2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2021 The Stockfish developers (see AUTHORS file)
5 Stockfish is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 Stockfish is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
27 // Used to drive the king towards the edge of the board
28 // in KX vs K and KQ vs KR endgames.
29 // Values range from 27 (center squares) to 90 (in the corners)
30 inline int push_to_edge(Square s) {
31 int rd = edge_distance(rank_of(s)), fd = edge_distance(file_of(s));
32 return 90 - (7 * fd * fd / 2 + 7 * rd * rd / 2);
35 // Used to drive the king towards A1H8 corners in KBN vs K endgames.
36 // Values range from 0 on A8H1 diagonal to 7 in A1H8 corners
37 inline int push_to_corner(Square s) {
38 return abs(7 - rank_of(s) - file_of(s));
41 // Drive a piece close to or away from another piece
42 inline int push_close(Square s1, Square s2) { return 140 - 20 * distance(s1, s2); }
43 inline int push_away(Square s1, Square s2) { return 120 - push_close(s1, s2); }
46 bool verify_material(const Position& pos, Color c, Value npm, int pawnsCnt) {
47 return pos.non_pawn_material(c) == npm && pos.count<PAWN>(c) == pawnsCnt;
51 // Map the square as if strongSide is white and strongSide's only pawn
52 // is on the left half of the board.
53 Square normalize(const Position& pos, Color strongSide, Square sq) {
55 assert(pos.count<PAWN>(strongSide) == 1);
57 if (file_of(pos.square<PAWN>(strongSide)) >= FILE_E)
60 return strongSide == WHITE ? sq : flip_rank(sq);
68 std::pair<Map<Value>, Map<ScaleFactor>> maps;
86 add<KBPPKB>("KBPPKB");
87 add<KRPPKRP>("KRPPKRP");
92 /// Mate with KX vs K. This function is used to evaluate positions with
93 /// king and plenty of material vs a lone king. It simply gives the
94 /// attacking side a bonus for driving the defending king towards the edge
95 /// of the board, and for keeping the distance between the two kings small.
97 Value Endgame<KXK>::operator()(const Position& pos) const {
99 assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
100 assert(!pos.checkers()); // Eval is never called when in check
102 // Stalemate detection with lone king
103 if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())
106 Square strongKing = pos.square<KING>(strongSide);
107 Square weakKing = pos.square<KING>(weakSide);
109 Value result = pos.non_pawn_material(strongSide)
110 + pos.count<PAWN>(strongSide) * PawnValueEg
111 + push_to_edge(weakKing)
112 + push_close(strongKing, weakKing);
114 if ( pos.count<QUEEN>(strongSide)
115 || pos.count<ROOK>(strongSide)
116 ||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
117 || ( (pos.pieces(strongSide, BISHOP) & ~DarkSquares)
118 && (pos.pieces(strongSide, BISHOP) & DarkSquares)))
119 result = std::min(result + VALUE_KNOWN_WIN, VALUE_TB_WIN_IN_MAX_PLY - 1);
121 return strongSide == pos.side_to_move() ? result : -result;
125 /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
126 /// defending king towards a corner square that our bishop attacks.
128 Value Endgame<KBNK>::operator()(const Position& pos) const {
130 assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));
131 assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
133 Square strongKing = pos.square<KING>(strongSide);
134 Square strongBishop = pos.square<BISHOP>(strongSide);
135 Square weakKing = pos.square<KING>(weakSide);
137 // If our bishop does not attack A1/H8, we flip the enemy king square
138 // to drive to opposite corners (A8/H1).
