X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fendgame.cpp;h=4323a4209442d10601b9711018422435d3344fac;hb=7e575512ae53c9992da2e0fe592617beba7bba07;hp=f8f4c802d118441c09a5da4e405867605695a336;hpb=13524bea9b7a64dd2881880b2272f3ccd494c262;p=stockfish
diff --git a/src/endgame.cpp b/src/endgame.cpp
index f8f4c802..4323a420 100644
--- a/src/endgame.cpp
+++ b/src/endgame.cpp
@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,21 +17,21 @@
along with this program. If not, see .
*/
+#include
#include
+#include "bitboard.h"
#include "bitcount.h"
#include "endgame.h"
-#include "pawns.h"
+#include "movegen.h"
using std::string;
-extern uint32_t probe_kpk_bitbase(Square wksq, Square wpsq, Square bksq, Color stm);
-
namespace {
// Table used to drive the defending king towards the edge of the board
// in KX vs K and KQ vs KR endgames.
- const int MateTable[64] = {
+ const int MateTable[SQUARE_NB] = {
100, 90, 80, 70, 70, 80, 90, 100,
90, 70, 60, 50, 50, 60, 70, 90,
80, 60, 40, 30, 30, 40, 60, 80,
@@ -44,7 +44,7 @@ namespace {
// Table used to drive the defending king towards a corner square of the
// right color in KBN vs K endgames.
- const int KBNKMateTable[64] = {
+ const int KBNKMateTable[SQUARE_NB] = {
200, 190, 180, 170, 160, 150, 140, 130,
190, 180, 170, 160, 150, 140, 130, 140,
180, 170, 155, 140, 140, 125, 140, 150,
@@ -59,124 +59,99 @@ namespace {
// the two kings in basic endgames.
const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
- // Penalty for big distance between king and knight for the defending king
- // and knight in KR vs KN endgames.
- const int KRKNKingKnightDistancePenalty[8] = { 0, 0, 4, 10, 20, 32, 48, 70 };
-
- // Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP"
- const string swap_colors(const string& keyCode) {
-
- size_t idx = keyCode.find('K', 1);
- return keyCode.substr(idx) + keyCode.substr(0, idx);
- }
-
- // Get the material key of a position out of the given endgame key code
- // like "KBPKN". The trick here is to first build up a FEN string and then
- // let a Position object to do the work for us. Note that the FEN string
- // could correspond to an illegal position.
- Key mat_key(const string& keyCode) {
+ // Get the material key of a Position out of the given endgame key code
+ // like "KBPKN". The trick here is to first forge an ad-hoc fen string
+ // and then let a Position object to do the work for us. Note that the
+ // fen string could correspond to an illegal position.
+ Key key(const string& code, Color c) {
- assert(keyCode.length() > 0 && keyCode.length() < 8);
- assert(keyCode[0] == 'K');
+ assert(code.length() > 0 && code.length() < 8);
+ assert(code[0] == 'K');
- string fen;
- size_t i = 0;
+ string sides[] = { code.substr(code.find('K', 1)), // Weaker
+ code.substr(0, code.find('K', 1)) }; // Stronger
- // First add white and then black pieces
- do fen += keyCode[i]; while (keyCode[++i] != 'K');
- do fen += char(tolower(keyCode[i])); while (++i < keyCode.length());
+ std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
- // Add file padding and remaining empty ranks
- fen += string(1, '0' + int(8 - keyCode.length())) + "/8/8/8/8/8/8/8 w - - 0 10";
+ string fen = sides[0] + char('0' + int(8 - code.length()))
+ + sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
- // Build a Position out of the fen string and get its material key
- return Position(fen, false, 0).get_material_key();
+ return Position(fen, false, NULL).material_key();
}
- typedef EndgameBase EF;
- typedef EndgameBase SF;
+ template
+ void delete_endgame(const typename M::value_type& p) { delete p.second; }
} // namespace
-/// Endgames member definitions
-
-template<> const Endgames::EFMap& Endgames::get() const { return maps.first; }
-template<> const Endgames::SFMap& Endgames::get() const { return maps.second; }
+/// Endgames members definitions
Endgames::Endgames() {
- add >("KNNK");
- add >("KPK");
- add >("KBNK");
- add >("KRKP");
- add >("KRKB");
- add >("KRKN");
- add >("KQKR");
- add >("KBBKN");
-
- add >("KNPK");
- add >("KRPKR");
- add >("KBPKB");
- add >("KBPPKB");
- add >("KBPKN");
- add >("KRPPKRP");
+ add("KPK");
+ add("KNNK");
+ add("KBNK");
+ add("KRKP");
+ add("KRKB");
+ add("KRKN");
+ add("KQKP");
+ add("KQKR");
+ add("KBBKN");
+
+ add("KNPK");
+ add("KNPKB");
+ add("KRPKR");
+ add("KBPKB");
+ add("KBPKN");
+ add("KBPPKB");
+ add("KRPPKRP");
}
Endgames::~Endgames() {
- for (EFMap::const_iterator it = get().begin(); it != get().end(); ++it)
- delete it->second;
-
- for (SFMap::const_iterator it = get().begin(); it != get().end(); ++it)
- delete it->second;
+ for_each(m1.begin(), m1.end(), delete_endgame);
+ for_each(m2.begin(), m2.end(), delete_endgame);
}
-template
-void Endgames::add(const string& keyCode) {
-
- typedef typename T::Base F;
- typedef std::map M;
+template
+void Endgames::add(const string& code) {
- const_cast(get()).insert(std::pair(mat_key(keyCode), new T(WHITE)));
- const_cast(get()).insert(std::pair(mat_key(swap_colors(keyCode)), new T(BLACK)));
+ map((Endgame*)0)[key(code, WHITE)] = new Endgame(WHITE);
+ map((Endgame*)0)[key(code, BLACK)] = new Endgame(BLACK);
}
-template
-T* Endgames::get(Key key) const {
-
- typename std::map::const_iterator it = get().find(key);
- return it != get().end() ? it->second : NULL;
-}
-
-// Explicit template instantiations
-template EF* Endgames::get(Key key) const;
-template SF* Endgames::get(Key key) const;
-
/// 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.
