2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
32 // Table used to drive the defending king towards the edge of the board
33 // in KX vs K and KQ vs KR endgames.
34 const int MateTable[SQUARE_NB] = {
35 100, 90, 80, 70, 70, 80, 90, 100,
36 90, 70, 60, 50, 50, 60, 70, 90,
37 80, 60, 40, 30, 30, 40, 60, 80,
38 70, 50, 30, 20, 20, 30, 50, 70,
39 70, 50, 30, 20, 20, 30, 50, 70,
40 80, 60, 40, 30, 30, 40, 60, 80,
41 90, 70, 60, 50, 50, 60, 70, 90,
42 100, 90, 80, 70, 70, 80, 90, 100,
45 // Table used to drive the defending king towards a corner square of the
46 // right color in KBN vs K endgames.
47 const int KBNKMateTable[SQUARE_NB] = {
48 200, 190, 180, 170, 160, 150, 140, 130,
49 190, 180, 170, 160, 150, 140, 130, 140,
50 180, 170, 155, 140, 140, 125, 140, 150,
51 170, 160, 140, 120, 110, 140, 150, 160,
52 160, 150, 140, 110, 120, 140, 160, 170,
53 150, 140, 125, 140, 140, 155, 170, 180,
54 140, 130, 140, 150, 160, 170, 180, 190,
55 130, 140, 150, 160, 170, 180, 190, 200
58 // The attacking side is given a descending bonus based on distance between
59 // the two kings in basic endgames.
60 const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
62 // Get the material key of a Position out of the given endgame key code
63 // like "KBPKN". The trick here is to first forge an ad-hoc fen string
64 // and then let a Position object to do the work for us. Note that the
65 // fen string could correspond to an illegal position.
66 Key key(const string& code, Color c) {
68 assert(code.length() > 0 && code.length() < 8);
69 assert(code[0] == 'K');
71 string sides[] = { code.substr(code.find('K', 1)), // Weaker
72 code.substr(0, code.find('K', 1)) }; // Stronger
74 std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
76 string fen = sides[0] + char('0' + int(8 - code.length()))
77 + sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
79 return Position(fen, false, NULL).material_key();
83 void delete_endgame(const typename M::value_type& p) { delete p.second; }
88 /// Endgames members definitions
90 Endgames::Endgames() {
107 add<KBPPKB>("KBPPKB");
108 add<KRPPKRP>("KRPPKRP");
111 Endgames::~Endgames() {
113 for_each(m1.begin(), m1.end(), delete_endgame<M1>);
114 for_each(m2.begin(), m2.end(), delete_endgame<M2>);
117 template<EndgameType E>
118 void Endgames::add(const string& code) {
120 map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
121 map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
125 /// Mate with KX vs K. This function is used to evaluate positions with
126 /// King and plenty of material vs a lone king. It simply gives the
127 /// attacking side a bonus for driving the defending king towards the edge
128 /// of the board, and for keeping the distance between the two kings small.
130 Value Endgame<KXK>::operator()(const Position& pos) const {
132 assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
133 assert(!pos.count<PAWN>(weakerSide));
134 assert(!pos.checkers()); // Eval is never called when in check
136 // Stalemate detection with lone king
137 if (pos.side_to_move() == weakerSide && !MoveList<LEGAL>(pos).size())
140 Square winnerKSq = pos.king_square(strongerSide);
141 Square loserKSq = pos.king_square(weakerSide);
143 Value result = pos.non_pawn_material(strongerSide)
144 + pos.count<PAWN>(strongerSide) * PawnValueEg
145 + MateTable[loserKSq]
146 + DistanceBonus[square_distance(winnerKSq, loserKSq)];
148 if ( pos.count<QUEEN>(strongerSide)
149 || pos.count<ROOK>(strongerSide)
150 || pos.bishop_pair(strongerSide))
151 result += VALUE_KNOWN_WIN;
153 return strongerSide == pos.side_to_move() ? result : -result;
157 /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
158 /// defending king towards a corner square of the right color.