140 Value result = (VALUE_KNOWN_WIN + 3520)
141 + push_close(strongKing, weakKing)
142 + 420 * push_to_corner(opposite_colors(strongBishop, SQ_A1) ? flip_file(weakKing) : weakKing);
144 assert(abs(result) < VALUE_TB_WIN_IN_MAX_PLY);
145 return strongSide == pos.side_to_move() ? result : -result;
149 /// KP vs K. This endgame is evaluated with the help of a bitbase
151 Value Endgame<KPK>::operator()(const Position& pos) const {
153 assert(verify_material(pos, strongSide, VALUE_ZERO, 1));
154 assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
156 // Assume strongSide is white and the pawn is on files A-D
157 Square strongKing = normalize(pos, strongSide, pos.square<KING>(strongSide));
158 Square strongPawn = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
159 Square weakKing = normalize(pos, strongSide, pos.square<KING>(weakSide));
161 Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
163 if (!Bitbases::probe(strongKing, strongPawn, weakKing, us))
166 Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(strongPawn));
168 return strongSide == pos.side_to_move() ? result : -result;
172 /// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
173 /// a bitbase. The function below returns drawish scores when the pawn is
174 /// far advanced with support of the king, while the attacking king is far
177 Value Endgame<KRKP>::operator()(const Position& pos) const {
179 assert(verify_material(pos, strongSide, RookValueMg, 0));
180 assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
182 Square strongKing = pos.square<KING>(strongSide);
183 Square weakKing = pos.square<KING>(weakSide);
184 Square strongRook = pos.square<ROOK>(strongSide);
185 Square weakPawn = pos.square<PAWN>(weakSide);
186 Square queeningSquare = make_square(file_of(weakPawn), relative_rank(weakSide, RANK_8));
189 // If the stronger side's king is in front of the pawn, it's a win
190 if (forward_file_bb(strongSide, strongKing) & weakPawn)
191 result = RookValueEg - distance(strongKing, weakPawn);
193 // If the weaker side's king is too far from the pawn and the rook,
195 else if ( distance(weakKing, weakPawn) >= 3 + (pos.side_to_move() == weakSide)
196 && distance(weakKing, strongRook) >= 3)
197 result = RookValueEg - distance(strongKing, weakPawn);
199 // If the pawn is far advanced and supported by the defending king,
200 // the position is drawish
201 else if ( relative_rank(strongSide, weakKing) <= RANK_3
202 && distance(weakKing, weakPawn) == 1
203 && relative_rank(strongSide, strongKing) >= RANK_4
204 && distance(strongKing, weakPawn) > 2 + (pos.side_to_move() == strongSide))
205 result = Value(80) - 8 * distance(strongKing, weakPawn);
208 result = Value(200) - 8 * ( distance(strongKing, weakPawn + pawn_push(weakSide))
209 - distance(weakKing, weakPawn + pawn_push(weakSide))
210 - distance(weakPawn, queeningSquare));
212 return strongSide == pos.side_to_move() ? result : -result;
216 /// KR vs KB. This is very simple, and always returns drawish scores. The
217 /// score is slightly bigger when the defending king is close to the edge.
219 Value Endgame<KRKB>::operator()(const Position& pos) const {
221 assert(verify_material(pos, strongSide, RookValueMg, 0));
222 assert(verify_material(pos, weakSide, BishopValueMg, 0));
224 Value result = Value(push_to_edge(pos.square<KING>(weakSide)));
225 return strongSide == pos.side_to_move() ? result : -result;
229 /// KR vs KN. The attacking side has slightly better winning chances than
230 /// in KR vs KB, particularly if the king and the knight are far apart.
232 Value Endgame<KRKN>::operator()(const Position& pos) const {
234 assert(verify_material(pos, strongSide, RookValueMg, 0));
235 assert(verify_material(pos, weakSide, KnightValueMg, 0));
237 Square weakKing = pos.square<KING>(weakSide);
238 Square weakKnight = pos.square<KNIGHT>(weakSide);
239 Value result = Value(push_to_edge(weakKing) + push_away(weakKing, weakKnight));
240 return strongSide == pos.side_to_move() ? result : -result;
244 /// KQ vs KP. In general, this is a win for the stronger side, but there are a
245 /// few important exceptions. A pawn on 7th rank and on the A,C,F or H files
246 /// with a king positioned next to it can be a draw, so in that case, we only
247 /// use the distance between the kings.