template<>
-Value Endgame::apply(const Position& pos) const {
+Value Endgame::operator()(const Position& pos) const {
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
- assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
+ assert(!pos.count(weakerSide));
+
+ // Stalemate detection with lone king
+ if ( pos.side_to_move() == weakerSide
+ && !pos.checkers()
+ && !MoveList(pos).size()) {
+ return VALUE_DRAW;
+ }
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Value result = pos.non_pawn_material(strongerSide)
- + pos.piece_count(strongerSide, PAWN) * PawnValueEndgame
+ + pos.count(strongerSide) * PawnValueEg
+ MateTable[loserKSq]
+ DistanceBonus[square_distance(winnerKSq, loserKSq)];
- if ( pos.piece_count(strongerSide, QUEEN)
- || pos.piece_count(strongerSide, ROOK)
- || pos.piece_count(strongerSide, BISHOP) > 1)
- // TODO: check for two equal-colored bishops!
- result += VALUE_KNOWN_WIN;
+ if ( pos.count(strongerSide)
+ || pos.count(strongerSide)
+ || pos.bishop_pair(strongerSide)) {
+ result += VALUE_KNOWN_WIN;
+ }
return strongerSide == pos.side_to_move() ? result : -result;
}
@@ -185,26 +160,26 @@ Value Endgame::apply(const Position& pos) const {
/// 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.
template<>
-Value Endgame::apply(const Position& pos) const {
+Value Endgame::operator()(const Position& pos) const {
+ assert(pos.non_pawn_material(strongerSide) == KnightValueMg + BishopValueMg);
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);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count< PAWN>(strongerSide) == 0);
+ assert(pos.count< PAWN>(weakerSide ) == 0);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
- Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0];
+ Square bishopSq = pos.list(strongerSide)[0];
// 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 (opposite_color_squares(bishopSquare, SQ_A1))
+ if (opposite_colors(bishopSq, SQ_A1))
{
- winnerKSq = flop_square(winnerKSq);
- loserKSq = flop_square(loserKSq);
+ winnerKSq = mirror(winnerKSq);
+ loserKSq = mirror(loserKSq);
}
Value result = VALUE_KNOWN_WIN
@@ -217,44 +192,42 @@ Value Endgame::apply(const Position& pos) const {
/// KP vs K. This endgame is evaluated with the help of a bitbase.
template<>
-Value Endgame::apply(const Position& pos) const {
+Value Endgame::operator()(const Position& pos) const {
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);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count(weakerSide ) == 0);
Square wksq, bksq, wpsq;
- Color stm;
+ Color us;
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();
+ wpsq = pos.list(WHITE)[0];
+ us = 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());
+ wksq = ~pos.king_square(BLACK);
+ bksq = ~pos.king_square(WHITE);
+ wpsq = ~pos.list(BLACK)[0];
+ us = ~pos.side_to_move();
}
- if (square_file(wpsq) >= FILE_E)
+ if (file_of(wpsq) >= FILE_E)
{
- wksq = flop_square(wksq);
- bksq = flop_square(bksq);
- wpsq = flop_square(wpsq);
+ wksq = mirror(wksq);
+ bksq = mirror(bksq);
+ wpsq = mirror(wpsq);
}
- if (!probe_kpk_bitbase(wksq, wpsq, bksq, stm))
+ if (!Bitbases::probe_kpk(wksq, wpsq, bksq, us))
return VALUE_DRAW;
- Value result = VALUE_KNOWN_WIN
- + PawnValueEndgame
- + Value(square_rank(wpsq));
+ Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(wpsq));
return strongerSide == pos.side_to_move() ? result : -result;
}
@@ -265,47 +238,47 @@ Value Endgame::apply(const Position& pos) const {
/// far advanced with support of the king, while the attacking king is far
/// away.