160 Value Endgame<KBNK>::operator()(const Position& pos) const {
162 assert(pos.non_pawn_material(strongerSide) == KnightValueMg + BishopValueMg);
163 assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
164 assert(pos.count<BISHOP>(strongerSide) == 1);
165 assert(pos.count<KNIGHT>(strongerSide) == 1);
166 assert(pos.count< PAWN>(strongerSide) == 0);
167 assert(pos.count< PAWN>(weakerSide ) == 0);
169 Square winnerKSq = pos.king_square(strongerSide);
170 Square loserKSq = pos.king_square(weakerSide);
171 Square bishopSq = pos.list<BISHOP>(strongerSide)[0];
173 // kbnk_mate_table() tries to drive toward corners A1 or H8,
174 // if we have a bishop that cannot reach the above squares we
175 // mirror the kings so to drive enemy toward corners A8 or H1.
176 if (opposite_colors(bishopSq, SQ_A1))
178 winnerKSq = mirror(winnerKSq);
179 loserKSq = mirror(loserKSq);
182 Value result = VALUE_KNOWN_WIN
183 + DistanceBonus[square_distance(winnerKSq, loserKSq)]
184 + KBNKMateTable[loserKSq];
186 return strongerSide == pos.side_to_move() ? result : -result;
190 /// KP vs K. This endgame is evaluated with the help of a bitbase.
192 Value Endgame<KPK>::operator()(const Position& pos) const {
194 assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
195 assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
196 assert(pos.count<PAWN>(strongerSide) == 1);
197 assert(pos.count<PAWN>(weakerSide ) == 0);
199 Square wksq, bksq, wpsq;
202 if (strongerSide == WHITE)
204 wksq = pos.king_square(WHITE);
205 bksq = pos.king_square(BLACK);
206 wpsq = pos.list<PAWN>(WHITE)[0];
207 us = pos.side_to_move();
211 wksq = ~pos.king_square(BLACK);
212 bksq = ~pos.king_square(WHITE);
213 wpsq = ~pos.list<PAWN>(BLACK)[0];
214 us = ~pos.side_to_move();
217 if (file_of(wpsq) >= FILE_E)
224 if (!Bitbases::probe_kpk(wksq, wpsq, bksq, us))
227 Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(wpsq));
229 return strongerSide == pos.side_to_move() ? result : -result;
233 /// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
234 /// a bitbase. The function below returns drawish scores when the pawn is
235 /// far advanced with support of the king, while the attacking king is far
238 Value Endgame<KRKP>::operator()(const Position& pos) const {
240 assert(pos.non_pawn_material(strongerSide) == RookValueMg);
241 assert(pos.non_pawn_material(weakerSide) == 0);
242 assert(pos.count<PAWN>(strongerSide) == 0);
243 assert(pos.count<PAWN>(weakerSide ) == 1);
245 Square wksq, wrsq, bksq, bpsq;
246 int tempo = (pos.side_to_move() == strongerSide);
248 wksq = pos.king_square(strongerSide);
249 bksq = pos.king_square(weakerSide);
250 wrsq = pos.list<ROOK>(strongerSide)[0];
251 bpsq = pos.list<PAWN>(weakerSide)[0];
253 if (strongerSide == BLACK)
261 Square queeningSq = file_of(bpsq) | RANK_1;
264 // If the stronger side's king is in front of the pawn, it's a win
265 if (wksq < bpsq && file_of(wksq) == file_of(bpsq))
266 result = RookValueEg - Value(square_distance(wksq, bpsq));
268 // If the weaker side's king is too far from the pawn and the rook,
270 else if ( square_distance(bksq, bpsq) - (tempo ^ 1) >= 3
271 && square_distance(bksq, wrsq) >= 3)
272 result = RookValueEg - Value(square_distance(wksq, bpsq));
274 // If the pawn is far advanced and supported by the defending king,
275 // the position is drawish
276 else if ( rank_of(bksq) <= RANK_3
277 && square_distance(bksq, bpsq) == 1
278 && rank_of(wksq) >= RANK_4
279 && square_distance(wksq, bpsq) - tempo > 2)
280 result = Value(80 - square_distance(wksq, bpsq) * 8);
284 - Value(square_distance(wksq, bpsq + DELTA_S) * 8)
285 + Value(square_distance(bksq, bpsq + DELTA_S) * 8)
286 + Value(square_distance(bpsq, queeningSq) * 8);
288 return strongerSide == pos.side_to_move() ? result : -result;
292 /// KR vs KB. This is very simple, and always returns drawish scores. The
293 /// score is slightly bigger when the defending king is close to the edge.