249 Value Endgame<KQKP>::operator()(const Position& pos) const {
251 assert(verify_material(pos, strongSide, QueenValueMg, 0));
252 assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
254 Square strongKing = pos.square<KING>(strongSide);
255 Square weakKing = pos.square<KING>(weakSide);
256 Square weakPawn = pos.square<PAWN>(weakSide);
258 Value result = Value(push_close(strongKing, weakKing));
260 if ( relative_rank(weakSide, weakPawn) != RANK_7
261 || distance(weakKing, weakPawn) != 1
262 || ((FileBBB | FileDBB | FileEBB | FileGBB) & weakPawn))
263 result += QueenValueEg - PawnValueEg;
265 return strongSide == pos.side_to_move() ? result : -result;
269 /// KQ vs KR. This is almost identical to KX vs K: we give the attacking
270 /// king a bonus for having the kings close together, and for forcing the
271 /// defending king towards the edge. If we also take care to avoid null move for
272 /// the defending side in the search, this is usually sufficient to win KQ vs KR.
274 Value Endgame<KQKR>::operator()(const Position& pos) const {
276 assert(verify_material(pos, strongSide, QueenValueMg, 0));
277 assert(verify_material(pos, weakSide, RookValueMg, 0));
279 Square strongKing = pos.square<KING>(strongSide);
280 Square weakKing = pos.square<KING>(weakSide);
282 Value result = QueenValueEg
284 + push_to_edge(weakKing)
285 + push_close(strongKing, weakKing);
287 return strongSide == pos.side_to_move() ? result : -result;
291 /// KNN vs KP. Very drawish, but there are some mate opportunities if we can
292 /// press the weakSide King to a corner before the pawn advances too much.
294 Value Endgame<KNNKP>::operator()(const Position& pos) const {
296 assert(verify_material(pos, strongSide, 2 * KnightValueMg, 0));
297 assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
299 Square weakKing = pos.square<KING>(weakSide);
300 Square weakPawn = pos.square<PAWN>(weakSide);
302 Value result = PawnValueEg
303 + 2 * push_to_edge(weakKing)
304 - 10 * relative_rank(weakSide, weakPawn);
306 return strongSide == pos.side_to_move() ? result : -result;
310 /// Some cases of trivial draws
311 template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; }
314 /// KB and one or more pawns vs K. It checks for draws with rook pawns and
315 /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
316 /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
319 ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
321 assert(pos.non_pawn_material(strongSide) == BishopValueMg);
322 assert(pos.count<PAWN>(strongSide) >= 1);
324 // No assertions about the material of weakSide, because we want draws to
325 // be detected even when the weaker side has some pawns.
327 Bitboard strongPawns = pos.pieces(strongSide, PAWN);
328 Bitboard allPawns = pos.pieces(PAWN);
330 Square strongBishop = pos.square<BISHOP>(strongSide);
331 Square weakKing = pos.square<KING>(weakSide);
332 Square strongKing = pos.square<KING>(strongSide);
334 // All strongSide pawns are on a single rook file?
335 if (!(strongPawns & ~FileABB) || !(strongPawns & ~FileHBB))
337 Square queeningSquare = relative_square(strongSide, make_square(file_of(lsb(strongPawns)), RANK_8));
339 if ( opposite_colors(queeningSquare, strongBishop)
340 && distance(queeningSquare, weakKing) <= 1)
341 return SCALE_FACTOR_DRAW;
344 // If all the pawns are on the same B or G file, then it's potentially a draw
345 if ((!(allPawns & ~FileBBB) || !(allPawns & ~FileGBB))
346 && pos.non_pawn_material(weakSide) == 0
347 && pos.count<PAWN>(weakSide) >= 1)
349 // Get the least advanced weakSide pawn
350 Square weakPawn = frontmost_sq(strongSide, pos.pieces(weakSide, PAWN));
352 // There's potential for a draw if our pawn is blocked on the 7th rank,
353 // the bishop cannot attack it or they only have one pawn left.
354 if ( relative_rank(strongSide, weakPawn) == RANK_7
355 && (strongPawns & (weakPawn + pawn_push(weakSide)))
356 && (opposite_colors(strongBishop, weakPawn) || !more_than_one(strongPawns)))
358 int strongKingDist = distance(weakPawn, strongKing);
359 int weakKingDist = distance(weakPawn, weakKing);
361 // It's a draw if the weak king is on its back two ranks, within 2
362 // squares of the blocking pawn and the strong king is not
363 // closer. (I think this rule only fails in practically
364 // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w
365 // and positions where qsearch will immediately correct the
366 // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w).
