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Final endgame.cpp space inflate

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-02-03 16:08:41 +01:00
parent c32904f0a0
commit 82bf08e4f2

View file

@ -559,6 +559,7 @@ ScaleFactor KQKRPScalingFunction::apply(const Position& pos) {
/// which is mostly copied from Glaurung 1.x, and not very pretty.
ScaleFactor KRPKRScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
@ -571,20 +572,22 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) {
Square brsq = pos.piece_list(weakerSide, ROOK, 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);
// 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);
}
if(square_file(wpsq) > FILE_D) {
wksq = flop_square(wksq);
wrsq = flop_square(wrsq);
wpsq = flop_square(wpsq);
bksq = flop_square(bksq);
brsq = flop_square(brsq);
if (square_file(wpsq) > FILE_D)
{
wksq = flop_square(wksq);
wrsq = flop_square(wrsq);
wpsq = flop_square(wpsq);
bksq = flop_square(bksq);
brsq = flop_square(brsq);
}
File f = square_file(wpsq);
@ -593,87 +596,88 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) {
int tempo = (pos.side_to_move() == strongerSide);
// If the pawn is not too far advanced and the defending king defends the
// queening square, use the third-rank defence:
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 ScaleFactor(0);
// queening square, use the third-rank defence.
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 ScaleFactor(0);
// 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 ScaleFactor(0);
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 ScaleFactor(0);
if(r >= RANK_6 && bksq == queeningSq && square_rank(brsq) == RANK_1 &&
(!tempo || square_distance(wksq, wpsq) >= 2))
return ScaleFactor(0);
if ( r >= RANK_6
&& bksq == queeningSq
&& square_rank(brsq) == RANK_1
&& (!tempo || square_distance(wksq, wpsq) >= 2))
return ScaleFactor(0);
// 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 ScaleFactor(0);
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 ScaleFactor(0);
// If the defending king blocks the pawn and the attacking king is too far
// away, it's a draw.
if(r <= RANK_5 && bksq == wpsq + DELTA_N &&
square_distance(wksq, wpsq) - tempo >= 2 &&
square_distance(wksq, brsq) - tempo >= 2)
return ScaleFactor(0);
if ( r <= RANK_5
&& bksq == wpsq + DELTA_N
&& square_distance(wksq, wpsq) - tempo >= 2
&& square_distance(wksq, brsq) - tempo >= 2)
return ScaleFactor(0);
// 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
&& wrsq != queeningSq
&& (square_distance(wksq, queeningSq) <
square_distance(bksq, queeningSq) - 2 + tempo)
&& (square_distance(wksq, queeningSq) <
square_distance(bksq, wrsq) + tempo))
return ScaleFactor(SCALE_FACTOR_MAX
- 2 * square_distance(wksq, queeningSq));
// and the defending king cannot gain tempi by threatening the attacking rook.
if ( r == RANK_7
&& f != FILE_A
&& square_file(wrsq) == f
&& wrsq != queeningSq
&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
&& (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo))
return ScaleFactor(SCALE_FACTOR_MAX - 2 * square_distance(wksq, queeningSq));
// Similar to the above, but with the pawn further back:
if(f != FILE_A && square_file(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)
&& (square_distance(bksq, wrsq) + tempo >= 3
|| (square_distance(wksq, queeningSq) <
square_distance(bksq, wrsq) + tempo
&& (square_distance(wksq, wpsq + DELTA_N) <
square_distance(bksq, wrsq) + tempo))))
return
ScaleFactor(SCALE_FACTOR_MAX
- (8 * square_distance(wpsq, queeningSq) +
2 * square_distance(wksq, queeningSq)));
// Similar to the above, but with the pawn further back
if ( f != FILE_A
&& square_file(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)
&& ( square_distance(bksq, wrsq) + tempo >= 3
|| ( square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo
&& (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wrsq) + tempo))))
return ScaleFactor( SCALE_FACTOR_MAX
- (8 * square_distance(wpsq, queeningSq)
+ 2 * square_distance(wksq, queeningSq)));
// If the pawn is not far advanced, and the defending king is somewhere in
// the pawn's path, it's probably a draw:
if(r <= RANK_4 && bksq > wpsq) {
if(square_file(bksq) == square_file(wpsq))
return ScaleFactor(10);
if(abs(square_file(bksq) - square_file(wpsq)) == 1
&& square_distance(wksq, bksq) > 2)
return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
// the pawn's path, it's probably a draw.
if (r <= RANK_4 && bksq > wpsq)
{
if (square_file(bksq) == square_file(wpsq))
return ScaleFactor(10);
if ( abs(square_file(bksq) - square_file(wpsq)) == 1
&& square_distance(wksq, bksq) > 2)
return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
}
return SCALE_FACTOR_NONE;
}
/// KRPPKRPScalingFunction scales KRPP vs KRP endgames. There is only a
/// single pattern: If the stronger side has no pawns and the defending king
/// KRPPKRPScalingFunction scales KRPP vs KRP endgames. There is only a
/// single pattern: If the stronger side has no pawns and the defending king
/// is actively placed, the position is drawish.