template<>
-Value Endgame::apply(const Position& pos) const {
+Value Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
+ assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.non_pawn_material(weakerSide) == 0);
- assert(pos.piece_count(weakerSide, PAWN) == 1);
+ assert(pos.count(strongerSide) == 0);
+ assert(pos.count(weakerSide ) == 1);
Square wksq, wrsq, bksq, bpsq;
int tempo = (pos.side_to_move() == strongerSide);
wksq = pos.king_square(strongerSide);
- wrsq = pos.piece_list(strongerSide, ROOK)[0];
bksq = pos.king_square(weakerSide);
- bpsq = pos.piece_list(weakerSide, PAWN)[0];
+ wrsq = pos.list(strongerSide)[0];
+ bpsq = pos.list(weakerSide)[0];
if (strongerSide == BLACK)
{
- wksq = flip_square(wksq);
- wrsq = flip_square(wrsq);
- bksq = flip_square(bksq);
- bpsq = flip_square(bpsq);
+ wksq = ~wksq;
+ wrsq = ~wrsq;
+ bksq = ~bksq;
+ bpsq = ~bpsq;
}
- Square queeningSq = make_square(square_file(bpsq), RANK_1);
+ Square queeningSq = file_of(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 (wksq < bpsq && file_of(wksq) == file_of(bpsq))
+ result = RookValueEg - 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));
+ result = RookValueEg - 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
+ else if ( rank_of(bksq) <= RANK_3
&& square_distance(bksq, bpsq) == 1
- && square_rank(wksq) >= RANK_4
+ && rank_of(wksq) >= RANK_4
&& square_distance(wksq, bpsq) - tempo > 2)
result = Value(80 - square_distance(wksq, bpsq) * 8);
@@ -322,13 +295,13 @@ Value Endgame::apply(const Position& pos) const {
/// 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.
template<>
-Value Endgame::apply(const Position& pos) const {
+Value Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
- assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
- assert(pos.piece_count(weakerSide, BISHOP) == 1);
+ assert(pos.non_pawn_material(strongerSide) == RookValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
+ assert(pos.count(weakerSide ) == 1);
+ assert(pos.count< PAWN>(weakerSide ) == 0);
+ assert(pos.count< PAWN>(strongerSide) == 0);
Value result = Value(MateTable[pos.king_square(weakerSide)]);
return strongerSide == pos.side_to_move() ? result : -result;
@@ -338,22 +311,50 @@ Value Endgame::apply(const Position& pos) const {
/// 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.
template<>
-Value Endgame::apply(const Position& pos) const {
+Value Endgame::operator()(const Position& pos) const {
+
+ assert(pos.non_pawn_material(strongerSide) == RookValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
+ assert(pos.count(weakerSide ) == 1);
+ assert(pos.count< PAWN>(weakerSide ) == 0);
+ assert(pos.count< PAWN>(strongerSide) == 0);
+
+ const int penalty[8] = { 0, 10, 14, 20, 30, 42, 58, 80 };
+
+ Square bksq = pos.king_square(weakerSide);
+ Square bnsq = pos.list(weakerSide)[0];
+ Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]);
+ return strongerSide == pos.side_to_move() ? result : -result;
+}
+
+
+/// KQ vs KP. In general, a win for the stronger side, however, there are a few
+/// important exceptions. Pawn on 7th rank, A,C,F or H file, with king next can
+/// be a draw, so we scale down to distance between kings only.
+template<>
+Value Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
- assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
- assert(pos.piece_count(weakerSide, KNIGHT) == 1);
+ assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
+ assert(pos.count(strongerSide) == 0);
+ assert(pos.count(weakerSide ) == 1);
- Square defendingKSq = pos.king_square(weakerSide);
- Square nSq = pos.piece_list(weakerSide, KNIGHT)[0];
+ Square winnerKSq = pos.king_square(strongerSide);
+ Square loserKSq = pos.king_square(weakerSide);
+ Square pawnSq = pos.list(weakerSide)[0];
- int d = square_distance(defendingKSq, nSq);
- Value result = Value(10)
- + MateTable[defendingKSq]
- + KRKNKingKnightDistancePenalty[d];
+ Value result = QueenValueEg
+ - PawnValueEg
+ + DistanceBonus[square_distance(winnerKSq, loserKSq)];
+ if ( square_distance(loserKSq, pawnSq) == 1
+ && relative_rank(weakerSide, pawnSq) == RANK_7)
+ {
+ File f = file_of(pawnSq);
+
+ if (f == FILE_A || f == FILE_C || f == FILE_F || f == FILE_H)
+ result = Value(DistanceBonus[square_distance(winnerKSq, loserKSq)]);
+ }
return strongerSide == pos.side_to_move() ? result : -result;
}
@@ -364,18 +365,18 @@ Value Endgame::apply(const Position& pos) const {
/// for the defending side in the search, this is usually sufficient to be
/// able to win KQ vs KR.
template<>
-Value Endgame::apply(const Position& pos) const {
+Value Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 0);
- assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
+ assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == RookValueMg);
+ assert(pos.count(strongerSide) == 0);
+ assert(pos.count(weakerSide ) == 0);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
- Value result = QueenValueEndgame
- - RookValueEndgame
+ Value result = QueenValueEg
+ - RookValueEg
+ MateTable[loserKSq]
+ DistanceBonus[square_distance(winnerKSq, loserKSq)];
@@ -383,18 +384,18 @@ Value Endgame::apply(const Position& pos) const {
}
template<>
-Value Endgame::apply(const Position& pos) const {
+Value Endgame::operator()(const Position& pos) const {
- 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.pieces(PAWN) == EmptyBoardBB);
+ assert(pos.non_pawn_material(strongerSide) == 2 * BishopValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
+ assert(pos.count(strongerSide) == 2);
+ assert(pos.count(weakerSide ) == 1);
+ assert(!pos.pieces(PAWN));
- Value result = BishopValueEndgame;
+ Value result = BishopValueEg;
Square wksq = pos.king_square(strongerSide);
Square bksq = pos.king_square(weakerSide);
- Square nsq = pos.piece_list(weakerSide, KNIGHT)[0];
+ Square nsq = pos.list(weakerSide)[0];
// Bonus for attacking king close to defending king
result += Value(DistanceBonus[square_distance(wksq, bksq)]);
@@ -403,7 +404,7 @@ Value Endgame::apply(const Position& pos) const {
result += Value(square_distance(bksq, nsq) * 32);
// Bonus for restricting the knight's mobility
- result += Value((8 - count_1s(pos.attacks_from(nsq))) * 8);
+ result += Value((8 - popcount(pos.attacks_from(nsq))) * 8);
return strongerSide == pos.side_to_move() ? result : -result;
}
@@ -412,56 +413,55 @@ Value Endgame::apply(const Position& pos) const {
/// K and two minors vs K and one or two minors or K and two knights against
/// king alone are always draw.