367 if ( relative_rank(strongSide, weakKing) >= RANK_7
369 && weakKingDist <= strongKingDist)
370 return SCALE_FACTOR_DRAW;
374 return SCALE_FACTOR_NONE;
378 /// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on
379 /// the third rank defended by a pawn.
381 ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
383 assert(verify_material(pos, strongSide, QueenValueMg, 0));
384 assert(pos.count<ROOK>(weakSide) == 1);
385 assert(pos.count<PAWN>(weakSide) >= 1);
387 Square strongKing = pos.square<KING>(strongSide);
388 Square weakKing = pos.square<KING>(weakSide);
389 Square weakRook = pos.square<ROOK>(weakSide);
391 if ( relative_rank(weakSide, weakKing) <= RANK_2
392 && relative_rank(weakSide, strongKing) >= RANK_4
393 && relative_rank(weakSide, weakRook) == RANK_3
394 && ( pos.pieces(weakSide, PAWN)
395 & attacks_bb<KING>(weakKing)
396 & pawn_attacks_bb(strongSide, weakRook)))
397 return SCALE_FACTOR_DRAW;
399 return SCALE_FACTOR_NONE;
403 /// KRP vs KR. This function knows a handful of the most important classes of
404 /// drawn positions, but is far from perfect. It would probably be a good idea
405 /// to add more knowledge in the future.
407 /// It would also be nice to rewrite the actual code for this function,
408 /// which is mostly copied from Glaurung 1.x, and isn't very pretty.
410 ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
412 assert(verify_material(pos, strongSide, RookValueMg, 1));
413 assert(verify_material(pos, weakSide, RookValueMg, 0));
415 // Assume strongSide is white and the pawn is on files A-D
416 Square strongKing = normalize(pos, strongSide, pos.square<KING>(strongSide));
417 Square strongRook = normalize(pos, strongSide, pos.square<ROOK>(strongSide));
418 Square strongPawn = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
419 Square weakKing = normalize(pos, strongSide, pos.square<KING>(weakSide));
420 Square weakRook = normalize(pos, strongSide, pos.square<ROOK>(weakSide));
422 File pawnFile = file_of(strongPawn);
423 Rank pawnRank = rank_of(strongPawn);
424 Square queeningSquare = make_square(pawnFile, RANK_8);
425 int tempo = (pos.side_to_move() == strongSide);
427 // If the pawn is not too far advanced and the defending king defends the
428 // queening square, use the third-rank defence.
429 if ( pawnRank <= RANK_5
430 && distance(weakKing, queeningSquare) <= 1
431 && strongKing <= SQ_H5
432 && (rank_of(weakRook) == RANK_6 || (pawnRank <= RANK_3 && rank_of(strongRook) != RANK_6)))
433 return SCALE_FACTOR_DRAW;
435 // The defending side saves a draw by checking from behind in case the pawn
436 // has advanced to the 6th rank with the king behind.
437 if ( pawnRank == RANK_6
438 && distance(weakKing, queeningSquare) <= 1
439 && rank_of(strongKing) + tempo <= RANK_6
440 && (rank_of(weakRook) == RANK_1 || (!tempo && distance<File>(weakRook, strongPawn) >= 3)))
441 return SCALE_FACTOR_DRAW;
443 if ( pawnRank >= RANK_6
444 && weakKing == queeningSquare
445 && rank_of(weakRook) == RANK_1
446 && (!tempo || distance(strongKing, strongPawn) >= 2))
447 return SCALE_FACTOR_DRAW;
449 // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7
450 // and the black rook is behind the pawn.
451 if ( strongPawn == SQ_A7
452 && strongRook == SQ_A8
453 && (weakKing == SQ_H7 || weakKing == SQ_G7)
454 && file_of(weakRook) == FILE_A
455 && (rank_of(weakRook) <= RANK_3 || file_of(strongKing) >= FILE_D || rank_of(strongKing) <= RANK_5))
456 return SCALE_FACTOR_DRAW;
458 // If the defending king blocks the pawn and the attacking king is too far
459 // away, it's a draw.
