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Move draw by material check
It is more natural to test this case among others material distributions. No functional change.
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3 changed files with 17 additions and 13 deletions
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@ -43,7 +43,7 @@ enum EndgameType {
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KQKP, // KQ vs KP
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KQKP, // KQ vs KP
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KQKR, // KQ vs KR
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KQKR, // KQ vs KR
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KBBKN, // KBB vs KN
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KBBKN, // KBB vs KN
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KmmKm, // K and two minors vs K and one or two minors
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KmmKm, // K and one or two minors vs K and zero or one minor
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// Scaling functions
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// Scaling functions
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@ -173,10 +173,18 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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return e;
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return e;
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}
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}
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if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
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// Draw by insufficient material (trivial draws like KK, KBK and KNK)
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if ( !pos.pieces(PAWN)
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&& pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) <= BishopValueMg)
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{
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{
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e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
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return e;
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}
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// Minor piece endgame with at least one minor piece per side and
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// Minor piece endgame with at least one minor piece per side and
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// no pawns. Note that the case KmmK is already handled by KXK.
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// no pawns. Note that the case KmmK is already handled by KXK.
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if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
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{
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assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP)));
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assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP)));
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assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP)));
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assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP)));
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@ -240,8 +248,7 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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}
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}
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}
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}
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// No pawns makes it difficult to win, even with a material advantage. This
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// No pawns makes it difficult to win, even with a material advantage
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// catches some trivial draws like KK, KBK and KNK
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if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
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if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
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{
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{
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e->factor[WHITE] = (uint8_t)
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e->factor[WHITE] = (uint8_t)
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@ -1223,6 +1223,7 @@ Key Position::compute_material_key() const {
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/// game and the endgame. These functions are used to initialize the incremental
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/// game and the endgame. These functions are used to initialize the incremental
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/// scores when a new position is set up, and to verify that the scores are correctly
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/// scores when a new position is set up, and to verify that the scores are correctly
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/// updated by do_move and undo_move when the program is running in debug mode.
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/// updated by do_move and undo_move when the program is running in debug mode.
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Score Position::compute_psq_score() const {
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Score Position::compute_psq_score() const {
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Score score = SCORE_ZERO;
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Score score = SCORE_ZERO;
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@ -1254,15 +1255,11 @@ Value Position::compute_non_pawn_material(Color c) const {
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}
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}
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/// Position::is_draw() tests whether the position is drawn by material,
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/// Position::is_draw() tests whether the position is drawn by repetition
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/// repetition, or the 50 moves rule. It does not detect stalemates, this
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/// or the 50 moves rule. It does not detect stalemates, this must be done
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/// must be done by the search.
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/// by the search.
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bool Position::is_draw() const {
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// Draw by material?
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bool Position::is_draw() const {
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if ( !pieces(PAWN)
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&& (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg))
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return true;
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// Draw by the 50 moves rule?
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// Draw by the 50 moves rule?
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if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
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if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
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