template<>
-Value Endgame::apply(const Position&) const {
+Value Endgame::operator()(const Position&) const {
return VALUE_DRAW;
}
template<>
-Value Endgame::apply(const Position&) const {
+Value Endgame::operator()(const Position&) const {
return VALUE_DRAW;
}
-/// 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, SCALE_FACTOR_ZERO is
-/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
+/// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and
+/// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
+/// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
/// will be used.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, PAWN) >= 1);
+ assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count< PAWN>(strongerSide) >= 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.pieces(PAWN, strongerSide);
- File pawnFile = square_file(pos.piece_list(strongerSide, PAWN)[0]);
+ Bitboard pawns = pos.pieces(strongerSide, PAWN);
+ File pawnFile = file_of(pos.list(strongerSide)[0]);
// All pawns are on a single rook file ?
- if ( (pawnFile == FILE_A || pawnFile == FILE_H)
- && (pawns & ~file_bb(pawnFile)) == EmptyBoardBB)
+ if ( (pawnFile == FILE_A || pawnFile == FILE_H)
+ && !(pawns & ~file_bb(pawnFile)))
{
- Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
- Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
+ Square bishopSq = pos.list(strongerSide)[0];
+ Square queeningSq = relative_square(strongerSide, pawnFile | RANK_8);
Square kingSq = pos.king_square(weakerSide);
- if ( opposite_color_squares(queeningSq, bishopSq)
- && abs(square_file(kingSq) - pawnFile) <= 1)
+ if ( opposite_colors(queeningSq, bishopSq)
+ && abs(file_of(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
+ // file of the pawn(s) or the adjacent file. Find the rank of the
// frontmost pawn.
Rank rank;
if (strongerSide == WHITE)
{
- for (rank = RANK_7; (rank_bb(rank) & pawns) == EmptyBoardBB; rank--) {}
+ for (rank = RANK_7; !(rank_bb(rank) & pawns); rank--) {}
assert(rank >= RANK_2 && rank <= RANK_7);
}
else
{
- for (rank = RANK_2; (rank_bb(rank) & pawns) == EmptyBoardBB; rank++) {}
+ for (rank = RANK_2; !(rank_bb(rank) & pawns); rank++) {}
rank = Rank(rank ^ 7); // HACK to get the relative rank
assert(rank >= RANK_2 && rank <= RANK_7);
}
@@ -469,84 +469,104 @@ ScaleFactor Endgame::apply(const Position& pos) const {
// is placed somewhere in front of the pawn, it's a draw.
if ( square_distance(kingSq, queeningSq) <= 1
|| relative_rank(strongerSide, kingSq) >= rank)
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
}
}
+
+ // All pawns on same B or G file? Then potential draw
+ if ( (pawnFile == FILE_B || pawnFile == FILE_G)
+ && !(pos.pieces(PAWN) & ~file_bb(pawnFile))
+ && pos.non_pawn_material(weakerSide) == 0
+ && pos.count(weakerSide) >= 1)
+ {
+ // Get weaker pawn closest to opponent's queening square
+ Bitboard wkPawns = pos.pieces(weakerSide, PAWN);
+ Square weakerPawnSq = strongerSide == WHITE ? msb(wkPawns) : lsb(wkPawns);
+
+ Square strongerKingSq = pos.king_square(strongerSide);
+ Square weakerKingSq = pos.king_square(weakerSide);
+ Square bishopSq = pos.list(strongerSide)[0];
+
+ // Draw if weaker pawn is on rank 7, bishop can't attack the pawn, and
+ // weaker king can stop opposing opponent's king from penetrating.
+ if ( relative_rank(strongerSide, weakerPawnSq) == RANK_7
+ && opposite_colors(bishopSq, weakerPawnSq)
+ && square_distance(weakerPawnSq, weakerKingSq) <= square_distance(weakerPawnSq, strongerKingSq))
+ return SCALE_FACTOR_DRAW;
+ }
+
return SCALE_FACTOR_NONE;
}
-/// KQKRPScalingFunction scales endgames where the stronger side has only
-/// king and queen, while the weaker side has at least a rook and a pawn.
-/// It tests for fortress draws with a rook on the third rank defended by
-/// a pawn.