460 if ( pawnRank <= RANK_5
461 && weakKing == strongPawn + NORTH
462 && distance(strongKing, strongPawn) - tempo >= 2
463 && distance(strongKing, weakRook) - tempo >= 2)
464 return SCALE_FACTOR_DRAW;
466 // Pawn on the 7th rank supported by the rook from behind usually wins if the
467 // attacking king is closer to the queening square than the defending king,
468 // and the defending king cannot gain tempi by threatening the attacking rook.
469 if ( pawnRank == RANK_7
470 && pawnFile != FILE_A
471 && file_of(strongRook) == pawnFile
472 && strongRook != queeningSquare
473 && (distance(strongKing, queeningSquare) < distance(weakKing, queeningSquare) - 2 + tempo)
474 && (distance(strongKing, queeningSquare) < distance(weakKing, strongRook) + tempo))
475 return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(strongKing, queeningSquare));
477 // Similar to the above, but with the pawn further back
478 if ( pawnFile != FILE_A
479 && file_of(strongRook) == pawnFile
480 && strongRook < strongPawn
481 && (distance(strongKing, queeningSquare) < distance(weakKing, queeningSquare) - 2 + tempo)
482 && (distance(strongKing, strongPawn + NORTH) < distance(weakKing, strongPawn + NORTH) - 2 + tempo)
483 && ( distance(weakKing, strongRook) + tempo >= 3
484 || ( distance(strongKing, queeningSquare) < distance(weakKing, strongRook) + tempo
485 && (distance(strongKing, strongPawn + NORTH) < distance(weakKing, strongPawn) + tempo))))
486 return ScaleFactor( SCALE_FACTOR_MAX
487 - 8 * distance(strongPawn, queeningSquare)
488 - 2 * distance(strongKing, queeningSquare));
490 // If the pawn is not far advanced and the defending king is somewhere in
491 // the pawn's path, it's probably a draw.
492 if (pawnRank <= RANK_4 && weakKing > strongPawn)
494 if (file_of(weakKing) == file_of(strongPawn))
495 return ScaleFactor(10);
496 if ( distance<File>(weakKing, strongPawn) == 1
497 && distance(strongKing, weakKing) > 2)
498 return ScaleFactor(24 - 2 * distance(strongKing, weakKing));
500 return SCALE_FACTOR_NONE;
504 ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
506 assert(verify_material(pos, strongSide, RookValueMg, 1));
507 assert(verify_material(pos, weakSide, BishopValueMg, 0));
509 // Test for a rook pawn
510 if (pos.pieces(PAWN) & (FileABB | FileHBB))
512 Square weakKing = pos.square<KING>(weakSide);
513 Square weakBishop = pos.square<BISHOP>(weakSide);
514 Square strongKing = pos.square<KING>(strongSide);
515 Square strongPawn = pos.square<PAWN>(strongSide);
516 Rank pawnRank = relative_rank(strongSide, strongPawn);
517 Direction push = pawn_push(strongSide);
519 // If the pawn is on the 5th rank and the pawn (currently) is on
520 // the same color square as the bishop then there is a chance of
521 // a fortress. Depending on the king position give a moderate
522 // reduction or a stronger one if the defending king is near the
523 // corner but not trapped there.
524 if (pawnRank == RANK_5 && !opposite_colors(weakBishop, strongPawn))
526 int d = distance(strongPawn + 3 * push, weakKing);
528 if (d <= 2 && !(d == 0 && weakKing == strongKing + 2 * push))
529 return ScaleFactor(24);
531 return ScaleFactor(48);
534 // When the pawn has moved to the 6th rank we can be fairly sure
535 // it's drawn if the bishop attacks the square in front of the
536 // pawn from a reasonable distance and the defending king is near
538 if ( pawnRank == RANK_6
539 && distance(strongPawn + 2 * push, weakKing) <= 1
540 && (attacks_bb<BISHOP>(weakBishop) & (strongPawn + push))
541 && distance<File>(weakBishop, strongPawn) >= 2)
542 return ScaleFactor(8);
545 return SCALE_FACTOR_NONE;
548 /// KRPP vs KRP. There is just a single rule: if the stronger side has no passed
549 /// pawns and the defending king is actively placed, the position is drawish.