295 Value Endgame<KRKB>::operator()(const Position& pos) const {
297 assert(pos.non_pawn_material(strongerSide) == RookValueMg);
298 assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
299 assert(pos.count<BISHOP>(weakerSide ) == 1);
300 assert(pos.count< PAWN>(weakerSide ) == 0);
301 assert(pos.count< PAWN>(strongerSide) == 0);
303 Value result = Value(MateTable[pos.king_square(weakerSide)]);
304 return strongerSide == pos.side_to_move() ? result : -result;
308 /// KR vs KN. The attacking side has slightly better winning chances than
309 /// in KR vs KB, particularly if the king and the knight are far apart.
311 Value Endgame<KRKN>::operator()(const Position& pos) const {
313 assert(pos.non_pawn_material(strongerSide) == RookValueMg);
314 assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
315 assert(pos.count<KNIGHT>(weakerSide ) == 1);
316 assert(pos.count< PAWN>(weakerSide ) == 0);
317 assert(pos.count< PAWN>(strongerSide) == 0);
319 const int penalty[8] = { 0, 10, 14, 20, 30, 42, 58, 80 };
321 Square bksq = pos.king_square(weakerSide);
322 Square bnsq = pos.list<KNIGHT>(weakerSide)[0];
323 Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]);
324 return strongerSide == pos.side_to_move() ? result : -result;
328 /// KQ vs KP. In general, a win for the stronger side, however, there are a few
329 /// important exceptions. Pawn on 7th rank, A,C,F or H file, with king next can
330 /// be a draw, so we scale down to distance between kings only.
332 Value Endgame<KQKP>::operator()(const Position& pos) const {
334 assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
335 assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
336 assert(pos.count<PAWN>(strongerSide) == 0);
337 assert(pos.count<PAWN>(weakerSide ) == 1);
339 Square winnerKSq = pos.king_square(strongerSide);
340 Square loserKSq = pos.king_square(weakerSide);
341 Square pawnSq = pos.list<PAWN>(weakerSide)[0];
343 Value result = QueenValueEg
345 + DistanceBonus[square_distance(winnerKSq, loserKSq)];
347 if ( square_distance(loserKSq, pawnSq) == 1
348 && relative_rank(weakerSide, pawnSq) == RANK_7)
350 File f = file_of(pawnSq);
352 if (f == FILE_A || f == FILE_C || f == FILE_F || f == FILE_H)
353 result = Value(DistanceBonus[square_distance(winnerKSq, loserKSq)]);
355 return strongerSide == pos.side_to_move() ? result : -result;
359 /// KQ vs KR. This is almost identical to KX vs K: We give the attacking
360 /// king a bonus for having the kings close together, and for forcing the
361 /// defending king towards the edge. If we also take care to avoid null move
362 /// for the defending side in the search, this is usually sufficient to be
363 /// able to win KQ vs KR.