+/// K and queen vs K, rook and one or more pawns. It tests for fortress draws with
+/// a rook on the third rank defended by a pawn.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
- 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);
+ assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count< PAWN>(strongerSide) == 0);
+ assert(pos.count< ROOK>(weakerSide ) == 1);
+ assert(pos.count< PAWN>(weakerSide ) >= 1);
Square kingSq = pos.king_square(weakerSide);
- if ( relative_rank(weakerSide, kingSq) <= RANK_2
- && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
- && (pos.pieces(ROOK, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_3)))
- && (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
- && (pos.attacks_from(kingSq) & pos.pieces(PAWN, weakerSide)))
+ if ( relative_rank(weakerSide, kingSq) <= RANK_2
+ && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
+ && (pos.pieces(weakerSide, ROOK) & rank_bb(relative_rank(weakerSide, RANK_3)))
+ && (pos.pieces(weakerSide, PAWN) & rank_bb(relative_rank(weakerSide, RANK_2)))
+ && (pos.attacks_from(kingSq) & pos.pieces(weakerSide, PAWN)))
{
- Square rsq = pos.piece_list(weakerSide, ROOK)[0];
- if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
- return SCALE_FACTOR_ZERO;
+ Square rsq = pos.list(weakerSide)[0];
+ if (pos.attacks_from(rsq, strongerSide) & pos.pieces(weakerSide, PAWN))
+ return SCALE_FACTOR_DRAW;
}
return SCALE_FACTOR_NONE;
}
-/// 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
-/// in the future.
+/// K, rook and one pawn vs K and a rook. 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 in the future.
///
/// It would also be nice to rewrite the actual code for this function,
/// which is mostly copied from Glaurung 1.x, and not very pretty.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
+ assert(pos.non_pawn_material(strongerSide) == RookValueMg);
+ assert(pos.non_pawn_material(weakerSide) == RookValueMg);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count(weakerSide ) == 0);
Square wksq = pos.king_square(strongerSide);
- 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.piece_list(weakerSide, ROOK)[0];
+ Square wrsq = pos.list(strongerSide)[0];
+ Square wpsq = pos.list(strongerSide)[0];
+ Square brsq = pos.list(weakerSide)[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.
if (strongerSide == BLACK)
{
- wksq = flip_square(wksq);
- wrsq = flip_square(wrsq);
- wpsq = flip_square(wpsq);
- bksq = flip_square(bksq);
- brsq = flip_square(brsq);
+ wksq = ~wksq;
+ wrsq = ~wrsq;
+ wpsq = ~wpsq;
+ bksq = ~bksq;
+ brsq = ~brsq;
}
- if (square_file(wpsq) > FILE_D)
+ if (file_of(wpsq) > FILE_D)
{
- wksq = flop_square(wksq);
- wrsq = flop_square(wrsq);
- wpsq = flop_square(wpsq);
- bksq = flop_square(bksq);
- brsq = flop_square(brsq);
+ wksq = mirror(wksq);
+ wrsq = mirror(wrsq);
+ wpsq = mirror(wpsq);
+ bksq = mirror(bksq);
+ brsq = mirror(brsq);
}
- File f = square_file(wpsq);
- Rank r = square_rank(wpsq);
- Square queeningSq = make_square(f, RANK_8);
+ File f = file_of(wpsq);
+ Rank r = rank_of(wpsq);
+ Square queeningSq = f | RANK_8;
int tempo = (pos.side_to_move() == strongerSide);
// If the pawn is not too far advanced and the defending king defends the
@@ -554,31 +574,31 @@ ScaleFactor Endgame::apply(const Position& pos) const {
if ( r <= RANK_5
&& square_distance(bksq, queeningSq) <= 1
&& wksq <= SQ_H5
- && (square_rank(brsq) == RANK_6 || (r <= RANK_3 && square_rank(wrsq) != RANK_6)))
- return SCALE_FACTOR_ZERO;
+ && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6)))
+ return SCALE_FACTOR_DRAW;
// The defending side saves a draw by checking from behind in case the pawn
// has advanced to the 6th rank with the king behind.
if ( r == RANK_6
&& square_distance(bksq, queeningSq) <= 1
- && square_rank(wksq) + tempo <= RANK_6
- && (square_rank(brsq) == RANK_1 || (!tempo && abs(square_file(brsq) - f) >= 3)))
- return SCALE_FACTOR_ZERO;
+ && rank_of(wksq) + tempo <= RANK_6
+ && (rank_of(brsq) == RANK_1 || (!tempo && abs(file_of(brsq) - f) >= 3)))
+ return SCALE_FACTOR_DRAW;
if ( r >= RANK_6
&& bksq == queeningSq
- && square_rank(brsq) == RANK_1
+ && rank_of(brsq) == RANK_1
&& (!tempo || square_distance(wksq, wpsq) >= 2))
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
// White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7
// and the black rook is behind the pawn.
if ( wpsq == SQ_A7
&& wrsq == SQ_A8
&& (bksq == SQ_H7 || bksq == SQ_G7)
- && square_file(brsq) == FILE_A
- && (square_rank(brsq) <= RANK_3 || square_file(wksq) >= FILE_D || square_rank(wksq) <= RANK_5))
- return SCALE_FACTOR_ZERO;
+ && file_of(brsq) == FILE_A
+ && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5))
+ return SCALE_FACTOR_DRAW;
// If the defending king blocks the pawn and the attacking king is too far
// away, it's a draw.
