add<KBBKN>("KBBKN");
add<KNPK>("KNPK");
+ add<KNPKB>("KNPKB");
add<KRPKR>("KRPKR");
add<KBPKB>("KBPKB");
add<KBPKN>("KBPKN");
}
+/// K, knight and a pawn vs K and bishop. If knight can block bishop from taking
+/// pawn, it's a win. Otherwise, drawn.
+template<>
+ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
+
+ Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
+ Square bishopSq = pos.piece_list(weakerSide, BISHOP)[0];
+ Square weakerKingSq = pos.king_square(weakerSide);
+
+ // King needs to get close to promoting pawn to prevent knight from blocking.
+ // Rules for this are very tricky, so just approximate.
+ if (forward_bb(strongerSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))
+ return ScaleFactor(square_distance(weakerKingSq, pawnSq));
+
+ return SCALE_FACTOR_NONE;
+}
+
+
/// K and a pawn vs K and a pawn. This is done by removing the weakest side's
/// pawn and probing the KP vs K bitbase: If the weakest side has a draw without
/// the pawn, she probably has at least a draw with the pawn as well. The exception