365 Value Endgame<KQKR>::operator()(const Position& pos) const {
367 assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
368 assert(pos.non_pawn_material(weakerSide ) == RookValueMg);
369 assert(pos.count<PAWN>(strongerSide) == 0);
370 assert(pos.count<PAWN>(weakerSide ) == 0);
372 Square winnerKSq = pos.king_square(strongerSide);
373 Square loserKSq = pos.king_square(weakerSide);
375 Value result = QueenValueEg
377 + MateTable[loserKSq]
378 + DistanceBonus[square_distance(winnerKSq, loserKSq)];
380 return strongerSide == pos.side_to_move() ? result : -result;
384 Value Endgame<KBBKN>::operator()(const Position& pos) const {
386 assert(pos.non_pawn_material(strongerSide) == 2 * BishopValueMg);
387 assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
388 assert(pos.count<BISHOP>(strongerSide) == 2);
389 assert(pos.count<KNIGHT>(weakerSide ) == 1);
390 assert(!pos.pieces(PAWN));
392 Value result = BishopValueEg;
393 Square wksq = pos.king_square(strongerSide);
394 Square bksq = pos.king_square(weakerSide);
395 Square nsq = pos.list<KNIGHT>(weakerSide)[0];
397 // Bonus for attacking king close to defending king
398 result += Value(DistanceBonus[square_distance(wksq, bksq)]);
400 // Bonus for driving the defending king and knight apart
401 result += Value(square_distance(bksq, nsq) * 32);
403 // Bonus for restricting the knight's mobility
404 result += Value((8 - popcount<Max15>(pos.attacks_from<KNIGHT>(nsq))) * 8);
406 return strongerSide == pos.side_to_move() ? result : -result;
410 /// Some cases of trivial draws
411 template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; }
412 template<> Value Endgame<KmmKm>::operator()(const Position&) const { return VALUE_DRAW; }
415 /// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and
416 /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
417 /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
420 ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
422 assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
423 assert(pos.count<BISHOP>(strongerSide) == 1);
424 assert(pos.count< PAWN>(strongerSide) >= 1);
426 // No assertions about the material of weakerSide, because we want draws to
427 // be detected even when the weaker side has some pawns.
429 Bitboard pawns = pos.pieces(strongerSide, PAWN);
430 File pawnFile = file_of(pos.list<PAWN>(strongerSide)[0]);
432 // All pawns are on a single rook file ?
433 if ( (pawnFile == FILE_A || pawnFile == FILE_H)
434 && !(pawns & ~file_bb(pawnFile)))
436 Square bishopSq = pos.list<BISHOP>(strongerSide)[0];
437 Square queeningSq = relative_square(strongerSide, pawnFile | RANK_8);
438 Square kingSq = pos.king_square(weakerSide);
440 if ( opposite_colors(queeningSq, bishopSq)
441 && abs(file_of(kingSq) - pawnFile) <= 1)
443 // The bishop has the wrong color, and the defending king is on the
444 // file of the pawn(s) or the adjacent file. Find the rank of the
446 Rank rank = relative_rank(strongerSide, lsb(weakerSide, pawns));
447 // If the defending king has distance 1 to the promotion square or
448 // is placed somewhere in front of the pawn, it's a draw.
449 if ( square_distance(kingSq, queeningSq) <= 1
450 || relative_rank(strongerSide, kingSq) >= rank)
451 return SCALE_FACTOR_DRAW;
455 // All pawns on same B or G file? Then potential draw
456 if ( (pawnFile == FILE_B || pawnFile == FILE_G)
457 && !(pos.pieces(PAWN) & ~file_bb(pawnFile))
458 && pos.non_pawn_material(weakerSide) == 0
459 && pos.count<PAWN>(weakerSide) >= 1)
461 // Get weakerSide pawn that is closest to home rank
462 Square weakerPawnSq = lsb(weakerSide, pos.pieces(weakerSide, PAWN));
464 Square strongerKingSq = pos.king_square(strongerSide);
465 Square weakerKingSq = pos.king_square(weakerSide);
466 Square bishopSq = pos.list<BISHOP>(strongerSide)[0];
468 // Draw if weaker pawn is on rank 7, bishop can't attack the pawn, and
469 // weaker king can stop opposing opponent's king from penetrating.
470 if ( relative_rank(strongerSide, weakerPawnSq) == RANK_7
471 && opposite_colors(bishopSq, weakerPawnSq)
472 && square_distance(weakerPawnSq, weakerKingSq) <= square_distance(weakerPawnSq, strongerKingSq))
473 return SCALE_FACTOR_DRAW;
476 return SCALE_FACTOR_NONE;
480 /// K and queen vs K, rook and one or more pawns. It tests for fortress draws with
481 /// a rook on the third rank defended by a pawn.
