X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=f8f4c802d118441c09a5da4e405867605695a336;hp=9fafb042d86452f56006f23732f64c7b51bd436f;hb=13524bea9b7a64dd2881880b2272f3ccd494c262;hpb=82bf08e4f20509b1e8e284833cd508dea7e3c145 diff --git a/src/endgame.cpp b/src/endgame.cpp index 9fafb042..f8f4c802 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 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 @@ -17,107 +17,21 @@ along with this program. If not, see . */ - -//// -//// Includes -//// - #include -#include "bitbase.h" +#include "bitcount.h" #include "endgame.h" +#include "pawns.h" +using std::string; -//// -//// Constants and variables -//// - -/// 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); - -// KR vs KP -KRKPEvaluationFunction EvaluateKRKP = KRKPEvaluationFunction(WHITE); -KRKPEvaluationFunction EvaluateKPKR = KRKPEvaluationFunction(BLACK); - -// 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); - -// KBB vs KN -KBBKNEvaluationFunction EvaluateKBBKN = KBBKNEvaluationFunction(WHITE); -KBBKNEvaluationFunction EvaluateKNKBB = KBBKNEvaluationFunction(BLACK); - -// K and two minors vs K and one or two minors -KmmKmEvaluationFunction EvaluateKmmKm = KmmKmEvaluationFunction(WHITE); - - -/// 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); - - -//// -//// Local definitions -//// +extern uint32_t probe_kpk_bitbase(Square wksq, Square wpsq, Square bksq, Color stm); namespace { // Table used to drive the defending king towards the edge of the board // in KX vs K and KQ vs KR endgames. - const uint8_t MateTable[64] = { + const int MateTable[64] = { 100, 90, 80, 70, 70, 80, 90, 100, 90, 70, 60, 50, 50, 60, 70, 90, 80, 60, 40, 30, 30, 40, 60, 80, @@ -130,7 +44,7 @@ namespace { // Table used to drive the defending king towards a corner square of the // right color in KBN vs K endgames. - const uint8_t KBNKMateTable[64] = { + const int KBNKMateTable[64] = { 200, 190, 180, 170, 160, 150, 140, 130, 190, 180, 170, 160, 150, 140, 130, 140, 180, 170, 155, 140, 140, 125, 140, 150, @@ -145,107 +59,136 @@ namespace { // the two kings in basic endgames. const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; - // 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. const int KRKNKingKnightDistancePenalty[8] = { 0, 0, 4, 10, 20, 32, 48, 70 }; - // Various inline functions for accessing the above arrays - inline Value mate_table(Square s) { - return Value(MateTable[s]); - } + // Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP" + const string swap_colors(const string& keyCode) { - inline Value kbnk_mate_table(Square s) { - return Value(KBNKMateTable[s]); + size_t idx = keyCode.find('K', 1); + return keyCode.substr(idx) + keyCode.substr(0, idx); } - inline Value distance_bonus(int d) { - return Value(DistanceBonus[d]); - } + // Get the material key of a position out of the given endgame key code + // like "KBPKN". The trick here is to first build up a FEN string and then + // let a Position object to do the work for us. Note that the FEN string + // could correspond to an illegal position. + Key mat_key(const string& keyCode) { + + assert(keyCode.length() > 0 && keyCode.length() < 8); + assert(keyCode[0] == 'K'); - inline Value krkn_king_knight_distance_penalty(int d) { - return Value(KRKNKingKnightDistancePenalty[d]); + string fen; + size_t i = 0; + + // First add white and then black pieces + do fen += keyCode[i]; while (keyCode[++i] != 'K'); + do fen += char(tolower(keyCode[i])); while (++i < keyCode.length()); + + // Add file padding and remaining empty ranks + fen += string(1, '0' + int(8 - keyCode.length())) + "/8/8/8/8/8/8/8 w - - 0 10"; + + // Build a Position out of the fen string and get its material key + return Position(fen, false, 0).get_material_key(); } - // Function for probing the KP vs K bitbase - int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm); + typedef EndgameBase EF; + typedef EndgameBase SF; -} +} // namespace -//// -//// Functions -//// +/// Endgames member definitions -/// Constructors +template<> const Endgames::EFMap& Endgames::get() const { return maps.first; } +template<> const Endgames::SFMap& Endgames::get() const { return maps.second; } -EndgameEvaluationFunction::EndgameEvaluationFunction(Color c) : strongerSide(c) { - weakerSide = opposite_color(strongerSide); +Endgames::Endgames() { + + add >("KNNK"); + add >("KPK"); + add >("KBNK"); + add >("KRKP"); + add >("KRKB"); + add >("KRKN"); + add >("KQKR"); + add >("KBBKN"); + + add >("KNPK"); + add >("KRPKR"); + add >("KBPKB"); + add >("KBPPKB"); + add >("KBPKN"); + add >("KRPPKRP"); } -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) {} -KBBKNEvaluationFunction::KBBKNEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {} -KmmKmEvaluationFunction::KmmKmEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {} +Endgames::~Endgames() { + for (EFMap::const_iterator it = get().begin(); it != get().end(); ++it) + delete it->second; -ScalingFunction::ScalingFunction(Color c) : strongerSide(c) { - weakerSide = opposite_color(c); + for (SFMap::const_iterator it = get().begin(); it != get().end(); ++it) + delete it->second; } -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) {} +template +void Endgames::add(const string& keyCode) { + + typedef typename T::Base F; + typedef std::map M; + + const_cast(get()).insert(std::pair(mat_key(keyCode), new T(WHITE))); + const_cast(get()).insert(std::pair(mat_key(swap_colors(keyCode)), new T(BLACK))); +} + +template +T* Endgames::get(Key key) const { + + typename std::map::const_iterator it = get().find(key); + return it != get().end() ? it->second : NULL; +} + +// Explicit template instantiations +template EF* Endgames::get(Key key) const; +template SF* Endgames::get(Key key) const; /// Mate with KX vs K. This function is used to evaluate positions with /// 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::apply(const Position& pos) const { -Value KXKEvaluationFunction::apply(const Position& pos) { - - assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.piece_count(weakerSide, PAWN) == Value(0)); + assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); + assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); Value result = pos.non_pawn_material(strongerSide) + pos.piece_count(strongerSide, PAWN) * PawnValueEndgame - + mate_table(loserKSq) - + distance_bonus(square_distance(winnerKSq, loserKSq)); + + MateTable[loserKSq] + + DistanceBonus[square_distance(winnerKSq, loserKSq)]; - if ( pos.piece_count(strongerSide, QUEEN) > 0 - || pos.piece_count(strongerSide, ROOK) > 0 + if ( pos.piece_count(strongerSide, QUEEN) + || pos.piece_count(strongerSide, ROOK) || 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 /// defending king towards a corner square of the right color. +template<> +Value Endgame::apply(const Position& pos) const { -Value KBNKEvaluationFunction::apply(const Position& pos) { - - assert(pos.non_pawn_material(weakerSide) == Value(0)); - assert(pos.piece_count(weakerSide, PAWN) == Value(0)); + 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); @@ -253,28 +196,31 @@ Value KBNKEvaluationFunction::apply(const Position& pos) { Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); - Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0); + Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0]; - if (square_color(bishopSquare) == BLACK) + // 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_color_squares(bishopSquare, SQ_A1)) { winnerKSq = flop_square(winnerKSq); loserKSq = flop_square(loserKSq); } Value result = VALUE_KNOWN_WIN - + distance_bonus(square_distance(winnerKSq, loserKSq)) - + kbnk_mate_table(loserKSq); + + DistanceBonus[square_distance(winnerKSq, loserKSq)] + + KBNKMateTable[loserKSq]; - return (strongerSide == pos.side_to_move() ? result : -result); + return strongerSide == pos.side_to_move() ? result : -result; } /// KP vs K. This endgame is evaluated with the help of a bitbase. +template<> +Value Endgame::apply(const Position& pos) const { -Value KPKEvaluationFunction::apply(const Position& pos) { - - assert(pos.non_pawn_material(strongerSide) == Value(0)); - assert(pos.non_pawn_material(weakerSide) == Value(0)); + 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); @@ -285,32 +231,32 @@ Value KPKEvaluationFunction::apply(const Position& pos) { { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.piece_list(WHITE, PAWN, 0); + wpsq = pos.piece_list(WHITE, PAWN)[0]; stm = pos.side_to_move(); } else { wksq = flip_square(pos.king_square(BLACK)); bksq = flip_square(pos.king_square(WHITE)); - wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]); stm = opposite_color(pos.side_to_move()); } if (square_file(wpsq) >= FILE_E) { - wksq = flop_square(wksq); - bksq = flop_square(bksq); - wpsq = flop_square(wpsq); + wksq = flop_square(wksq); + bksq = flop_square(bksq); + wpsq = flop_square(wpsq); } - if (!probe_kpk(wksq, wpsq, bksq, stm)) + if (!probe_kpk_bitbase(wksq, wpsq, bksq, stm)) return VALUE_DRAW; Value result = VALUE_KNOWN_WIN + PawnValueEndgame + Value(square_rank(wpsq)); - return (strongerSide == pos.side_to_move() ? result : -result); + return strongerSide == pos.side_to_move() ? result : -result; } @@ -318,8 +264,8 @@ Value KPKEvaluationFunction::apply(const Position& pos) { /// 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 Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -330,9 +276,9 @@ Value KRKPEvaluationFunction::apply(const Position& pos) { int tempo = (pos.side_to_move() == strongerSide); wksq = pos.king_square(strongerSide); - wrsq = pos.piece_list(strongerSide, ROOK, 0); + wrsq = pos.piece_list(strongerSide, ROOK)[0]; bksq = pos.king_square(weakerSide); - bpsq = pos.piece_list(weakerSide, PAWN, 0); + bpsq = pos.piece_list(weakerSide, PAWN)[0]; if (strongerSide == BLACK) { @@ -351,7 +297,7 @@ Value KRKPEvaluationFunction::apply(const Position& pos) { // 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 + else if ( square_distance(bksq, bpsq) - (tempo ^ 1) >= 3 && square_distance(bksq, wrsq) >= 3) result = RookValueEndgame - Value(square_distance(wksq, bpsq)); @@ -369,14 +315,14 @@ Value KRKPEvaluationFunction::apply(const Position& pos) { + 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 /// score is slightly bigger when the defending king is close to the edge. - -Value KRKBEvaluationFunction::apply(const Position& pos) { +template<> +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -384,15 +330,15 @@ Value KRKBEvaluationFunction::apply(const Position& pos) { 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); + Value result = Value(MateTable[pos.king_square(weakerSide)]); + return strongerSide == pos.side_to_move() ? 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 Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -401,12 +347,14 @@ Value KRKNEvaluationFunction::apply(const Position& pos) { assert(pos.piece_count(weakerSide, KNIGHT) == 1); Square defendingKSq = pos.king_square(weakerSide); - Square nSq = pos.piece_list(weakerSide, KNIGHT, 0); + Square nSq = pos.piece_list(weakerSide, KNIGHT)[0]; - Value result = Value(10) + mate_table(defendingKSq) + - krkn_king_knight_distance_penalty(square_distance(defendingKSq, nSq)); + int d = square_distance(defendingKSq, nSq); + Value result = Value(10) + + MateTable[defendingKSq] + + KRKNKingKnightDistancePenalty[d]; - return (strongerSide == pos.side_to_move())? result : -result; + return strongerSide == pos.side_to_move() ? result : -result; } @@ -415,8 +363,8 @@ 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. - -Value KQKREvaluationFunction::apply(const Position& pos) { +template<> +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -428,51 +376,58 @@ Value KQKREvaluationFunction::apply(const Position& pos) { Value result = QueenValueEndgame - RookValueEndgame - + mate_table(loserKSq) - + distance_bonus(square_distance(winnerKSq, loserKSq)); + + MateTable[loserKSq] + + DistanceBonus[square_distance(winnerKSq, loserKSq)]; - return (strongerSide == pos.side_to_move())? result : -result; + return strongerSide == pos.side_to_move() ? result : -result; } - -Value KBBKNEvaluationFunction::apply(const Position& pos) { +template<> +Value Endgame::apply(const Position& pos) const { assert(pos.piece_count(strongerSide, BISHOP) == 2); assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame); assert(pos.piece_count(weakerSide, KNIGHT) == 1); assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame); - assert(pos.pawns() == EmptyBoardBB); + assert(pos.pieces(PAWN) == EmptyBoardBB); Value result = BishopValueEndgame; Square wksq = pos.king_square(strongerSide); Square bksq = pos.king_square(weakerSide); - Square nsq = pos.piece_list(weakerSide, KNIGHT, 0); + Square nsq = pos.piece_list(weakerSide, KNIGHT)[0]; // Bonus for attacking king close to defending king - result += distance_bonus(square_distance(wksq, bksq)); + result += Value(DistanceBonus[square_distance(wksq, bksq)]); // Bonus for driving the defending king and knight apart result += Value(square_distance(bksq, nsq) * 32); // Bonus for restricting the knight's mobility - result += Value((8 - count_1s_max_15(pos.piece_attacks(nsq))) * 8); + result += Value((8 - count_1s(pos.attacks_from(nsq))) * 8); - return (strongerSide == pos.side_to_move() ? result : -result); + return strongerSide == pos.side_to_move() ? result : -result; } -Value KmmKmEvaluationFunction::apply(const Position &pos) { - return Value(0); +/// 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::apply(const Position&) const { + return VALUE_DRAW; } +template<> +Value Endgame::apply(const Position&) const { + return VALUE_DRAW; +} /// 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 +/// bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_ZERO is /// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. - -ScaleFactor KBPKScalingFunction::apply(const Position& pos) { +template<> +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -481,24 +436,23 @@ ScaleFactor KBPKScalingFunction::apply(const Position& pos) { // 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.piece_list(strongerSide, PAWN, 0)); + Bitboard pawns = pos.pieces(PAWN, strongerSide); + File pawnFile = square_file(pos.piece_list(strongerSide, PAWN)[0]); // All pawns are on a single rook file ? if ( (pawnFile == FILE_A || pawnFile == FILE_H) && (pawns & ~file_bb(pawnFile)) == EmptyBoardBB) { - Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0); + Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0]; Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8)); Square kingSq = pos.king_square(weakerSide); - if ( square_color(queeningSq) != square_color(bishopSq) - && file_distance(square_file(kingSq), pawnFile) <= 1) + if ( opposite_color_squares(queeningSq, bishopSq) + && abs(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) { @@ -507,15 +461,15 @@ ScaleFactor KBPKScalingFunction::apply(const Position& pos) { } else { - for(rank = RANK_2; (rank_bb(rank) & pawns) == EmptyBoardBB; rank++) {} - rank = Rank(rank^7); // HACK to get the relative rank + 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); + return SCALE_FACTOR_ZERO; } } return SCALE_FACTOR_NONE; @@ -526,8 +480,8 @@ 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. - -ScaleFactor KQKRPScalingFunction::apply(const Position& pos) { +template<> +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, QUEEN) == 1); @@ -538,13 +492,13 @@ ScaleFactor KQKRPScalingFunction::apply(const Position& pos) { 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))) + && (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.pawn_attacks(strongerSide, rsq) & pos.pawns(weakerSide)) - return ScaleFactor(0); + Square rsq = pos.piece_list(weakerSide, ROOK)[0]; + if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) + return SCALE_FACTOR_ZERO; } return SCALE_FACTOR_NONE; } @@ -557,8 +511,8 @@ ScaleFactor KQKRPScalingFunction::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. - -ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { +template<> +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 1); @@ -566,10 +520,10 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { assert(pos.piece_count(weakerSide, PAWN) == 0); Square wksq = pos.king_square(strongerSide); - Square wrsq = pos.piece_list(strongerSide, ROOK, 0); - Square wpsq = pos.piece_list(strongerSide, PAWN, 0); + Square wrsq = pos.piece_list(strongerSide, ROOK)[0]; + Square wpsq = pos.piece_list(strongerSide, PAWN)[0]; Square bksq = pos.king_square(weakerSide); - Square brsq = pos.piece_list(weakerSide, ROOK, 0); + Square brsq = pos.piece_list(weakerSide, ROOK)[0]; // Orient the board in such a way that the stronger side is white, and the // pawn is on the left half of the board. @@ -601,7 +555,7 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { && square_distance(bksq, queeningSq) <= 1 && wksq <= SQ_H5 && (square_rank(brsq) == RANK_6 || (r <= RANK_3 && square_rank(wrsq) != RANK_6))) - return ScaleFactor(0); + return SCALE_FACTOR_ZERO; // The defending side saves a draw by checking from behind in case the pawn // has advanced to the 6th rank with the king behind. @@ -609,13 +563,13 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { && 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); + return SCALE_FACTOR_ZERO; if ( r >= RANK_6 && bksq == queeningSq && square_rank(brsq) == RANK_1 && (!tempo || square_distance(wksq, wpsq) >= 2)) - return ScaleFactor(0); + return SCALE_FACTOR_ZERO; // 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. @@ -624,7 +578,7 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { && (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); + return SCALE_FACTOR_ZERO; // If the defending king blocks the pawn and the attacking king is too