ScaleFactor KRPPKRPScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 2);
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
@ -684,34 +688,35 @@ ScaleFactor KRPPKRPScalingFunction::apply(const Position &pos) {
Square bksq = pos.king_square(weakerSide);
// Does the stronger side have a passed pawn?
if(pos.pawn_is_passed(strongerSide, wpsq1) ||
pos.pawn_is_passed(strongerSide, wpsq2))
return SCALE_FACTOR_NONE;
if ( pos.pawn_is_passed(strongerSide, wpsq1)
|| pos.pawn_is_passed(strongerSide, wpsq2))
return SCALE_FACTOR_NONE;
Rank r = Max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2));
if(file_distance(bksq, wpsq1) <= 1 && file_distance(bksq, wpsq2) <= 1
&& relative_rank(strongerSide, bksq) > r) {
switch(r) {
case RANK_2: return ScaleFactor(10);
case RANK_3: return ScaleFactor(10);
case RANK_4: return ScaleFactor(15);
case RANK_5: return ScaleFactor(20);
case RANK_6: return ScaleFactor(40);
default: assert(false);
}
if ( file_distance(bksq, wpsq1) <= 1
&& file_distance(bksq, wpsq2) <= 1
&& relative_rank(strongerSide, bksq) > r)
{
switch (r) {
case RANK_2: return ScaleFactor(10);
case RANK_3: return ScaleFactor(10);
case RANK_4: return ScaleFactor(15);
case RANK_5: return ScaleFactor(20);
case RANK_6: return ScaleFactor(40);
default: assert(false);
}
}
return SCALE_FACTOR_NONE;
}
/// KPsKScalingFunction scales endgames with king and two or more pawns
/// against king. There is just a single rule here: If all pawns are on
/// 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.
ScaleFactor KPsKScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == Value(0));
assert(pos.piece_count(strongerSide, PAWN) >= 2);
assert(pos.non_pawn_material(weakerSide) == Value(0));
@ -720,41 +725,44 @@ ScaleFactor KPsKScalingFunction::apply(const Position &pos) {
Bitboard pawns = pos.pawns(strongerSide);
// Are all pawns on the 'a' file?
if((pawns & ~FileABB) == EmptyBoardBB) {
// Does the defending king block the pawns?
Square ksq = pos.king_square(weakerSide);
if(square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1)
return ScaleFactor(0);
else if(square_file(ksq) == FILE_A &&
(in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB)
return ScaleFactor(0);
else
return SCALE_FACTOR_NONE;
if ((pawns & ~FileABB) == EmptyBoardBB)
{
// Does the defending king block the pawns?
Square ksq = pos.king_square(weakerSide);
if (square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1)
return ScaleFactor(0);
else if( square_file(ksq) == FILE_A
&& (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB)
return ScaleFactor(0);
else
return SCALE_FACTOR_NONE;
}
// Are all pawns on the 'h' file?
else if((pawns & ~FileHBB) == EmptyBoardBB) {
else if ((pawns & ~FileHBB) == EmptyBoardBB)
{
// Does the defending king block the pawns?
Square ksq = pos.king_square(weakerSide);
if(square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1)
return ScaleFactor(0);
else if(square_file(ksq) == FILE_H &&
(in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB)
return ScaleFactor(0);
if (square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1)
return ScaleFactor(0);
else if ( square_file(ksq) == FILE_H
&& (in_front_bb(strongerSide, ksq) & pawns) == EmptyBoardBB)
return ScaleFactor(0);
else
return SCALE_FACTOR_NONE;
return SCALE_FACTOR_NONE;
}
else
return SCALE_FACTOR_NONE;
return SCALE_FACTOR_NONE;
}
/// KBPKBScalingFunction scales KBP vs KB endgames. There are two rules:
/// 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
/// it's a draw. If the two bishops have opposite color, it's almost always
/// a draw.
ScaleFactor KBPKBScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
@ -767,48 +775,49 @@ ScaleFactor KBPKBScalingFunction::apply(const Position &pos) {
Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP, 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)
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
&& (square_color(weakerKingSq) != square_color(strongerBishopSq)
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
return ScaleFactor(0);
// Case 2: Opposite colored bishops.
if(square_color(strongerBishopSq) != square_color(weakerBishopSq)) {
// We assume that the position is drawn in the following three situations:
//
// a. The pawn is on rank 5 or further back.
