X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=f6e4fd3f7adfec53cff96a13944c3fa5721296b9;hp=366a02d1137458b80085034af0577b4a82903e18;hb=cc8e915ed5fa95fc9cde500e7aac3c4dfe7d2daa;hpb=f036239521fe4f6afb7e8cbc51d860ffa476f6bd diff --git a/src/endgame.cpp b/src/endgame.cpp index 366a02d1..f6e4fd3f 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -1,17 +1,18 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) + Copyright (C) 2008 Marco Costalba - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - - Glaurung is distributed in the hope that it will be useful, + + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. - + You should have received a copy of the GNU General Public License along with this program. If not, see . */ @@ -33,72 +34,33 @@ /// Evaluation functions -// Generic "mate lone king" eval: -KXKEvaluationFunction EvaluateKXK = KXKEvaluationFunction(WHITE); -KXKEvaluationFunction EvaluateKKX = KXKEvaluationFunction(BLACK); - -// KBN vs K: -KBNKEvaluationFunction EvaluateKBNK = KBNKEvaluationFunction(WHITE); -KBNKEvaluationFunction EvaluateKKBN = KBNKEvaluationFunction(BLACK); - -// KP vs K: -KPKEvaluationFunction EvaluateKPK = KPKEvaluationFunction(WHITE); -KPKEvaluationFunction EvaluateKKP = KPKEvaluationFunction(BLACK); +// Generic "mate lone king" eval +EvaluationFunction EvaluateKXK(WHITE), EvaluateKKX(BLACK); -// KR vs KP: -KRKPEvaluationFunction EvaluateKRKP = KRKPEvaluationFunction(WHITE); -KRKPEvaluationFunction EvaluateKPKR = KRKPEvaluationFunction(BLACK); +// K and two minors vs K and one or two minors +EvaluationFunction EvaluateKmmKm(WHITE); -// KR vs KB: -KRKBEvaluationFunction EvaluateKRKB = KRKBEvaluationFunction(WHITE); -KRKBEvaluationFunction EvaluateKBKR = KRKBEvaluationFunction(BLACK); - -// KR vs KN: -KRKNEvaluationFunction EvaluateKRKN = KRKNEvaluationFunction(WHITE); -KRKNEvaluationFunction EvaluateKNKR = KRKNEvaluationFunction(BLACK); - -// KQ vs KR: -KQKREvaluationFunction EvaluateKQKR = KQKREvaluationFunction(WHITE); -KQKREvaluationFunction EvaluateKRKQ = KQKREvaluationFunction(BLACK); +EvaluationFunction EvaluateKBNK(WHITE), EvaluateKKBN(BLACK); // KBN vs K +EvaluationFunction EvaluateKPK(WHITE), EvaluateKKP(BLACK); // KP vs K +EvaluationFunction EvaluateKRKP(WHITE), EvaluateKPKR(BLACK); // KR vs KP +EvaluationFunction EvaluateKRKB(WHITE), EvaluateKBKR(BLACK); // KR vs KB +EvaluationFunction EvaluateKRKN(WHITE), EvaluateKNKR(BLACK); // KR vs KN +EvaluationFunction EvaluateKQKR(WHITE), EvaluateKRKQ(BLACK); // KQ vs KR +EvaluationFunction EvaluateKBBKN(WHITE), EvaluateKNKBB(BLACK); // KBB vs KN /// Scaling functions -// KBP vs K: -KBPKScalingFunction ScaleKBPK = KBPKScalingFunction(WHITE); -KBPKScalingFunction ScaleKKBP = KBPKScalingFunction(BLACK); - -// KQ vs KRP: -KQKRPScalingFunction ScaleKQKRP = KQKRPScalingFunction(WHITE); -KQKRPScalingFunction ScaleKRPKQ = KQKRPScalingFunction(BLACK); - -// KRP vs KR: -KRPKRScalingFunction ScaleKRPKR = KRPKRScalingFunction(WHITE); -KRPKRScalingFunction ScaleKRKRP = KRPKRScalingFunction(BLACK); - -// KRPP vs KRP: -KRPPKRPScalingFunction ScaleKRPPKRP = KRPPKRPScalingFunction(WHITE); -KRPPKRPScalingFunction ScaleKRPKRPP = KRPPKRPScalingFunction(BLACK); - -// King and pawns vs king: -KPsKScalingFunction ScaleKPsK = KPsKScalingFunction(WHITE); -KPsKScalingFunction ScaleKKPs = KPsKScalingFunction(BLACK); - -// KBP vs KB: -KBPKBScalingFunction ScaleKBPKB = KBPKBScalingFunction(WHITE); -KBPKBScalingFunction ScaleKBKBP = KBPKBScalingFunction(BLACK); - -// KBP vs KN: -KBPKNScalingFunction ScaleKBPKN = KBPKNScalingFunction(WHITE); -KBPKNScalingFunction ScaleKNKBP = KBPKNScalingFunction(BLACK); - -// KNP vs K: -KNPKScalingFunction ScaleKNPK = KNPKScalingFunction(WHITE); -KNPKScalingFunction ScaleKKNP = KNPKScalingFunction(BLACK); - -// KPKP -KPKPScalingFunction ScaleKPKPw = KPKPScalingFunction(WHITE); -KPKPScalingFunction ScaleKPKPb = KPKPScalingFunction(BLACK); +ScalingFunction ScaleKBPK(WHITE), ScaleKKBP(BLACK); // KBP vs K +ScalingFunction ScaleKQKRP(WHITE), ScaleKRPKQ(BLACK); // KQ vs KRP +ScalingFunction ScaleKRPKR(WHITE), ScaleKRKRP(BLACK); // KRP vs KR +ScalingFunction ScaleKRPPKRP(WHITE), ScaleKRPKRPP(BLACK); // KRPP vs KRP +ScalingFunction ScaleKPsK(WHITE), ScaleKKPs(BLACK); // King and pawns vs king +ScalingFunction ScaleKBPKB(WHITE), ScaleKBKBP(BLACK); // KBP vs KB +ScalingFunction ScaleKBPPKB(WHITE), ScaleKBKBPP(BLACK); // KBPP vs KB +ScalingFunction ScaleKBPKN(WHITE), ScaleKNKBP(BLACK); // KBP vs KN +ScalingFunction ScaleKNPK(WHITE), ScaleKKNP(BLACK); // KNP vs K +ScalingFunction ScaleKPKPw(WHITE), ScaleKPKPb(BLACK); // KPKP //// @@ -108,20 +70,20 @@ KPKPScalingFunction ScaleKPKPb = KPKPScalingFunction(BLACK); namespace { // Table used to drive the defending king towards the edge of the board - // in KX vs K and KQ vs KR endgames: + // in KX vs K and KQ vs KR endgames. const uint8_t MateTable[64] = { 100, 90, 80, 70, 70, 80, 90, 100, - 90, 70, 60, 50, 50, 60, 70, 90, - 80, 60, 40, 30, 30, 40, 60, 80, - 70, 50, 30, 20, 20, 30, 50, 70, - 70, 50, 30, 20, 20, 30, 50, 70, - 80, 60, 40, 30, 30, 40, 60, 80, - 90, 70, 60, 50, 50, 60, 70, 90, + 90, 70, 60, 50, 50, 60, 70, 90, + 80, 60, 40, 30, 30, 40, 60, 80, + 70, 50, 30, 20, 20, 30, 50, 70, + 70, 50, 30, 20, 20, 30, 50, 70, + 80, 60, 40, 30, 30, 40, 60, 80, + 90, 70, 60, 50, 50, 60, 70, 90, 100, 90, 80, 70, 70, 80, 90, 100, }; // Table used to drive the defending king towards a corner square of the - // right color in KBN vs K endgames: + // right color in KBN vs K endgames. const uint8_t KBNKMateTable[64] = { 200, 190, 180, 170, 160, 150, 140, 130, 190, 180, 170, 160, 150, 140, 130, 140, @@ -134,18 +96,17 @@ namespace { }; // 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}; + // the two kings in basic endgames. + const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; - // Bitbase for KP vs K: + // Bitbase for KP vs K uint8_t KPKBitbase[24576]; // Penalty for big distance between king and knight for the defending king - // and knight in KR vs KN endgames: + // and knight in KR vs KN endgames. const int KRKNKingKnightDistancePenalty[8] = { 0, 0, 4, 10, 20, 32, 48, 70 }; - // Various inline functions for accessing the above arrays: - + // Various inline functions for accessing the above arrays inline Value mate_table(Square s) { return Value(MateTable[s]); } @@ -162,233 +123,207 @@ namespace { return Value(KRKNKingKnightDistancePenalty[d]); } - // Function for probing the KP vs K bitbase: + // Function for probing the KP vs K bitbase int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm); } - + //// //// Functions //// -/// Constructors - -EndgameEvaluationFunction::EndgameEvaluationFunction(Color c) { - strongerSide = c; - weakerSide = opposite_color(strongerSide); -} - -KXKEvaluationFunction::KXKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { } -KBNKEvaluationFunction::KBNKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { } -KPKEvaluationFunction::KPKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { } -KRKPEvaluationFunction::KRKPEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { } -KRKBEvaluationFunction::KRKBEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { } -KRKNEvaluationFunction::KRKNEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { } -KQKREvaluationFunction::KQKREvaluationFunction(Color c) : EndgameEvaluationFunction(c) { } - - -ScalingFunction::ScalingFunction(Color c) { - strongerSide = c; - weakerSide = opposite_color(c); -} - -KBPKScalingFunction::KBPKScalingFunction(Color c) : ScalingFunction(c) { } -KQKRPScalingFunction::KQKRPScalingFunction(Color c) : ScalingFunction(c) { } -KRPKRScalingFunction::KRPKRScalingFunction(Color c) : ScalingFunction(c) { } -KRPPKRPScalingFunction::KRPPKRPScalingFunction(Color c) : ScalingFunction(c) { } -KPsKScalingFunction::KPsKScalingFunction(Color c) : ScalingFunction(c) { } -KBPKBScalingFunction::KBPKBScalingFunction(Color c) : ScalingFunction(c) { } -KBPKNScalingFunction::KBPKNScalingFunction(Color c) : ScalingFunction(c) { } -KNPKScalingFunction::KNPKScalingFunction(Color c) : ScalingFunction(c) { } -KPKPScalingFunction::KPKPScalingFunction(Color c) : ScalingFunction(c) { } - - -/// 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 +/// Mate with KX vs K. This function is used to evaluate positions with +/// King and plenty of material vs a lone king. It simply gives the /// attacking side a bonus for driving the defending king towards the edge /// of the board, and for keeping the distance between the two kings small. - -Value KXKEvaluationFunction::apply(const Position &pos) { +template<> +Value EvaluationFunction::apply(const Position& pos) { assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.pawn_count(weakerSide) == Value(0)); + assert(pos.piece_count(weakerSide, PAWN) == Value(0)); Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); - Value result = - pos.non_pawn_material(strongerSide) + - pos.pawn_count(strongerSide) * PawnValueEndgame + - mate_table(loserKSq) + - distance_bonus(square_distance(winnerKSq, loserKSq)); + Value result = pos.non_pawn_material(strongerSide) + + pos.piece_count(strongerSide, PAWN) * PawnValueEndgame + + mate_table(loserKSq) + + distance_bonus(square_distance(winnerKSq, loserKSq)); - if(pos.queen_count(strongerSide) > 0 || pos.rook_count(strongerSide) > 0 || - pos.bishop_count(strongerSide) > 1) - // TODO: check for two equal-colored bishops! - result += VALUE_KNOWN_WIN; + if ( pos.piece_count(strongerSide, QUEEN) > 0 + || pos.piece_count(strongerSide, ROOK) > 0 + || pos.piece_count(strongerSide, BISHOP) > 1) + // TODO: check for two equal-colored bishops! + result += VALUE_KNOWN_WIN; - return (strongerSide == pos.side_to_move())? result : -result; + return (strongerSide == pos.side_to_move() ? result : -result); } -/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the +/// 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. - -Value KBNKEvaluationFunction::apply(const Position &pos) { +template<> +Value EvaluationFunction::apply(const Position& pos) { assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.pawn_count(weakerSide) == Value(0)); - assert(pos.non_pawn_material(strongerSide) == - KnightValueMidgame + BishopValueMidgame); - assert(pos.bishop_count(strongerSide) == 1); - assert(pos.knight_count(strongerSide) == 1); - assert(pos.pawn_count(strongerSide) == 0); + assert(pos.piece_count(weakerSide, PAWN) == Value(0)); + 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.bishop_list(strongerSide, 0); + Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0); - if(square_color(bishopSquare) == BLACK) { - winnerKSq = flop_square(winnerKSq); - loserKSq = flop_square(loserKSq); + if (square_color(bishopSquare) == BLACK) + { + winnerKSq = flop_square(winnerKSq); + loserKSq = flop_square(loserKSq); } - Value result = - VALUE_KNOWN_WIN + distance_bonus(square_distance(winnerKSq, loserKSq)) + - kbnk_mate_table(loserKSq); + Value result = VALUE_KNOWN_WIN + + distance_bonus(square_distance(winnerKSq, loserKSq)) + + kbnk_mate_table(loserKSq); - return (strongerSide == pos.side_to_move())? result : -result; + return (strongerSide == pos.side_to_move() ? result : -result); } -/// KP vs K. This endgame is evaluated with the help of a bitbase. - -Value KPKEvaluationFunction::apply(const Position &pos) { +/// KP vs K. This endgame is evaluated with the help of a bitbase. +template<> +Value EvaluationFunction::apply(const Position& pos) { assert(pos.non_pawn_material(strongerSide) == Value(0)); assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.pawn_count(strongerSide) == 1); - assert(pos.pawn_count(weakerSide) == 0); - + assert(pos.piece_count(strongerSide, PAWN) == 1); + assert(pos.piece_count(weakerSide, PAWN) == 0); + Square wksq, bksq, wpsq; Color stm; - if(strongerSide == WHITE) { - wksq = pos.king_square(WHITE); - bksq = pos.king_square(BLACK); - wpsq = pos.pawn_list(WHITE, 0); - stm = pos.side_to_move(); + 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_square(pos.king_square(BLACK)); - bksq = flip_square(pos.king_square(WHITE)); - wpsq = flip_square(pos.pawn_list(BLACK, 0)); - stm = opposite_color(pos.side_to_move()); + else + { + wksq = flip_square(pos.king_square(BLACK)); + bksq = flip_square(pos.king_square(WHITE)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); + stm = opposite_color(pos.side_to_move()); } - if(square_file(wpsq) >= FILE_E) { + if (square_file(wpsq) >= FILE_E) + { wksq = flop_square(wksq); bksq = flop_square(bksq); wpsq = flop_square(wpsq); } - if(probe_kpk(wksq, wpsq, bksq, stm)) { - Value result = - VALUE_KNOWN_WIN + PawnValueEndgame + Value(square_rank(wpsq)); - return (strongerSide == pos.side_to_move())? result : -result; - } + if (!probe_kpk(wksq, wpsq, bksq, stm)) + return VALUE_DRAW; - return VALUE_DRAW; + Value result = VALUE_KNOWN_WIN + + PawnValueEndgame + + Value(square_rank(wpsq)); + + return (strongerSide == pos.side_to_move() ? result : -result); } -/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without -/// a bitbase. The function below returns drawish scores when the pawn is +/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without +/// a bitbase. The function below returns drawish scores when the pawn is /// far advanced with support of the king, while the attacking king is far /// away. - -Value KRKPEvaluationFunction::apply(const Position &pos) { +template<> +Value EvaluationFunction::apply(const Position& pos) { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.pawn_count(strongerSide) == 0); + assert(pos.piece_count(strongerSide, PAWN) == 0); assert(pos.non_pawn_material(weakerSide) == 0); - assert(pos.pawn_count(weakerSide) == 1); + assert(pos.piece_count(weakerSide, PAWN) == 1); Square wksq, wrsq, bksq, bpsq; int tempo = (pos.side_to_move() == strongerSide); wksq = pos.king_square(strongerSide); - wrsq = pos.rook_list(strongerSide, 0); + wrsq = pos.piece_list(strongerSide, ROOK, 0); bksq = pos.king_square(weakerSide); - bpsq = pos.pawn_list(weakerSide, 0); - - if(strongerSide == BLACK) { - wksq = flip_square(wksq); - wrsq = flip_square(wrsq); - bksq = flip_square(bksq); - bpsq = flip_square(bpsq); + bpsq = pos.piece_list(weakerSide, PAWN, 0); + + if (strongerSide == BLACK) + { + wksq = flip_square(wksq); + wrsq = flip_square(wrsq); + bksq = flip_square(bksq); + bpsq = flip_square(bpsq); } Square queeningSq = make_square(square_file(bpsq), RANK_1); Value result; - // If the stronger side's king is in front of the pawn, it's a win: - if(wksq < bpsq && square_file(wksq) == square_file(bpsq)) - result = RookValueEndgame - Value(square_distance(wksq, bpsq)); + // If the stronger side's king is in front of the pawn, it's a win + if (wksq < bpsq && square_file(wksq) == square_file(bpsq)) + result = RookValueEndgame - 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)); + // 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)); // If the pawn is far advanced and supported by the defending king, - // the position is drawish: - else if(square_rank(bksq) <= RANK_3 && square_distance(bksq, bpsq) == 1 && - square_rank(wksq) >= RANK_4 && - square_distance(wksq, bpsq) - tempo > 2) - result = Value(80 - square_distance(wksq, bpsq) * 8); + // the position is drawish + else if ( square_rank(bksq) <= RANK_3 + && square_distance(bksq, bpsq) == 1 + && square_rank(wksq) >= RANK_4 + && square_distance(wksq, bpsq) - tempo > 2) + result = Value(80 - square_distance(wksq, bpsq) * 8); 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) + - Value(square_distance(wksq, bpsq + DELTA_S) * 8) + + Value(square_distance(bksq, bpsq + DELTA_S) * 8) + + Value(square_distance(bpsq, queeningSq) * 8); - return (strongerSide == pos.side_to_move())? result : -result; + return (strongerSide == pos.side_to_move() ? result : -result); } -/// KR vs KB. This is very simple, and always returns drawish scores. The +/// 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. - -Value KRKBEvaluationFunction::apply(const Position &pos) { +template<> +Value EvaluationFunction::apply(const Position& pos) { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.pawn_count(strongerSide) == 0); + assert(pos.piece_count(strongerSide, PAWN) == 0); assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame); - assert(pos.pawn_count(weakerSide) == 