@@ -586,14 +606,14 @@ ScaleFactor Endgame::apply(const Position& pos) const {
&& bksq == wpsq + DELTA_N
&& square_distance(wksq, wpsq) - tempo >= 2
&& square_distance(wksq, brsq) - tempo >= 2)
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
// Pawn on the 7th rank supported by the rook from behind usually wins if the
// attacking king is closer to the queening square than the defending king,
// and the defending king cannot gain tempi by threatening the attacking rook.
if ( r == RANK_7
&& f != FILE_A
- && square_file(wrsq) == f
+ && file_of(wrsq) == f
&& wrsq != queeningSq
&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
&& (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo))
@@ -601,7 +621,7 @@ ScaleFactor Endgame::apply(const Position& pos) const {
// Similar to the above, but with the pawn further back
if ( f != FILE_A
- && square_file(wrsq) == f
+ && file_of(wrsq) == f
&& wrsq < wpsq
&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
&& (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wpsq + DELTA_N) - 2 + tempo)
@@ -616,9 +636,9 @@ ScaleFactor Endgame::apply(const Position& pos) const {
// the pawn's path, it's probably a draw.
if (r <= RANK_4 && bksq > wpsq)
{
- if (square_file(bksq) == square_file(wpsq))
+ if (file_of(bksq) == file_of(wpsq))
return ScaleFactor(10);
- if ( abs(square_file(bksq) - square_file(wpsq)) == 1
+ if ( abs(file_of(bksq) - file_of(wpsq)) == 1
&& square_distance(wksq, bksq) > 2)
return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
}
@@ -626,19 +646,19 @@ ScaleFactor Endgame::apply(const Position& pos) const {
}
-/// KRPPKRPScalingFunction scales KRPP vs KRP endgames. There is only a
-/// single pattern: If the stronger side has no pawns and the defending king
+/// K, rook and two pawns vs K, rook and one pawn. There is only a single
+/// pattern: If the stronger side has no passed pawns and the defending king
/// is actively placed, the position is drawish.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.piece_count(strongerSide, PAWN) == 2);
- assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.piece_count(weakerSide, PAWN) == 1);
+ assert(pos.non_pawn_material(strongerSide) == RookValueMg);
+ assert(pos.non_pawn_material(weakerSide) == RookValueMg);
+ assert(pos.count(strongerSide) == 2);
+ assert(pos.count(weakerSide ) == 1);
- Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0];
- Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1];
+ Square wpsq1 = pos.list(strongerSide)[0];
+ Square wpsq2 = pos.list(strongerSide)[1];
Square bksq = pos.king_square(weakerSide);
// Does the stronger side have a passed pawn?
@@ -646,7 +666,7 @@ ScaleFactor Endgame::apply(const Position& pos) const {
|| pos.pawn_is_passed(strongerSide, wpsq2))
return SCALE_FACTOR_NONE;
- Rank r = Max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2));
+ Rank r = std::max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2));
if ( file_distance(bksq, wpsq1) <= 1
&& file_distance(bksq, wpsq2) <= 1
@@ -665,71 +685,69 @@ ScaleFactor Endgame::apply(const Position& pos) const {
}
-/// KPsKScalingFunction scales endgames with king and two or more pawns
-/// against king. There is just a single rule here: If all pawns are on
-/// the same rook file and are blocked by the defending king, it's a draw.
+/// K and two or more pawns vs K. There is just a single rule here: If all pawns
+/// are on the same rook file and are blocked by the defending king, it's a draw.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
- assert(pos.piece_count(strongerSide, PAWN) >= 2);
- assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
+ assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
+ assert(pos.count(strongerSide) >= 2);
+ assert(pos.count(weakerSide ) == 0);
Square ksq = pos.king_square(weakerSide);
- Bitboard pawns = pos.pieces(PAWN, strongerSide);
+ Bitboard pawns = pos.pieces(strongerSide, PAWN);
// Are all pawns on the 'a' file?
- if ((pawns & ~FileABB) == EmptyBoardBB)
+ if (!(pawns & ~FileABB))
{
// Does the defending king block the pawns?
if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1
- || ( square_file(ksq) == FILE_A
- && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB))
- return SCALE_FACTOR_ZERO;
+ || ( file_of(ksq) == FILE_A
+ && !(in_front_bb(strongerSide, rank_of(ksq)) & pawns)))
+ return SCALE_FACTOR_DRAW;
}
// Are all pawns on the 'h' file?
- else if ((pawns & ~FileHBB) == EmptyBoardBB)
+ else if (!(pawns & ~FileHBB))
{
// Does the defending king block the pawns?
if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1
- || ( square_file(ksq) == FILE_H
- && (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB))
- return SCALE_FACTOR_ZERO;
+ || ( file_of(ksq) == FILE_H
+ && !(in_front_bb(strongerSide, rank_of(ksq)) & pawns)))
+ return SCALE_FACTOR_DRAW;
}
return SCALE_FACTOR_NONE;
}
-/// KBPKBScalingFunction scales KBP vs KB endgames. There are two rules:
-/// If the defending king is somewhere along the path of the pawn, and the
-/// square of the king is not of the same color as the stronger side's bishop,
-/// it's a draw. If the two bishops have opposite color, it's almost always
-/// a draw.
