template<>
Value EvaluationFunction<KXK>::apply(const Position& pos) const {
- assert(pos.non_pawn_material(weakerSide) == Value(0));
- assert(pos.piece_count(weakerSide, PAWN) == Value(0));
+ assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
+ assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
template<>
Value EvaluationFunction<KBNK>::apply(const Position& pos) const {
- assert(pos.non_pawn_material(weakerSide) == Value(0));
- assert(pos.piece_count(weakerSide, PAWN) == Value(0));
+ assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
+ assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame + BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
Square loserKSq = pos.king_square(weakerSide);
Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0);
- if (same_color_squares(bishopSquare, SQ_A1))
+ // kbnk_mate_table() tries to drive toward corners A1 or H8,
+ // if we have a bishop that cannot reach the above squares we
+ // mirror the kings so to drive enemy toward corners A8 or H1.
+ if (!same_color_squares(bishopSquare, SQ_A1))
{
winnerKSq = flop_square(winnerKSq);
loserKSq = flop_square(loserKSq);
template<>
Value EvaluationFunction<KPK>::apply(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == Value(0));
- assert(pos.non_pawn_material(weakerSide) == Value(0));
+ assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
+ assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
/// king alone are always draw.
template<>
Value EvaluationFunction<KmmKm>::apply(const Position&) const {
- return Value(0);
+ return VALUE_ZERO;
}
template<>
Value EvaluationFunction<KNNK>::apply(const Position&) const {
- return Value(0);
+ return VALUE_ZERO;
}
/// KBPKScalingFunction scales endgames where the stronger side has king,
template<>
ScaleFactor ScalingFunction<KPsK>::apply(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == Value(0));
+ assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.piece_count(strongerSide, PAWN) >= 2);
- assert(pos.non_pawn_material(weakerSide) == Value(0));
+ assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square ksq = pos.king_square(weakerSide);
assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.non_pawn_material(weakerSide) == Value(0));
+ assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
template<>
ScaleFactor ScalingFunction<KPKP>::apply(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == Value(0));
- assert(pos.non_pawn_material(weakerSide) == Value(0));
+ assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
+ assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(WHITE, PAWN) == 1);
assert(pos.piece_count(BLACK, PAWN) == 1);