0); - assert(pos.bishop_count(weakerSide) == 1); + assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.piece_count(weakerSide, BISHOP) == 1); Value result = mate_table(pos.king_square(weakerSide)); - return (pos.side_to_move() == strongerSide)? result : -result; + return (pos.side_to_move() == strongerSide ? result : -result); } /// 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. - -Value KRKNEvaluationFunction::apply(const Position &pos) { +template<> +Value EvaluationFunction::apply(const Position& pos) { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.pawn_count(strongerSide) == 0); + assert(pos.piece_count(strongerSide, PAWN) == 0); assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame); - assert(pos.pawn_count(weakerSide) == 0); - assert(pos.knight_count(weakerSide) == 1); + assert(pos.piece_count(weakerSide, PAWN) == 0); + assert(pos.piece_count(weakerSide, KNIGHT) == 1); Square defendingKSq = pos.king_square(weakerSide); - Square nSq = pos.knight_list(weakerSide, 0); + Square nSq = pos.piece_list(weakerSide, KNIGHT, 0); Value result = Value(10) + mate_table(defendingKSq) + krkn_king_knight_distance_penalty(square_distance(defendingKSq, nSq)); @@ -402,71 +337,108 @@ Value KRKNEvaluationFunction::apply(const Position &pos) { /// 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. +template<> +Value EvaluationFunction::apply(const Position& pos) { -Value KQKREvaluationFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); - assert(pos.pawn_count(strongerSide) == 0); + assert(pos.piece_count(strongerSide, PAWN) == 0); assert(pos.non_pawn_material(weakerSide) == RookValueMidgame); - assert(pos.pawn_count(weakerSide) == 0); + assert(pos.piece_count(weakerSide, PAWN) == 0); Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); - - Value result = QueenValueEndgame - RookValueEndgame + - mate_table(loserKSq) + distance_bonus(square_distance(winnerKSq, loserKSq)); + + Value result = QueenValueEndgame + - RookValueEndgame + + mate_table(loserKSq) + + distance_bonus(square_distance(winnerKSq, loserKSq)); return (strongerSide == pos.side_to_move())? result : -result; } +template<> +Value EvaluationFunction::apply(const Position& pos) { + + 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.pawns() == EmptyBoardBB); + + Value result = BishopValueEndgame; + Square wksq = pos.king_square(strongerSide); + Square bksq = pos.king_square(weakerSide); + Square nsq = pos.piece_list(weakerSide, KNIGHT, 0); + + // Bonus for attacking king close to defending king + result += distance_bonus(square_distance(wksq, bksq)); + + // Bonus for driving the defending king and knight apart + 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); + + return (strongerSide == pos.side_to_move() ? result : -result); +} + +template<> +Value EvaluationFunction::apply(const Position &pos) { + return Value(0); +} + /// KBPKScalingFunction scales endgames where the stronger side has king, -/// bishop and one or more pawns. It checks for draws with rook pawns and a -/// bishop of the wrong color. If such a draw is detected, ScaleFactor(0) is -/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling +/// bishop and one or more pawns. It checks for draws with rook pawns and a +/// bishop of the wrong color. If such a draw is detected, ScaleFactor(0) is +/// 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 KBPKScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); - assert(pos.bishop_count(strongerSide) == 1); - assert(pos.pawn_count(strongerSide) >= 1); + assert(pos.piece_count(strongerSide, BISHOP) == 1); + assert(pos.piece_count(strongerSide, PAWN) >= 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.pawns(strongerSide); - File pawnFile = square_file(pos.pawn_list(strongerSide, 0)); - - if((pawnFile == FILE_A || pawnFile == FILE_H) && - (pawns & ~file_bb(pawnFile)) == EmptyBoardBB) { - // All pawns are on a single rook file. - - Square bishopSq = pos.bishop_list(strongerSide, 0); - Square queeningSq = - relative_square(strongerSide, make_square(pawnFile, RANK_8)); - Square kingSq = pos.king_square(weakerSide); - - if(square_color(queeningSq) != square_color(bishopSq) && - file_distance(square_file(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 - // frontmost pawn: - - Rank rank; - if(strongerSide == WHITE) { - for(rank = RANK_7; (rank_bb(rank) & pawns) == EmptyBoardBB; rank--); - assert(rank >= RANK_2 && rank <= RANK_7); - } - else { - for(rank = RANK_2; (rank_bb(rank) & pawns) == EmptyBoardBB; rank++); - rank = Rank(rank^7); // HACK - assert(rank >= RANK_2 && rank <= RANK_7); + File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0)); + + // All pawns are on a single rook file ? + if ( (pawnFile == FILE_A || pawnFile == FILE_H) + && (pawns & ~file_bb(pawnFile)) == EmptyBoardBB) + { + Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0); + Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8)); + Square kingSq = pos.king_square(weakerSide); + + if ( square_color(queeningSq) != square_color(bishopSq) + && file_distance(square_file(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 + // frontmost pawn. + + Rank rank; + if (strongerSide == WHITE) + { + for (rank = RANK_7; (rank_bb(rank) & pawns) == EmptyBoardBB; rank--) {} + assert(rank >= RANK_2 && rank <= RANK_7); + } + else + { + for(rank = RANK_2; (rank_bb(rank) & pawns) == EmptyBoardBB; 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) + return ScaleFactor(0); } - // 