+/// K, bishop and a pawn vs K and a bishop. There are two rules: If the defending
+/// king is somewhere along the path of the pawn, and the square of the king is
+/// not of the same color as the stronger side's bishop, it's a draw. If the two
+/// bishops have opposite color, it's almost always a draw.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
-
- assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
- assert(pos.piece_count(weakerSide, BISHOP) == 1);
- assert(pos.piece_count(weakerSide, PAWN) == 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];
+ScaleFactor Endgame::operator()(const Position& pos) const {
+
+ assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count(weakerSide ) == 1);
+ assert(pos.count< PAWN>(strongerSide) == 1);
+ assert(pos.count< PAWN>(weakerSide ) == 0);
+
+ Square pawnSq = pos.list(strongerSide)[0];
+ Square strongerBishopSq = pos.list(strongerSide)[0];
+ Square weakerBishopSq = pos.list(weakerSide)[0];
Square weakerKingSq = pos.king_square(weakerSide);
// Case 1: Defending king blocks the pawn, and cannot be driven away
- if ( square_file(weakerKingSq) == square_file(pawnSq)
+ if ( file_of(weakerKingSq) == file_of(pawnSq)
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
- && ( opposite_color_squares(weakerKingSq, strongerBishopSq)
+ && ( opposite_colors(weakerKingSq, strongerBishopSq)
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
// Case 2: Opposite colored bishops
- if (opposite_color_squares(strongerBishopSq, weakerBishopSq))
+ if (opposite_colors(strongerBishopSq, weakerBishopSq))
{
// We assume that the position is drawn in the following three situations:
//
@@ -742,57 +760,57 @@ ScaleFactor Endgame::apply(const Position& pos) const {
// reasonably well.
if (relative_rank(strongerSide, pawnSq) <= RANK_5)
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
else
{
- Bitboard path = squares_in_front_of(strongerSide, pawnSq);
+ Bitboard path = forward_bb(strongerSide, pawnSq);
- if (path & pos.pieces(KING, weakerSide))
- return SCALE_FACTOR_ZERO;
+ if (path & pos.pieces(weakerSide, KING))
+ return SCALE_FACTOR_DRAW;
if ( (pos.attacks_from(weakerBishopSq) & path)
&& square_distance(weakerBishopSq, pawnSq) >= 3)
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
}
}
return SCALE_FACTOR_NONE;
}
-/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic
-/// draws with opposite-colored bishops.
+/// K, bishop and two pawns vs K and bishop. It detects a few basic draws with
+/// opposite-colored bishops.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 2);
- assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
- assert(pos.piece_count(weakerSide, BISHOP) == 1);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
+ assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count(weakerSide ) == 1);
+ assert(pos.count< PAWN>(strongerSide) == 2);
+ assert(pos.count< PAWN>(weakerSide ) == 0);
- Square wbsq = pos.piece_list(strongerSide, BISHOP)[0];
- Square bbsq = pos.piece_list(weakerSide, BISHOP)[0];
+ Square wbsq = pos.list(strongerSide)[0];
+ Square bbsq = pos.list(weakerSide)[0];
- if (!opposite_color_squares(wbsq, bbsq))
+ if (!opposite_colors(wbsq, bbsq))
return SCALE_FACTOR_NONE;
Square ksq = pos.king_square(weakerSide);
- Square psq1 = pos.piece_list(strongerSide, PAWN)[0];
- Square psq2 = pos.piece_list(strongerSide, PAWN)[1];
- Rank r1 = square_rank(psq1);
- Rank r2 = square_rank(psq2);
+ Square psq1 = pos.list(strongerSide)[0];
+ Square psq2 = pos.list(strongerSide)[1];
+ Rank r1 = rank_of(psq1);
+ Rank r2 = rank_of(psq2);
Square blockSq1, blockSq2;
if (relative_rank(strongerSide, psq1) > relative_rank(strongerSide, psq2))
{
blockSq1 = psq1 + pawn_push(strongerSide);
- blockSq2 = make_square(square_file(psq2), square_rank(psq1));
+ blockSq2 = file_of(psq2) | rank_of(psq1);
}
else
{
blockSq1 = psq2 + pawn_push(strongerSide);
- blockSq2 = make_square(square_file(psq1), square_rank(psq2));
+ blockSq2 = file_of(psq1) | rank_of(psq2);
}
switch (file_distance(psq1, psq2))
@@ -800,29 +818,29 @@ ScaleFactor Endgame::apply(const Position& pos) const {
case 0:
// Both pawns are on the same file. Easy draw if defender firmly controls
// some square in the frontmost pawn's path.
- if ( square_file(ksq) == square_file(blockSq1)
+ if ( file_of(ksq) == file_of(blockSq1)
&& relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1)
- && opposite_color_squares(ksq, wbsq))
- return SCALE_FACTOR_ZERO;
+ && opposite_colors(ksq, wbsq))
+ return SCALE_FACTOR_DRAW;
else
return SCALE_FACTOR_NONE;
case 1:
- // Pawns on neighboring files. Draw if defender firmly controls the square
+ // Pawns on adjacent files. Draw if defender firmly controls the square
// in front of the frontmost pawn's path, and the square diagonally behind
// this square on the file of the other pawn.
if ( ksq == blockSq1
- && opposite_color_squares(ksq, wbsq)
+ && opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq2
- || (pos.attacks_from(blockSq2) & pos.pieces(BISHOP, weakerSide))
+ || (pos.attacks_from(blockSq2) & pos.pieces(weakerSide, BISHOP))
|| abs(r1 - r2) >= 2))
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
else if ( ksq == blockSq2
- && opposite_color_squares(ksq, wbsq)
+ && opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq1
- || (pos.attacks_from(blockSq1) & pos.pieces(BISHOP, weakerSide))))
- return SCALE_FACTOR_ZERO;
+ || (pos.attacks_from(blockSq1) & pos.pieces(weakerSide, BISHOP))))
+ return SCALE_FACTOR_DRAW;
else
return SCALE_FACTOR_NONE;
@@ -833,107 +851,118 @@ ScaleFactor Endgame::apply(const Position& pos) const {
}
-/// KBPKNScalingFunction scales KBP vs KN endgames. There is a single rule:
-/// If the defending king is somewhere along the path of the pawn, and the
-/// square of the king is not of the same color as the stronger side's bishop,
-/// it's a draw.