far // away, it's a draw. @@ -632,7 +586,7 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { && bksq == wpsq + DELTA_N && square_distance(wksq, wpsq) - tempo >= 2 && square_distance(wksq, brsq) - tempo >= 2) - return ScaleFactor(0); + return SCALE_FACTOR_ZERO; // 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, @@ -655,8 +609,8 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { || ( 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))); + - 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. @@ -675,16 +629,16 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { /// 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. - -ScaleFactor KRPPKRPScalingFunction::apply(const Position &pos) { +template<> +ScaleFactor Endgame::apply(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); - Square wpsq1 = pos.piece_list(strongerSide, PAWN, 0); - Square wpsq2 = pos.piece_list(strongerSide, PAWN, 1); + Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0]; + Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1]; Square bksq = pos.king_square(weakerSide); // Does the stronger side have a passed pawn? @@ -714,44 +668,36 @@ ScaleFactor KRPPKRPScalingFunction::apply(const Position &pos) { /// KPsKScalingFunction scales endgames with king and two or more pawns /// 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 Endgame::apply(const Position& pos) const { -ScaleFactor KPsKScalingFunction::apply(const Position &pos) { - - assert(pos.non_pawn_material(strongerSide) == Value(0)); + assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.piece_count(strongerSide, PAWN) >= 2); - assert(pos.non_pawn_material(weakerSide) == Value(0)); + assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == 0); - Bitboard pawns = pos.pawns(strongerSide); + Square ksq = pos.king_square(weakerSide); + Bitboard pawns = pos.pieces(PAWN, 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 ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1 + || ( square_file(ksq) == FILE_A + && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB)) + return SCALE_FACTOR_ZERO; } // Are all pawns on the 'h' file? 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); - else - return SCALE_FACTOR_NONE; + if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1 + || ( square_file(ksq) == FILE_H + && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB)) + return SCALE_FACTOR_ZERO; } - else - return SCALE_FACTOR_NONE; + return SCALE_FACTOR_NONE; } @@ -760,8 +706,8 @@ ScaleFactor KPsKScalingFunction::apply(const Position &pos) { /// 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. - -ScaleFactor KBPKBScalingFunction::apply(const Position &pos) { +template<> +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -770,20 +716,20 @@ ScaleFactor KBPKBScalingFunction::apply(const Position &pos) { assert(pos.piece_count(weakerSide, BISHOP) == 1); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); - Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0); - Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; + Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0]; + Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0]; Square weakerKingSq = pos.king_square(weakerSide); // Case 1: Defending king blocks the pawn, and cannot be driven away if ( square_file(weakerKingSq) == square_file(pawnSq) && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && ( square_color(weakerKingSq) != square_color(strongerBishopSq) + && ( opposite_color_squares(weakerKingSq, strongerBishopSq) || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) - return ScaleFactor(0); + return SCALE_FACTOR_ZERO; // Case 2: Opposite colored bishops - if (square_color(strongerBishopSq) != square_color(weakerBishopSq)) + if (opposite_color_squares(strongerBishopSq, weakerBishopSq)) { // We assume that the position is drawn in the following three situations: // @@ -796,27 +742,103 @@ ScaleFactor KBPKBScalingFunction::apply(const Position &pos) { // reasonably well. if (relative_rank(strongerSide, pawnSq) <= RANK_5) - return ScaleFactor(0); + return SCALE_FACTOR_ZERO; 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); + Bitboard path = squares_in_front_of(strongerSide, pawnSq); + + if (path & pos.pieces(KING, weakerSide)) + return SCALE_FACTOR_ZERO; + + if ( (pos.attacks_from(weakerBishopSq) & path) + && square_distance(weakerBishopSq, pawnSq) >= 3) + return SCALE_FACTOR_ZERO; } } return