483 ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
485 assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
486 assert(pos.count<QUEEN>(strongerSide) == 1);
487 assert(pos.count< PAWN>(strongerSide) == 0);
488 assert(pos.count< ROOK>(weakerSide ) == 1);
489 assert(pos.count< PAWN>(weakerSide ) >= 1);
491 Square kingSq = pos.king_square(weakerSide);
492 if ( relative_rank(weakerSide, kingSq) <= RANK_2
493 && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
494 && (pos.pieces(weakerSide, ROOK) & rank_bb(relative_rank(weakerSide, RANK_3)))
495 && (pos.pieces(weakerSide, PAWN) & rank_bb(relative_rank(weakerSide, RANK_2)))
496 && (pos.attacks_from<KING>(kingSq) & pos.pieces(weakerSide, PAWN)))
498 Square rsq = pos.list<ROOK>(weakerSide)[0];
499 if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(weakerSide, PAWN))
500 return SCALE_FACTOR_DRAW;
502 return SCALE_FACTOR_NONE;
506 /// K, rook and one pawn vs K and a rook. This function knows a handful of the
507 /// most important classes of drawn positions, but is far from perfect. It would
508 /// probably be a good idea to add more knowledge in the future.
510 /// It would also be nice to rewrite the actual code for this function,
511 /// which is mostly copied from Glaurung 1.x, and not very pretty.
513 ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
515 assert(pos.non_pawn_material(strongerSide) == RookValueMg);
516 assert(pos.non_pawn_material(weakerSide) == RookValueMg);
517 assert(pos.count<PAWN>(strongerSide) == 1);
518 assert(pos.count<PAWN>(weakerSide ) == 0);
520 Square wksq = pos.king_square(strongerSide);
521 Square bksq = pos.king_square(weakerSide);
522 Square wrsq = pos.list<ROOK>(strongerSide)[0];
523 Square wpsq = pos.list<PAWN>(strongerSide)[0];
524 Square brsq = pos.list<ROOK>(weakerSide)[0];
526 // Orient the board in such a way that the stronger side is white, and the
527 // pawn is on the left half of the board.
528 if (strongerSide == BLACK)
536 if (file_of(wpsq) > FILE_D)
545 File f = file_of(wpsq);
546 Rank r = rank_of(wpsq);
547 Square queeningSq = f | RANK_8;
548 int tempo = (pos.side_to_move() == strongerSide);
550 // If the pawn is not too far advanced and the defending king defends the
551 // queening square, use the third-rank defence.
553 && square_distance(bksq, queeningSq) <= 1
555 && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6)))
556 return SCALE_FACTOR_DRAW;
558 // The defending side saves a draw by checking from behind in case the pawn
559 // has advanced to the 6th rank with the king behind.
561 && square_distance(bksq, queeningSq) <= 1
562 && rank_of(wksq) + tempo <= RANK_6
563 && (rank_of(brsq) == RANK_1 || (!tempo && abs(file_of(brsq) - f) >= 3)))
564 return SCALE_FACTOR_DRAW;
567 && bksq == queeningSq
568 && rank_of(brsq) == RANK_1
569 && (!tempo || square_distance(wksq, wpsq) >= 2))
570 return SCALE_FACTOR_DRAW;
572 // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7
573 // and the black rook is behind the pawn.
576 && (bksq == SQ_H7 || bksq == SQ_G7)
577 && file_of(brsq) == FILE_A
578 && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5))
579 return SCALE_FACTOR_DRAW;
581 // If the defending king blocks the pawn and the attacking king is too far
582 // away, it's a draw.
584 && bksq == wpsq + DELTA_N
585 && square_distance(wksq, wpsq) - tempo >= 2
586 && square_distance(wksq, brsq) - tempo >= 2)
587 return SCALE_FACTOR_DRAW;
589 // Pawn on the 7th rank supported by the rook from behind usually wins if the
590 // attacking king is closer to the queening square than the defending king,
591 // and the defending king cannot gain tempi by threatening the attacking rook.
594 && file_of(wrsq) == f
595 && wrsq != queeningSq
596 && (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
597 && (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo))
598 return ScaleFactor(SCALE_FACTOR_MAX - 2 * square_distance(wksq, queeningSq));
600 // Similar to the above, but with the pawn further back
602 && file_of(wrsq) == f
604 && (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
605 && (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wpsq + DELTA_N) - 2 + tempo)
606 && ( square_distance(bksq, wrsq) + tempo >= 3
607 || ( square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo
608 && (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wrsq) + tempo))))
609 return ScaleFactor( SCALE_FACTOR_MAX
610 - 8 * square_distance(wpsq, queeningSq)
611 - 2 * square_distance(wksq, queeningSq));
613 // If the pawn is not far advanced, and the defending king is somewhere in
614 // the pawn's path, it's probably a draw.