+/// K, bisop and a pawn vs K and knight. There is a single rule: If the defending
+/// king is somewhere along the path of the pawn, and the square of the king is
+/// not of the same color as the stronger side's bishop, it's a draw.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
- assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.piece_count(strongerSide, BISHOP) == 1);
- assert(pos.piece_count(strongerSide, PAWN) == 1);
- assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
- assert(pos.piece_count(weakerSide, KNIGHT) == 1);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
+ assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count(weakerSide ) == 1);
+ assert(pos.count< PAWN>(strongerSide) == 1);
+ assert(pos.count< PAWN>(weakerSide ) == 0);
- Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
- Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
+ Square pawnSq = pos.list(strongerSide)[0];
+ Square strongerBishopSq = pos.list(strongerSide)[0];
Square weakerKingSq = pos.king_square(weakerSide);
- if ( square_file(weakerKingSq) == square_file(pawnSq)
+ if ( file_of(weakerKingSq) == file_of(pawnSq)
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
- && ( opposite_color_squares(weakerKingSq, strongerBishopSq)
+ && ( opposite_colors(weakerKingSq, strongerBishopSq)
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
return SCALE_FACTOR_NONE;
}
-/// KNPKScalingFunction scales KNP vs K endgames. There is a single rule:
-/// If the pawn is a rook pawn on the 7th rank and the defending king prevents
-/// the pawn from advancing, the position is drawn.
+/// K, knight and a pawn vs K. There is a single rule: If the pawn is a rook pawn
+/// on the 7th rank and the defending king prevents the pawn from advancing, the
+/// position is drawn.
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
- 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_ZERO);
- assert(pos.piece_count(weakerSide, PAWN) == 0);
+ assert(pos.non_pawn_material(strongerSide) == KnightValueMg);
+ assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
+ assert(pos.count(strongerSide) == 1);
+ assert(pos.count< PAWN>(strongerSide) == 1);
+ assert(pos.count< PAWN>(weakerSide ) == 0);
- Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
+ Square pawnSq = pos.list(strongerSide)[0];
Square weakerKingSq = pos.king_square(weakerSide);
if ( pawnSq == relative_square(strongerSide, SQ_A7)
&& square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1)
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
if ( pawnSq == relative_square(strongerSide, SQ_H7)
&& square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1)
- return SCALE_FACTOR_ZERO;
+ return SCALE_FACTOR_DRAW;
+
+ return SCALE_FACTOR_NONE;
+}
+
+
+/// 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::operator()(const Position& pos) const {
+
+ Square pawnSq = pos.list(strongerSide)[0];
+ Square bishopSq = pos.list(weakerSide)[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(bishopSq))
+ return ScaleFactor(square_distance(weakerKingSq, pawnSq));
return SCALE_FACTOR_NONE;
}
-/// KPKPScalingFunction scales KP vs KP endgames. 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 is when the stronger side's pawn is far
-/// advanced and not on a rook file; in this case it is often possible to win
-/// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
+/// 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
+/// is when the stronger side's pawn is far advanced and not on a rook file; in
+/// this case it is often possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
template<>
-ScaleFactor Endgame::apply(const Position& pos) const {
+ScaleFactor Endgame::operator()(const Position& pos) const {
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);
+ assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
+ assert(pos.count(WHITE) == 1);
+ assert(pos.count(BLACK) == 1);
- Square wksq, bksq, wpsq;
- Color stm;
+ Square wksq = pos.king_square(strongerSide);
+ Square bksq = pos.king_square(weakerSide);
+ Square wpsq = pos.list(strongerSide)[0];
+ Color us = 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
+ if (strongerSide == BLACK)
{
- 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());
+ wksq = ~wksq;
+ bksq = ~bksq;
+ wpsq = ~wpsq;
+ us = ~us;
}
- if (square_file(wpsq) >= FILE_E)
+ if (file_of(wpsq) >= FILE_E)
{
- wksq = flop_square(wksq);
- bksq = flop_square(bksq);
- wpsq = flop_square(wpsq);
+ wksq = mirror(wksq);
+ bksq = mirror(bksq);
+ wpsq = mirror(wpsq);
}
// If the pawn has advanced to the fifth rank or further, and is not a
// rook pawn, it's too dangerous to assume that it's at least a draw.
- if ( square_rank(wpsq) >= RANK_5
- && square_file(wpsq) != FILE_A)
+ if ( rank_of(wpsq) >= RANK_5
+ && file_of(wpsq) != FILE_A)
return SCALE_FACTOR_NONE;
- // Probe the KPK bitbase with the weakest side's pawn removed. If it's a
- // draw, it's probably at least a draw even with the pawn.
- return probe_kpk_bitbase(wksq, wpsq, bksq, stm) ? SCALE_FACTOR_NONE : SCALE_FACTOR_ZERO;
+ // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw,
+ // it's probably at least a draw even with the pawn.
+ return Bitbases::probe_kpk(wksq, wpsq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;
}