SCALE_FACTOR_NONE; } +/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic +/// draws with opposite-colored bishops. +template<> +ScaleFactor Endgame::apply(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); + + Square wbsq = pos.piece_list(strongerSide, BISHOP)[0]; + Square bbsq = pos.piece_list(weakerSide, BISHOP)[0]; + + if (!opposite_color_squares(wbsq, bbsq)) + return SCALE_FACTOR_NONE; + + Square ksq = pos.king_square(weakerSide); + Square psq1 = pos.piece_list(strongerSide, PAWN)[0]; + Square psq2 = pos.piece_list(strongerSide, PAWN)[1]; + 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) + && opposite_color_squares(ksq, wbsq)) + return SCALE_FACTOR_ZERO; + 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 + && opposite_color_squares(ksq, wbsq) + && ( bbsq == blockSq2 + || (pos.attacks_from(blockSq2) & pos.pieces(BISHOP, weakerSide)) + || abs(r1 - r2) >= 2)) + return SCALE_FACTOR_ZERO; + + else if ( ksq == blockSq2 + && opposite_color_squares(ksq, wbsq) + && ( bbsq == blockSq1 + || (pos.attacks_from(blockSq1) & pos.pieces(BISHOP, weakerSide)))) + return SCALE_FACTOR_ZERO; + else + return SCALE_FACTOR_NONE; + + default: + // The pawns are not on the same file or adjacent files. No scaling. + return SCALE_FACTOR_NONE; + } +} + + /// 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. - -ScaleFactor KBPKNScalingFunction::apply(const Position &pos) { +template<> +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -825,15 +847,15 @@ ScaleFactor KBPKNScalingFunction::apply(const Position &pos) { assert(pos.piece_count(weakerSide, KNIGHT) == 1); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); - Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; + Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0]; Square weakerKingSq = pos.king_square(weakerSide); if ( square_file(weakerKingSq) == square_file(pawnSq) && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) - && ( square_color(weakerKingSq) != square_color(strongerBishopSq) + && ( opposite_color_squares(weakerKingSq, strongerBishopSq) || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) - return ScaleFactor(0); + return SCALE_FACTOR_ZERO; return SCALE_FACTOR_NONE; } @@ -842,25 +864,25 @@ ScaleFactor KBPKNScalingFunction::apply(const Position &pos) { /// 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. - -ScaleFactor KNPKScalingFunction::apply(const Position &pos) { +template<> +ScaleFactor Endgame::apply(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(0)); + assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; Square weakerKingSq = pos.king_square(weakerSide); if ( pawnSq == relative_square(strongerSide, SQ_A7) && square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1) - return ScaleFactor(0); + return SCALE_FACTOR_ZERO; if ( pawnSq == relative_square(strongerSide, SQ_H7) && square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1) - return ScaleFactor(0); + return SCALE_FACTOR_ZERO; return SCALE_FACTOR_NONE; } @@ -872,11 +894,11 @@ ScaleFactor KNPKScalingFunction::apply(const Position &pos) { /// 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::apply(const Position& pos) const { -ScaleFactor KPKPScalingFunction::apply(const Position &pos) { - - assert(pos.non_pawn_material(strongerSide) == Value(0)); - assert(pos.non_pawn_material(weakerSide) == Value(0)); + 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); @@ -887,14 +909,14 @@ ScaleFactor KPKPScalingFunction::apply(const Position &pos) { { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.piece_list(WHITE, PAWN, 0); + wpsq = pos.piece_list(WHITE, PAWN)[0]; stm = pos.side_to_move(); } else { wksq = flip_square(pos.king_square(BLACK)); bksq = flip_square(pos.king_square(WHITE)); - wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]); stm = opposite_color(pos.side_to_move()); } @@ -913,32 +935,5 @@ ScaleFactor KPKPScalingFunction::apply(const Position &pos) { // 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; - else - return ScaleFactor(0); -} - - -/// init_bitbases() is called during program initialization, and simply loads -/// bitbases from disk into memory. At the moment, there is only the bitbase -/// for KP vs K, but we may decide to add other bitbases later. - -void init_bitbases() { - generate_kpk_bitbase(KPKBitbase); -} - - -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)); - } + return probe_kpk_bitbase(wksq, wpsq, bksq, stm) ? SCALE_FACTOR_NONE : SCALE_FACTOR_ZERO; }