615 if (r <= RANK_4 && bksq > wpsq)
617 if (file_of(bksq) == file_of(wpsq))
618 return ScaleFactor(10);
619 if ( abs(file_of(bksq) - file_of(wpsq)) == 1
620 && square_distance(wksq, bksq) > 2)
621 return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
623 return SCALE_FACTOR_NONE;
627 /// K, rook and two pawns vs K, rook and one pawn. There is only a single
628 /// pattern: If the stronger side has no passed pawns and the defending king
629 /// is actively placed, the position is drawish.
631 ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
633 assert(pos.non_pawn_material(strongerSide) == RookValueMg);
634 assert(pos.non_pawn_material(weakerSide) == RookValueMg);
635 assert(pos.count<PAWN>(strongerSide) == 2);
636 assert(pos.count<PAWN>(weakerSide ) == 1);
638 Square wpsq1 = pos.list<PAWN>(strongerSide)[0];
639 Square wpsq2 = pos.list<PAWN>(strongerSide)[1];
640 Square bksq = pos.king_square(weakerSide);
642 // Does the stronger side have a passed pawn?
643 if ( pos.pawn_is_passed(strongerSide, wpsq1)
644 || pos.pawn_is_passed(strongerSide, wpsq2))
645 return SCALE_FACTOR_NONE;
647 Rank r = std::max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2));
649 if ( file_distance(bksq, wpsq1) <= 1
650 && file_distance(bksq, wpsq2) <= 1
651 && relative_rank(strongerSide, bksq) > r)
654 case RANK_2: return ScaleFactor(10);
655 case RANK_3: return ScaleFactor(10);
656 case RANK_4: return ScaleFactor(15);
657 case RANK_5: return ScaleFactor(20);
658 case RANK_6: return ScaleFactor(40);
659 default: assert(false);
662 return SCALE_FACTOR_NONE;
666 /// K and two or more pawns vs K. There is just a single rule here: If all pawns
667 /// are on the same rook file and are blocked by the defending king, it's a draw.
669 ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
671 assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
672 assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
673 assert(pos.count<PAWN>(strongerSide) >= 2);
674 assert(pos.count<PAWN>(weakerSide ) == 0);
676 Square ksq = pos.king_square(weakerSide);
677 Bitboard pawns = pos.pieces(strongerSide, PAWN);
679 // Are all pawns on the 'a' file?
680 if (!(pawns & ~FileABB))
682 // Does the defending king block the pawns?
683 if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1
684 || ( file_of(ksq) == FILE_A
685 && !(in_front_bb(strongerSide, rank_of(ksq)) & pawns)))
686 return SCALE_FACTOR_DRAW;
688 // Are all pawns on the 'h' file?
689 else if (!(pawns & ~FileHBB))
691 // Does the defending king block the pawns?
692 if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1
693 || ( file_of(ksq) == FILE_H
694 && !(in_front_bb(strongerSide, rank_of(ksq)) & pawns)))
695 return SCALE_FACTOR_DRAW;
697 return SCALE_FACTOR_NONE;
701 /// K, bishop and a pawn vs K and a bishop. There are two rules: If the defending
702 /// king is somewhere along the path of the pawn, and the square of the king is
703 /// not of the same color as the stronger side's bishop, it's a draw. If the two
704 /// bishops have opposite color, it's almost always a draw.