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) - return ScaleFactor(0); - } } return SCALE_FACTOR_NONE; } @@ -476,63 +448,68 @@ ScaleFactor KBPKScalingFunction::apply(const Position &pos) { /// king and queen, while the weaker side has at least a rook and a pawn. /// It tests for fortress draws with a rook on the third rank defended by /// a pawn. +template<> +ScaleFactor ScalingFunction::apply(const Position& pos) { -ScaleFactor KQKRPScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); - assert(pos.queen_count(strongerSide) == 1); - assert(pos.pawn_count(strongerSide) == 0); - assert(pos.rook_count(weakerSide) == 1); - assert(pos.pawn_count(weakerSide) >= 1); + 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.rooks(weakerSide) & relative_rank_bb(weakerSide, RANK_3)) && - (pos.pawns(weakerSide) & relative_rank_bb(weakerSide, RANK_2)) && - (pos.piece_attacks(kingSq) & pos.pawns(weakerSide))) { - Square rsq = pos.rook_list(weakerSide, 0); - if(pos.pawn_attacks(strongerSide, rsq) & pos.pawns(weakerSide)) - return ScaleFactor(0); + if ( relative_rank(weakerSide, kingSq) <= RANK_2 + && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4 + && (pos.rooks(weakerSide) & relative_rank_bb(weakerSide, RANK_3)) + && (pos.pawns(weakerSide) & relative_rank_bb(weakerSide, RANK_2)) + && (pos.piece_attacks(kingSq) & pos.pawns(weakerSide))) + { + Square rsq = pos.piece_list(weakerSide, ROOK, 0); + if (pos.pawn_attacks(strongerSide, rsq) & pos.pawns(weakerSide)) + return ScaleFactor(0); } return SCALE_FACTOR_NONE; } -/// KRPKRScalingFunction scales KRP vs KR endgames. This function knows a +/// KRPKRScalingFunction scales KRP vs KR endgames. 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 +/// 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. +template<> +ScaleFactor ScalingFunction::apply(const Position &pos) { -ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.pawn_count(strongerSide) == 1); + assert(pos.piece_count(strongerSide, PAWN) == 1); assert(pos.non_pawn_material(weakerSide) == RookValueMidgame); - assert(pos.pawn_count(weakerSide) == 0); + assert(pos.piece_count(weakerSide, PAWN) == 0); Square wksq = pos.king_square(strongerSide); - Square wrsq = pos.rook_list(strongerSide, 0); - Square wpsq = pos.pawn_list(strongerSide, 0); + Square wrsq = pos.piece_list(strongerSide, ROOK, 0); + Square wpsq = pos.piece_list(strongerSide, PAWN, 0); Square bksq = pos.king_square(weakerSide); - Square brsq = pos.rook_list(weakerSide, 0); + Square brsq = pos.piece_list(weakerSide, ROOK, 0); // Orient the board in such a way that the stronger side is white, and the - // pawn is on the left half of the board: - if(strongerSide == BLACK) { - wksq = flip_square(wksq); - wrsq = flip_square(wrsq); - wpsq = flip_square(wpsq); - bksq = flip_square(bksq); - brsq = flip_square(brsq); + // pawn is on the left half of the board. + if (strongerSide == BLACK) + { + wksq = flip_square(wksq); + wrsq = flip_square(wrsq); + wpsq = flip_square(wpsq); + bksq = flip_square(bksq); + brsq = flip_square(brsq); } - if(square_file(wpsq) > FILE_D) { - wksq = flop_square(wksq); - wrsq = flop_square(wrsq); - wpsq = flop_square(wpsq); - bksq = flop_square(bksq); - brsq = flop_square(brsq); + if (square_file(wpsq) > FILE_D) + { + wksq = flop_square(wksq); + wrsq = flop_square(wrsq); + wpsq = flop_square(wpsq); + bksq = flop_square(bksq); + brsq = flop_square(brsq); } File f = square_file(wpsq); @@ -541,305 +518,401 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { int tempo = (pos.side_to_move() == strongerSide); // 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 && wksq <= SQ_H5 && - (square_rank(brsq) == RANK_6 || (r <= RANK_3 && - square_rank(wrsq) != RANK_6))) - return ScaleFactor(0); + // queening square, use the third-rank defence. + if ( r <= RANK_5 + && square_distance(bksq, queeningSq) <= 1 + && wksq <= SQ_H5 + && (square_rank(brsq) == RANK_6 || (r <= RANK_3 && square_rank(wrsq) != RANK_6))) + return ScaleFactor(0); // 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 && - square_rank(wksq) + tempo <= RANK_6 && - (square_rank(brsq) == RANK_1 || - (!tempo && abs(square_file(brsq) - f) >= 3))) - return ScaleFactor(0); + if ( r == RANK_6 + && square_distance(bksq, queeningSq) <= 1 + && square_rank(wksq) + tempo <= RANK_6 + && (square_rank(brsq) == RANK_1 || (!tempo && abs(square_file(brsq) - f) >= 3))) + return ScaleFactor(0); - if(r >= RANK_6 && bksq == queeningSq && square_rank(brsq) == RANK_1 && - (!tempo || square_distance(wksq, wpsq) >= 2)) - return ScaleFactor(0); + if ( r >= RANK_6 + && bksq == queeningSq + && square_rank(brsq) == RANK_1 + && (!tempo || square_distance(wksq, wpsq) >= 2)) + return ScaleFactor(0); // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7 // and the black rook is behind the pawn. - if(wpsq == SQ_A7 && wrsq == SQ_A8 && (bksq == SQ_H7 || bksq == SQ_G7) && - square_file(brsq) == FILE_A && - (square_rank(brsq) <= RANK_3 || square_file(wksq) >= FILE_D || - square_rank(wksq) <= RANK_5)) - return ScaleFactor(0); + if ( wpsq == SQ_A7 + && wrsq == SQ_A8 + && (bksq == SQ_H7 || bksq == SQ_G7) + && square_file(brsq) == FILE_A + && (square_rank(brsq) <= RANK_3 || square_file(wksq) >= FILE_D || square_rank(wksq) <= RANK_5)) + return ScaleFactor(0); // If the defending king blocks the pawn and the attacking king is too far // 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) - return ScaleFactor(0); + if ( r <= RANK_5 + && bksq == wpsq + DELTA_N + && square_distance(wksq, wpsq) - tempo >= 2 + && square_distance(wksq, brsq) - tempo >= 2) + return ScaleFactor(0); // Pawn on the 7th rank supported by the rook from behind usually wins if the // attacking king is closer to the queening square than the defending king, - // and the defending king cannot gain tempi by threatening the attacking - // rook. - if(r == RANK_7 && f != FILE_A && square_file(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)); - - // Similar to the above, but with the pawn further back: - if(f != FILE_A && square_file(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)))) - return - ScaleFactor(SCALE_FACTOR_MAX - - (8 * square_distance(wpsq, queeningSq) + - 2 * square_distance(wksq, queeningSq))); - + // and the defending king cannot gain tempi by threatening the attacking rook. + if ( r == RANK_7 + && f != FILE_A + && square_file(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)); + + // Similar to the above, but with the pawn further back + if ( f != FILE_A + && square_file(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)))) + return ScaleFactor( SCALE_FACTOR_MAX + - (8 * square_distance(wpsq, queeningSq) + + 2 * square_distance(wksq, queeningSq))); + + // 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 (square_file(bksq) == square_file(wpsq)) + return ScaleFactor(10); + if ( abs(square_file(bksq) - square_file(wpsq)) == 1 + && square_distance(wksq, bksq) > 2) + return ScaleFactor(24 - 2 * square_distance(wksq, bksq)); + } return SCALE_FACTOR_NONE; } -/// KRPPKRPScalingFunction scales KRPP vs KRP endgames. There is only a -/// single pattern: If the stronger side has no pawns and the defending king +/// KRPPKRPScalingFunction scales KRPP vs KRP endgames. There is only a +/// 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 KRPPKRPScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); - assert(pos.pawn_count(strongerSide) == 2); + assert(pos.piece_count(strongerSide, PAWN) == 2); assert(pos.non_pawn_material(weakerSide) == RookValueMidgame); - assert(pos.pawn_count(weakerSide) == 1); + assert(pos.piece_count(weakerSide, PAWN) == 1); - Square wpsq1 = pos.pawn_list(strongerSide, 0); - Square wpsq2 = pos.pawn_list(strongerSide, 1); + Square wpsq1 = pos.piece_list(strongerSide, PAWN, 0); + Square wpsq2 = pos.piece_list(strongerSide, PAWN, 1); Square bksq = pos.king_square(weakerSide); // Does the stronger side have a passed pawn? - if(pos.pawn_is_passed(strongerSide, wpsq1) || - pos.pawn_is_passed(strongerSide, wpsq2)) - return SCALE_FACTOR_NONE; + if ( pos.pawn_is_passed(strongerSide, wpsq1) + || pos.pawn_is_passed(strongerSide, wpsq2)) + return SCALE_FACTOR_NONE; Rank r = Max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2)); - if(file_distance(bksq, wpsq1) <= 1 && file_distance(bksq, wpsq2) <= 1 - && relative_rank(strongerSide, bksq) > r) { - switch(r) { - - case RANK_2: return ScaleFactor(10); - case RANK_3: return ScaleFactor(10); - case RANK_4: return ScaleFactor(15); - case RANK_5: return ScaleFactor(20); - case RANK_6: return ScaleFactor(40); - default: assert(false); - - } + if ( file_distance(bksq, wpsq1) <= 1 + && file_distance(bksq, wpsq2) <= 1 + && relative_rank(strongerSide, bksq) > r) + { + switch (r) { + case RANK_2: return ScaleFactor(10); + case RANK_3: return ScaleFactor(10); + case RANK_4: return ScaleFactor(15); + case RANK_5: return ScaleFactor(20); + case RANK_6: return ScaleFactor(40); + default: assert(false); + } } return SCALE_FACTOR_NONE; } /// KPsKScalingFunction scales endgames with king and two or more pawns -/// against king. There is just a single rule here: If all pawns are on +/// 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 KPsKScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == Value(0)); - assert(pos.pawn_count(strongerSide) >= 2); + assert(pos.piece_count(strongerSide, PAWN) >= 2); assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.pawn_count(weakerSide) == 0); + assert(pos.piece_count(weakerSide, PAWN) == 0); Bitboard pawns = pos.pawns(strongerSide); // Are all pawns on the 'a' file? - if((pawns & ~FileABB) == EmptyBoardBB) { - // Does the defending king block the pawns? - Square ksq = pos.king_square(weakerSide); - if(square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1) - return ScaleFactor(0); - else if(square_file(ksq) == FILE_A && - (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB) - return ScaleFactor(0); - else - return SCALE_FACTOR_NONE; + if ((pawns & ~FileABB) == EmptyBoardBB) + { + // Does the defending king block the pawns? + Square ksq = pos.king_square(weakerSide); + if (square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1) + return ScaleFactor(0); + else if( square_file(ksq) == FILE_A + && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB) + return ScaleFactor(0); + else + return SCALE_FACTOR_NONE; } // Are all pawns on the 'h' file? - else if((pawns & ~FileHBB) == EmptyBoardBB) { + else if ((pawns & ~FileHBB) == EmptyBoardBB) + { // Does the defending king block the pawns? Square ksq = pos.king_square(weakerSide); - if(square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1) - return ScaleFactor(0); - else if(square_file(ksq) == FILE_H && - (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB) - return ScaleFactor(0); + if (square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1) + return ScaleFactor(0); + else if ( square_file(ksq) == FILE_H + && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB) + return ScaleFactor(0); else - return SCALE_FACTOR_NONE; + return SCALE_FACTOR_NONE; } else - return SCALE_FACTOR_NONE; + return SCALE_FACTOR_NONE; } -/// KBPKBScalingFunction scales KBP vs KB endgames. There are two rules: +/// KBPKBScalingFunction scales KBP vs KB endgames. 