551 ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
553 assert(verify_material(pos, strongSide, RookValueMg, 2));
554 assert(verify_material(pos, weakSide, RookValueMg, 1));
556 Square strongPawn1 = lsb(pos.pieces(strongSide, PAWN));
557 Square strongPawn2 = msb(pos.pieces(strongSide, PAWN));
558 Square weakKing = pos.square<KING>(weakSide);
560 // Does the stronger side have a passed pawn?
561 if (pos.pawn_passed(strongSide, strongPawn1) || pos.pawn_passed(strongSide, strongPawn2))
562 return SCALE_FACTOR_NONE;
564 Rank pawnRank = std::max(relative_rank(strongSide, strongPawn1), relative_rank(strongSide, strongPawn2));
566 if ( distance<File>(weakKing, strongPawn1) <= 1
567 && distance<File>(weakKing, strongPawn2) <= 1
568 && relative_rank(strongSide, weakKing) > pawnRank)
570 assert(pawnRank > RANK_1 && pawnRank < RANK_7);
571 return ScaleFactor(7 * pawnRank);
573 return SCALE_FACTOR_NONE;
577 /// K and two or more pawns vs K. There is just a single rule here: if all pawns
578 /// are on the same rook file and are blocked by the defending king, it's a draw.
580 ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
582 assert(pos.non_pawn_material(strongSide) == VALUE_ZERO);
583 assert(pos.count<PAWN>(strongSide) >= 2);
584 assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
586 Square weakKing = pos.square<KING>(weakSide);
587 Bitboard strongPawns = pos.pieces(strongSide, PAWN);
589 // If all pawns are ahead of the king on a single rook file, it's a draw.
590 if ( !(strongPawns & ~(FileABB | FileHBB))
591 && !(strongPawns & ~passed_pawn_span(weakSide, weakKing)))
592 return SCALE_FACTOR_DRAW;
594 return SCALE_FACTOR_NONE;
598 /// KBP vs KB. There are two rules: if the defending king is somewhere along the
599 /// path of the pawn, and the square of the king is not of the same color as the
600 /// stronger side's bishop, it's a draw. If the two bishops have opposite color,
601 /// it's almost always a draw.
603 ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
605 assert(verify_material(pos, strongSide, BishopValueMg, 1));
606 assert(verify_material(pos, weakSide, BishopValueMg, 0));
608 Square strongPawn = pos.square<PAWN>(strongSide);
609 Square strongBishop = pos.square<BISHOP>(strongSide);
610 Square weakBishop = pos.square<BISHOP>(weakSide);
611 Square weakKing = pos.square<KING>(weakSide);
613 // Case 1: Defending king blocks the pawn, and cannot be driven away
614 if ( (forward_file_bb(strongSide, strongPawn) & weakKing)
615 && ( opposite_colors(weakKing, strongBishop)
616 || relative_rank(strongSide, weakKing) <= RANK_6))
617 return SCALE_FACTOR_DRAW;
619 // Case 2: Opposite colored bishops
620 if (opposite_colors(strongBishop, weakBishop))
621 return SCALE_FACTOR_DRAW;
623 return SCALE_FACTOR_NONE;
627 /// KBPP vs KB. It detects a few basic draws with opposite-colored bishops
629 ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
631 assert(verify_material(pos, strongSide, BishopValueMg, 2));
632 assert(verify_material(pos, weakSide, BishopValueMg, 0));
634 Square strongBishop = pos.square<BISHOP>(strongSide);
635 Square weakBishop = pos.square<BISHOP>(weakSide);
637 if (!opposite_colors(strongBishop, weakBishop))
638 return SCALE_FACTOR_NONE;
640 Square weakKing = pos.square<KING>(weakSide);
641 Square strongPawn1 = lsb(pos.pieces(strongSide, PAWN));
642 Square strongPawn2 = msb(pos.pieces(strongSide, PAWN));
643 Square blockSq1, blockSq2;
645 if (relative_rank(strongSide, strongPawn1) > relative_rank(strongSide, strongPawn2))
647 blockSq1 = strongPawn1 + pawn_push(strongSide);
648 blockSq2 = make_square(file_of(strongPawn2), rank_of(strongPawn1));
652 blockSq1 = strongPawn2 + pawn_push(strongSide);
653 blockSq2 = make_square(file_of(strongPawn1), rank_of(strongPawn2));
656 switch (distance<File>(strongPawn1, strongPawn2))
659 // Both pawns are on the same file. It's an easy draw if the defender firmly
660 // controls some square in the frontmost pawn's path.