706 ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
708 assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
709 assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
710 assert(pos.count<BISHOP>(strongerSide) == 1);
711 assert(pos.count<BISHOP>(weakerSide ) == 1);
712 assert(pos.count< PAWN>(strongerSide) == 1);
713 assert(pos.count< PAWN>(weakerSide ) == 0);
715 Square pawnSq = pos.list<PAWN>(strongerSide)[0];
716 Square strongerBishopSq = pos.list<BISHOP>(strongerSide)[0];
717 Square weakerBishopSq = pos.list<BISHOP>(weakerSide)[0];
718 Square weakerKingSq = pos.king_square(weakerSide);
720 // Case 1: Defending king blocks the pawn, and cannot be driven away
721 if ( file_of(weakerKingSq) == file_of(pawnSq)
722 && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
723 && ( opposite_colors(weakerKingSq, strongerBishopSq)
724 || relative_rank(strongerSide, weakerKingSq) <= RANK_6))
725 return SCALE_FACTOR_DRAW;
727 // Case 2: Opposite colored bishops
728 if (opposite_colors(strongerBishopSq, weakerBishopSq))
730 // We assume that the position is drawn in the following three situations:
732 // a. The pawn is on rank 5 or further back.
733 // b. The defending king is somewhere in the pawn's path.
734 // c. The defending bishop attacks some square along the pawn's path,
735 // and is at least three squares away from the pawn.
737 // These rules are probably not perfect, but in practice they work
740 if (relative_rank(strongerSide, pawnSq) <= RANK_5)
741 return SCALE_FACTOR_DRAW;
744 Bitboard path = forward_bb(strongerSide, pawnSq);
746 if (path & pos.pieces(weakerSide, KING))
747 return SCALE_FACTOR_DRAW;
749 if ( (pos.attacks_from<BISHOP>(weakerBishopSq) & path)
750 && square_distance(weakerBishopSq, pawnSq) >= 3)
751 return SCALE_FACTOR_DRAW;
754 return SCALE_FACTOR_NONE;
758 /// K, bishop and two pawns vs K and bishop. It detects a few basic draws with
759 /// opposite-colored bishops.
761 ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
763 assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
764 assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
765 assert(pos.count<BISHOP>(strongerSide) == 1);
766 assert(pos.count<BISHOP>(weakerSide ) == 1);
767 assert(pos.count< PAWN>(strongerSide) == 2);
768 assert(pos.count< PAWN>(weakerSide ) == 0);
770 Square wbsq = pos.list<BISHOP>(strongerSide)[0];
771 Square bbsq = pos.list<BISHOP>(weakerSide)[0];
773 if (!opposite_colors(wbsq, bbsq))
774 return SCALE_FACTOR_NONE;
776 Square ksq = pos.king_square(weakerSide);
777 Square psq1 = pos.list<PAWN>(strongerSide)[0];
778 Square psq2 = pos.list<PAWN>(strongerSide)[1];
779 Rank r1 = rank_of(psq1);
780 Rank r2 = rank_of(psq2);
781 Square blockSq1, blockSq2;
783 if (relative_rank(strongerSide, psq1) > relative_rank(strongerSide, psq2))
785 blockSq1 = psq1 + pawn_push(strongerSide);
786 blockSq2 = file_of(psq2) | rank_of(psq1);
790 blockSq1 = psq2 + pawn_push(strongerSide);
791 blockSq2 = file_of(psq1) | rank_of(psq2);
794 switch (file_distance(psq1, psq2))
797 // Both pawns are on the same file. Easy draw if defender firmly controls
798 // some square in the frontmost pawn's path.
799 if ( file_of(ksq) == file_of(blockSq1)
800 && relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1)
801 && opposite_colors(ksq, wbsq))
802 return SCALE_FACTOR_DRAW;
804 return SCALE_FACTOR_NONE;
807 // Pawns on adjacent files. Draw if defender firmly controls the square
808 // in front of the frontmost pawn's path, and the square diagonally behind
809 // this square on the file of the other pawn.
811 && opposite_colors(ksq, wbsq)
812 && ( bbsq == blockSq2
813 || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakerSide, BISHOP))
814 || abs(r1 - r2) >= 2))
815 return SCALE_FACTOR_DRAW;
817 else if ( ksq == blockSq2
818 && opposite_colors(ksq, wbsq)
819 && ( bbsq == blockSq1
820 || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakerSide, BISHOP))))
821 return SCALE_FACTOR_DRAW;
823 return SCALE_FACTOR_NONE;
826 // The pawns are not on the same file or adjacent files. No scaling.