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 +/// 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 KBPKBScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); - assert(pos.bishop_count(strongerSide) == 1); - assert(pos.pawn_count(strongerSide) == 1); + assert(pos.piece_count(strongerSide, BISHOP) == 1); + assert(pos.piece_count(strongerSide, PAWN) == 1); assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame); - assert(pos.bishop_count(weakerSide) == 1); - assert(pos.pawn_count(weakerSide) == 0); + assert(pos.piece_count(weakerSide, BISHOP) == 1); + assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.pawn_list(strongerSide, 0); - Square strongerBishopSq = pos.bishop_list(strongerSide, 0); - Square weakerBishopSq = pos.bishop_list(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 weakerKingSq = pos.king_square(weakerSide); - // Case 1: Defending king blocks the pawn, and cannot be driven away. - if(square_file(weakerKingSq) == square_file(pawnSq) - && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && (square_color(weakerKingSq) != square_color(strongerBishopSq) - || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) - return ScaleFactor(0); - - // Case 2: Opposite colored bishops. - if(square_color(strongerBishopSq) != square_color(weakerBishopSq)) { - - // We assume that the position is drawn in the following three situations: - // - // a. The pawn is on rank 5 or further back. - // b. The defending king is somewhere in the pawn's path. - // c. The defending bishop attacks some square along the pawn's path, - // and is at least three squares away from the pawn. - // - // These rules are probably not perfect, but in practice they work - // reasonably well. - - if(relative_rank(strongerSide, pawnSq) <= RANK_5) + // Case 1: Defending king blocks the pawn, and cannot be driven away + if ( square_file(weakerKingSq) == square_file(pawnSq) + && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) + && ( square_color(weakerKingSq) != square_color(strongerBishopSq) + || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) return ScaleFactor(0); - else { - Bitboard ray = - ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S); - if(ray & pos.kings(weakerSide)) + + // Case 2: Opposite colored bishops + if (square_color(strongerBishopSq) != square_color(weakerBishopSq)) + { + // We assume that the position is drawn in the following three situations: + // + // a. The pawn is on rank 5 or further back. + // b. The defending king is somewhere in the pawn's path. + // c. The defending bishop attacks some square along the pawn's path, + // and is at least three squares away from the pawn. + // + // These rules are probably not perfect, but in practice they work + // reasonably well. + + if (relative_rank(strongerSide, pawnSq) <= RANK_5) + return ScaleFactor(0); + else + { + Bitboard ray = ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S); + if (ray & pos.kings(weakerSide)) + return ScaleFactor(0); + if( (pos.piece_attacks(weakerBishopSq) & ray) + && square_distance(weakerBishopSq, pawnSq) >= 3) + return ScaleFactor(0); + } + } + return SCALE_FACTOR_NONE; +} + + +/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic +/// draws with opposite-colored bishops. +template<> +ScaleFactor ScalingFunction::apply(const Position& pos) { + + 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); + + Square wbsq = pos.piece_list(strongerSide, BISHOP, 0); + Square bbsq = pos.piece_list(weakerSide, BISHOP, 0); + + if (square_color(wbsq) == square_color(bbsq)) + // Not opposite-colored bishops, no scaling + 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); + Rank r1 = square_rank(psq1); + Rank r2 = square_rank(psq2); + Square blockSq1, blockSq2; + + if (relative_rank(strongerSide, psq1) > relative_rank(strongerSide, psq2)) + { + blockSq1 = psq1 + pawn_push(strongerSide); + blockSq2 = make_square(square_file(psq2), square_rank(psq1)); + } + else + { + blockSq1 = psq2 + pawn_push(strongerSide); + blockSq2 = make_square(square_file(psq1), square_rank(psq2)); + } + + switch (file_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. + if ( square_file(ksq) == square_file(blockSq1) + && relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1) + && square_color(ksq) != square_color(wbsq)) + return ScaleFactor(0); + 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. + if ( ksq == blockSq1 + && square_color(ksq) != square_color(wbsq) + && ( bbsq == blockSq2 + || (pos.piece_attacks(blockSq2) & pos.bishops(weakerSide)) + || rank_distance(r1, r2) >= 2)) return ScaleFactor(0); - if((pos.piece_attacks(weakerBishopSq) & ray) - && square_distance(weakerBishopSq, pawnSq) >= 3) + else if ( ksq == blockSq2 + && square_color(ksq) != square_color(wbsq) + && ( bbsq == blockSq1 + || (pos.piece_attacks(blockSq1) & pos.bishops(weakerSide)))) return ScaleFactor(0); - } + else + return SCALE_FACTOR_NONE; + + default: + // The pawns are not on the same file or adjacent files. No scaling. + return SCALE_FACTOR_NONE; } - return SCALE_FACTOR_NONE; } -/// KBPKNScalingFunction scales KBP vs KN endgames. There is a single rule: +/// KBPKNScalingFunction scales KBP vs KN endgames. 