieces(BISHOP, weakerSide)))) return ScaleFactor(0); else return SCALE_FACTOR_NONE; @@ -784,7 +784,7 @@ ScaleFactor ScalingFunction::apply(const Position& pos) { /// square of the king is not of the same color as the stronger side's bishop, /// it's a draw. template<> -ScaleFactor ScalingFunction::apply(const Position &pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -811,7 +811,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { /// 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 ScalingFunction::apply(const Position &pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame); assert(pos.piece_count(strongerSide, KNIGHT) == 1); @@ -841,7 +841,7 @@ ScaleFactor ScalingFunction::apply(const Position &pos) { /// 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 ScalingFunction::apply(const Position &pos) { +ScaleFactor ScalingFunction::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == Value(0)); assert(pos.non_pawn_material(weakerSide) == Value(0));