X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=f9bec0aaca7fd1d257d9632c8027cfe2e514d3b9;hp=7a47a3e170f9d908ba808b79c0ed25b911e82763;hb=ec2927286a7bd3cb6ae68a4f3feaee1036b8196d;hpb=f56af8e84db25c0d26fe762fbe171ec5518177bb diff --git a/src/endgame.cpp b/src/endgame.cpp index 7a47a3e1..f9bec0aa 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 . */ @@ -33,66 +34,73 @@ /// Evaluation functions -// Generic "mate lone king" eval: +// Generic "mate lone king" eval KXKEvaluationFunction EvaluateKXK = KXKEvaluationFunction(WHITE); KXKEvaluationFunction EvaluateKKX = KXKEvaluationFunction(BLACK); -// KBN vs K: +// KBN vs K KBNKEvaluationFunction EvaluateKBNK = KBNKEvaluationFunction(WHITE); KBNKEvaluationFunction EvaluateKKBN = KBNKEvaluationFunction(BLACK); -// KP vs K: +// KP vs K KPKEvaluationFunction EvaluateKPK = KPKEvaluationFunction(WHITE); KPKEvaluationFunction EvaluateKKP = KPKEvaluationFunction(BLACK); -// KR vs KP: +// KR vs KP KRKPEvaluationFunction EvaluateKRKP = KRKPEvaluationFunction(WHITE); KRKPEvaluationFunction EvaluateKPKR = KRKPEvaluationFunction(BLACK); -// KR vs KB: +// KR vs KB KRKBEvaluationFunction EvaluateKRKB = KRKBEvaluationFunction(WHITE); KRKBEvaluationFunction EvaluateKBKR = KRKBEvaluationFunction(BLACK); -// KR vs KN: +// KR vs KN KRKNEvaluationFunction EvaluateKRKN = KRKNEvaluationFunction(WHITE); KRKNEvaluationFunction EvaluateKNKR = KRKNEvaluationFunction(BLACK); -// KQ vs KR: +// 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: +// KBP vs K KBPKScalingFunction ScaleKBPK = KBPKScalingFunction(WHITE); KBPKScalingFunction ScaleKKBP = KBPKScalingFunction(BLACK); -// KQ vs KRP: +// KQ vs KRP KQKRPScalingFunction ScaleKQKRP = KQKRPScalingFunction(WHITE); KQKRPScalingFunction ScaleKRPKQ = KQKRPScalingFunction(BLACK); -// KRP vs KR: +// KRP vs KR KRPKRScalingFunction ScaleKRPKR = KRPKRScalingFunction(WHITE); KRPKRScalingFunction ScaleKRKRP = KRPKRScalingFunction(BLACK); -// KRPP vs KRP: +// KRPP vs KRP KRPPKRPScalingFunction ScaleKRPPKRP = KRPPKRPScalingFunction(WHITE); KRPPKRPScalingFunction ScaleKRPKRPP = KRPPKRPScalingFunction(BLACK); -// King and pawns vs king: +// King and pawns vs king KPsKScalingFunction ScaleKPsK = KPsKScalingFunction(WHITE); KPsKScalingFunction ScaleKKPs = KPsKScalingFunction(BLACK); -// KBP vs KB: +// KBP vs KB KBPKBScalingFunction ScaleKBPKB = KBPKBScalingFunction(WHITE); KBPKBScalingFunction ScaleKBKBP = KBPKBScalingFunction(BLACK); -// KBP vs KN: +// KBP vs KN KBPKNScalingFunction ScaleKBPKN = KBPKNScalingFunction(WHITE); KBPKNScalingFunction ScaleKNKBP = KBPKNScalingFunction(BLACK); -// KNP vs K: +// KNP vs K KNPKScalingFunction ScaleKNPK = KNPKScalingFunction(WHITE); KNPKScalingFunction ScaleKKNP = KNPKScalingFunction(BLACK); @@ -108,20 +116,20 @@ 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 +142,17 @@ 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]); } @@ -162,11 +169,11 @@ 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 @@ -174,221 +181,227 @@ namespace { /// Constructors -EndgameEvaluationFunction::EndgameEvaluationFunction(Color c) { - strongerSide = c; +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) { } +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) {} -ScalingFunction::ScalingFunction(Color c) { - strongerSide = 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) { } +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) { +Value KXKEvaluationFunction::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) { + +Value KBNKEvaluationFunction::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. +/// KP vs K. This endgame is evaluated with the help of a bitbase. -Value KPKEvaluationFunction::apply(const Position &pos) { +Value KPKEvaluationFunction::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; + + Value result = VALUE_KNOWN_WIN + + PawnValueEndgame + + Value(square_rank(wpsq)); - return VALUE_DRAW; + 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) { +Value KRKPEvaluationFunction::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) { +Value KRKBEvaluationFunction::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) { +Value KRKNEvaluationFunction::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)); @@ -403,70 +416,107 @@ Value KRKNEvaluationFunction::apply(const Position &pos) { /// 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) { +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; } +Value KBBKNEvaluationFunction::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); +} + + +Value KmmKmEvaluationFunction::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. -ScaleFactor KBPKScalingFunction::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; } @@ -477,30 +527,32 @@ ScaleFactor KBPKScalingFunction::apply(const Position &pos) { /// It tests for fortress draws with a rook on the third rank defended by /// a pawn. -ScaleFactor KQKRPScalingFunction::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.king_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, @@ -508,15 +560,15 @@ ScaleFactor KQKRPScalingFunction::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: @@ -603,6 +655,16 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) { - (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; } @@ -613,12 +675,12 @@ ScaleFactor KRPKRScalingFunction::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? @@ -651,9 +713,9 @@ ScaleFactor KRPPKRPScalingFunction::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); @@ -694,15 +756,15 @@ ScaleFactor KPsKScalingFunction::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. @@ -714,9 +776,9 @@ ScaleFactor KBPKBScalingFunction::apply(const Position &pos) { // 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, @@ -724,7 +786,7 @@ ScaleFactor KBPKBScalingFunction::apply(const Position &pos) { // // These rules are probably not perfect, but in practice they work // reasonably well. - + if(relative_rank(strongerSide, pawnSq) <= RANK_5) return ScaleFactor(0); else { @@ -732,7 +794,7 @@ ScaleFactor KBPKBScalingFunction::apply(const Position &pos) { ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S); if(ray & pos.kings(weakerSide)) return ScaleFactor(0); - if((pos.bishop_attacks(weakerBishopSq) & ray) + if((pos.piece_attacks(weakerBishopSq) & ray) && square_distance(weakerBishopSq, pawnSq) >= 3) return ScaleFactor(0); } @@ -748,16 +810,16 @@ ScaleFactor KBPKBScalingFunction::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) @@ -774,12 +836,12 @@ ScaleFactor KBPKNScalingFunction::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) && @@ -804,8 +866,8 @@ ScaleFactor KNPKScalingFunction::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; @@ -813,13 +875,13 @@ ScaleFactor KPKPScalingFunction::apply(const Position &pos) { if(strongerSide == WHITE) { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.pawn_list(WHITE, 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.pawn_list(BLACK, 0)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); stm = opposite_color(pos.side_to_move()); } @@ -859,9 +921,9 @@ namespace { 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)); } - + }