661 if ( file_of(weakKing) == file_of(blockSq1)
662 && relative_rank(strongSide, weakKing) >= relative_rank(strongSide, blockSq1)
663 && opposite_colors(weakKing, strongBishop))
664 return SCALE_FACTOR_DRAW;
666 return SCALE_FACTOR_NONE;
669 // Pawns on adjacent files. It's a draw if the defender firmly controls the
670 // square in front of the frontmost pawn's path, and the square diagonally
671 // behind this square on the file of the other pawn.
672 if ( weakKing == blockSq1
673 && opposite_colors(weakKing, strongBishop)
674 && ( weakBishop == blockSq2
675 || (attacks_bb<BISHOP>(blockSq2, pos.pieces()) & pos.pieces(weakSide, BISHOP))
676 || distance<Rank>(strongPawn1, strongPawn2) >= 2))
677 return SCALE_FACTOR_DRAW;
679 else if ( weakKing == blockSq2
680 && opposite_colors(weakKing, strongBishop)
681 && ( weakBishop == blockSq1
682 || (attacks_bb<BISHOP>(blockSq1, pos.pieces()) & pos.pieces(weakSide, BISHOP))))
683 return SCALE_FACTOR_DRAW;
685 return SCALE_FACTOR_NONE;
688 // The pawns are not on the same file or adjacent files. No scaling.
689 return SCALE_FACTOR_NONE;
694 /// KBP vs KN. There is a single rule: if the defending king is somewhere along
695 /// the path of the pawn, and the square of the king is not of the same color as
696 /// the stronger side's bishop, it's a draw.
698 ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
700 assert(verify_material(pos, strongSide, BishopValueMg, 1));
701 assert(verify_material(pos, weakSide, KnightValueMg, 0));
703 Square strongPawn = pos.square<PAWN>(strongSide);
704 Square strongBishop = pos.square<BISHOP>(strongSide);
705 Square weakKing = pos.square<KING>(weakSide);
707 if ( file_of(weakKing) == file_of(strongPawn)
708 && relative_rank(strongSide, strongPawn) < relative_rank(strongSide, weakKing)
709 && ( opposite_colors(weakKing, strongBishop)
710 || relative_rank(strongSide, weakKing) <= RANK_6))
711 return SCALE_FACTOR_DRAW;
713 return SCALE_FACTOR_NONE;
717 /// KP vs KP. This is done by removing the weakest side's pawn and probing the
718 /// KP vs K bitbase: if the weakest side has a draw without the pawn, it probably
719 /// has at least a draw with the pawn as well. The exception is when the stronger
720 /// side's pawn is far advanced and not on a rook file; in this case it is often
721 /// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
723 ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
725 assert(verify_material(pos, strongSide, VALUE_ZERO, 1));
726 assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
728 // Assume strongSide is white and the pawn is on files A-D
729 Square strongKing = normalize(pos, strongSide, pos.square<KING>(strongSide));
730 Square weakKing = normalize(pos, strongSide, pos.square<KING>(weakSide));
731 Square strongPawn = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
733 Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
735 // If the pawn has advanced to the fifth rank or further, and is not a
736 // rook pawn, it's too dangerous to assume that it's at least a draw.
737 if (rank_of(strongPawn) >= RANK_5 && file_of(strongPawn) != FILE_A)
738 return SCALE_FACTOR_NONE;
740 // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw,
741 // it's probably at least a draw even with the pawn.
742 return Bitbases::probe(strongKing, strongPawn, weakKing, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;