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 ScalingFunction::apply(const Position &pos) { -ScaleFactor KBPKNScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); - assert(pos.bishop_count(strongerSide) == 1); - assert(pos.pawn_count(strongerSide) == 1); + assert(pos.piece_count(strongerSide, BISHOP) == 1); + assert(pos.piece_count(strongerSide, PAWN) == 1); assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame); - assert(pos.knight_count(weakerSide) == 1); - assert(pos.pawn_count(weakerSide) == 0); + assert(pos.piece_count(weakerSide, KNIGHT) == 1); + assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.pawn_list(strongerSide, 0); - Square strongerBishopSq = pos.bishop_list(strongerSide, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); + Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0); Square weakerKingSq = pos.king_square(weakerSide); - - if(square_file(weakerKingSq) == square_file(pawnSq) - && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && (square_color(weakerKingSq) != square_color(strongerBishopSq) - || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) - return ScaleFactor(0); + + if ( square_file(weakerKingSq) == square_file(pawnSq) + && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) + && ( square_color(weakerKingSq) != square_color(strongerBishopSq) + || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) + return ScaleFactor(0); return SCALE_FACTOR_NONE; } -/// KNPKScalingFunction scales KNP vs K endgames. There is a single rule: +/// KNPKScalingFunction scales KNP vs K endgames. 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 ScalingFunction::apply(const Position &pos) { -ScaleFactor KNPKScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame); - assert(pos.knight_count(strongerSide) == 1); - assert(pos.pawn_count(strongerSide) == 1); + assert(pos.piece_count(strongerSide, KNIGHT) == 1); + assert(pos.piece_count(strongerSide, PAWN) == 1); assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.pawn_count(weakerSide) == 0); + assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.pawn_list(strongerSide, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); Square weakerKingSq = pos.king_square(weakerSide); - if(pawnSq == relative_square(strongerSide, SQ_A7) && - square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1) - return ScaleFactor(0); + if ( pawnSq == relative_square(strongerSide, SQ_A7) + && square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1) + return ScaleFactor(0); - if(pawnSq == relative_square(strongerSide, SQ_H7) && - square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1) - return ScaleFactor(0); + if ( pawnSq == relative_square(strongerSide, SQ_H7) + && square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1) + return ScaleFactor(0); return SCALE_FACTOR_NONE; } -/// KPKPScalingFunction scales KP vs KP endgames. This is done by removing -/// the weakest side's pawn and probing the KP vs K bitbase: If the weakest +/// KPKPScalingFunction scales KP vs KP endgames. 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 +/// 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 ScalingFunction::apply(const Position &pos) { -ScaleFactor KPKPScalingFunction::apply(const Position &pos) { assert(pos.non_pawn_material(strongerSide) == Value(0)); assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.pawn_count(WHITE) == 1); - assert(pos.pawn_count(BLACK) == 1); + assert(pos.piece_count(WHITE, PAWN) == 1); + assert(pos.piece_count(BLACK, PAWN) == 1); Square wksq, bksq, wpsq; Color stm; - if(strongerSide == WHITE) { - wksq = pos.king_square(WHITE); - bksq = pos.king_square(BLACK); - wpsq = pos.pawn_list(WHITE, 0); - stm = pos.side_to_move(); + 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_square(pos.king_square(BLACK)); - bksq = flip_square(pos.king_square(WHITE)); - wpsq = flip_square(pos.pawn_list(BLACK, 0)); - stm = opposite_color(pos.side_to_move()); + else + { + wksq = flip_square(pos.king_square(BLACK)); + bksq = flip_square(pos.king_square(WHITE)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); + stm = opposite_color(pos.side_to_move()); } - if(square_file(wpsq) >= FILE_E) { - wksq = flop_square(wksq); - bksq = flop_square(bksq); - wpsq = flop_square(wpsq); + if (square_file(wpsq) >= FILE_E) + { + wksq = flop_square(wksq); + bksq = flop_square(bksq); + wpsq = flop_square(wpsq); } // 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(square_rank(wpsq) >= RANK_5 && square_file(wpsq) != FILE_A) - return SCALE_FACTOR_NONE; + if ( square_rank(wpsq) >= RANK_5 + && square_file(wpsq) != FILE_A) + return SCALE_FACTOR_NONE; - // Probe the KPK bitbase with the weakest side's pawn removed. If it's a + // 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. - if(probe_kpk(wksq, wpsq, bksq, stm)) - return SCALE_FACTOR_NONE; + if (probe_kpk(wksq, wpsq, bksq, stm)) + return SCALE_FACTOR_NONE; else - return ScaleFactor(0); + return ScaleFactor(0); } @@ -857,11 +930,11 @@ namespace { // Probe the KP vs K bitbase: int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm) { + int wp = int(square_file(wpsq)) + (int(square_rank(wpsq)) - 1) * 4; int index = int(stm) + 2*int(bksq) + 128*int(wksq) + 8192*wp; - + assert(index >= 0 && index < 24576*8); return KPKBitbase[index/8] & (1 << (index&7)); } - }