827 return SCALE_FACTOR_NONE;
832 /// K, bisop and a pawn vs K and knight. There is a single rule: If the defending
833 /// king is somewhere along the path of the pawn, and the square of the king is
834 /// not of the same color as the stronger side's bishop, it's a draw.
836 ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
838 assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
839 assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
840 assert(pos.count<BISHOP>(strongerSide) == 1);
841 assert(pos.count<KNIGHT>(weakerSide ) == 1);
842 assert(pos.count< PAWN>(strongerSide) == 1);
843 assert(pos.count< PAWN>(weakerSide ) == 0);
845 Square pawnSq = pos.list<PAWN>(strongerSide)[0];
846 Square strongerBishopSq = pos.list<BISHOP>(strongerSide)[0];
847 Square weakerKingSq = pos.king_square(weakerSide);
849 if ( file_of(weakerKingSq) == file_of(pawnSq)
850 && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
851 && ( opposite_colors(weakerKingSq, strongerBishopSq)
852 || relative_rank(strongerSide, weakerKingSq) <= RANK_6))
853 return SCALE_FACTOR_DRAW;
855 return SCALE_FACTOR_NONE;
859 /// K, knight and a pawn vs K. There is a single rule: If the pawn is a rook pawn
860 /// on the 7th rank and the defending king prevents the pawn from advancing, the
861 /// position is drawn.
863 ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
865 assert(pos.non_pawn_material(strongerSide) == KnightValueMg);
866 assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
867 assert(pos.count<KNIGHT>(strongerSide) == 1);
868 assert(pos.count< PAWN>(strongerSide) == 1);
869 assert(pos.count< PAWN>(weakerSide ) == 0);
871 Square pawnSq = pos.list<PAWN>(strongerSide)[0];
872 Square weakerKingSq = pos.king_square(weakerSide);
874 if ( pawnSq == relative_square(strongerSide, SQ_A7)
875 && square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1)
876 return SCALE_FACTOR_DRAW;
878 if ( pawnSq == relative_square(strongerSide, SQ_H7)
879 && square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1)
880 return SCALE_FACTOR_DRAW;
882 return SCALE_FACTOR_NONE;
886 /// K, knight and a pawn vs K and bishop. If knight can block bishop from taking
887 /// pawn, it's a win. Otherwise, drawn.
889 ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
891 Square pawnSq = pos.list<PAWN>(strongerSide)[0];
892 Square bishopSq = pos.list<BISHOP>(weakerSide)[0];
893 Square weakerKingSq = pos.king_square(weakerSide);
895 // King needs to get close to promoting pawn to prevent knight from blocking.
896 // Rules for this are very tricky, so just approximate.
897 if (forward_bb(strongerSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))
898 return ScaleFactor(square_distance(weakerKingSq, pawnSq));
900 return SCALE_FACTOR_NONE;
904 /// K and a pawn vs K and a pawn. This is done by removing the weakest side's
905 /// pawn and probing the KP vs K bitbase: If the weakest side has a draw without
906 /// the pawn, she probably has at least a draw with the pawn as well. The exception
907 /// is when the stronger side's pawn is far advanced and not on a rook file; in
908 /// this case it is often possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
910 ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
912 assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
913 assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
914 assert(pos.count<PAWN>(WHITE) == 1);
915 assert(pos.count<PAWN>(BLACK) == 1);
917 Square wksq = pos.king_square(strongerSide);
918 Square bksq = pos.king_square(weakerSide);
919 Square wpsq = pos.list<PAWN>(strongerSide)[0];
920 Color us = pos.side_to_move();
922 if (strongerSide == BLACK)
930 if (file_of(wpsq) >= FILE_E)
937 // If the pawn has advanced to the fifth rank or further, and is not a
938 // rook pawn, it's too dangerous to assume that it's at least a draw.
939 if ( rank_of(wpsq) >= RANK_5
940 && file_of(wpsq) != FILE_A)
941 return SCALE_FACTOR_NONE;
943 // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw,
944 // it's probably at least a draw even with the pawn.
945 return Bitbases::probe_kpk(wksq, wpsq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;