// b. The defending king is somewhere in the pawn's path.
// c. The defending bishop attacks some square along the pawn's path,
// and is at least three squares away from the pawn.
//
// These rules are probably not perfect, but in practice they work
// reasonably well.
if(relative_rank(strongerSide, pawnSq) <= RANK_5)
// Case 1: Defending king blocks the pawn, and cannot be driven away
if ( square_file(weakerKingSq) == square_file(pawnSq)
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
&& ( square_color(weakerKingSq) != square_color(strongerBishopSq)
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
return ScaleFactor(0);
else {
Bitboard ray =
ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S);
if(ray & pos.kings(weakerSide))
return ScaleFactor(0);
if((pos.piece_attacks<BISHOP>(weakerBishopSq) & ray)
&& square_distance(weakerBishopSq, pawnSq) >= 3)
return ScaleFactor(0);
}
// Case 2: Opposite colored bishops
if (square_color(strongerBishopSq) != square_color(weakerBishopSq))
{
// We assume that the position is drawn in the following three situations:
//
// a. The pawn is on rank 5 or further back.
// b. The defending king is somewhere in the pawn's path.
// c. The defending bishop attacks some square along the pawn's path,
// and is at least three squares away from the pawn.
//
// These rules are probably not perfect, but in practice they work
// reasonably well.
if (relative_rank(strongerSide, pawnSq) <= RANK_5)
return ScaleFactor(0);
else
{
Bitboard ray = ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S);
if (ray & pos.kings(weakerSide))
return ScaleFactor(0);
if( (pos.piece_attacks<BISHOP>(weakerBishopSq) & ray)
&& square_distance(weakerBishopSq, pawnSq) >= 3)
return ScaleFactor(0);
}
}
return SCALE_FACTOR_NONE;
}
/// KBPKNScalingFunction scales KBP vs KN endgames. There is a single rule:
/// 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.
ScaleFactor KBPKNScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
@ -820,21 +829,22 @@ ScaleFactor KBPKNScalingFunction::apply(const Position &pos) {
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
Square weakerKingSq = pos.king_square(weakerSide);
if(square_file(weakerKingSq) == square_file(pawnSq)
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
&& (square_color(weakerKingSq) != square_color(strongerBishopSq)
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
return ScaleFactor(0);
if ( square_file(weakerKingSq) == square_file(pawnSq)
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
&& ( square_color(weakerKingSq) != square_color(strongerBishopSq)
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
return ScaleFactor(0);
return SCALE_FACTOR_NONE;
}
/// KNPKScalingFunction scales KNP vs K endgames. There is a single rule:
/// 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.
ScaleFactor KNPKScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
@ -844,26 +854,27 @@ ScaleFactor KNPKScalingFunction::apply(const Position &pos) {
Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
Square weakerKingSq = pos.king_square(weakerSide);
if(pawnSq == relative_square(strongerSide, SQ_A7) &&
square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1)
return ScaleFactor(0);
if ( pawnSq == relative_square(strongerSide, SQ_A7)
&& square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1)
return ScaleFactor(0);
if(pawnSq == relative_square(strongerSide, SQ_H7) &&
square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1)
return ScaleFactor(0);
if ( pawnSq == relative_square(strongerSide, SQ_H7)
&& square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1)
return ScaleFactor(0);
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
/// 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
/// 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).
ScaleFactor KPKPScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == Value(0));
assert(pos.non_pawn_material(weakerSide) == Value(0));
assert(pos.piece_count(WHITE, PAWN) == 1);
@ -872,36 +883,40 @@ ScaleFactor KPKPScalingFunction::apply(const Position &pos) {
Square wksq, bksq, wpsq;
Color stm;
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();
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 {
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());
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());
}
if(square_file(wpsq) >= FILE_E) {
wksq = flop_square(wksq);
bksq = flop_square(bksq);
wpsq = flop_square(wpsq);
if (square_file(wpsq) >= FILE_E)
{
wksq = flop_square(wksq);
bksq = flop_square(bksq);
wpsq = flop_square(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)
return SCALE_FACTOR_NONE;
if ( square_rank(wpsq) >= RANK_5
&& square_file(wpsq) != FILE_A)
return SCALE_FACTOR_NONE;
// Probe the KPK bitbase with the weakest side's pawn removed. If it's a
// 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.
if(probe_kpk(wksq, wpsq, bksq, stm))
return SCALE_FACTOR_NONE;
if (probe_kpk(wksq, wpsq, bksq, stm))
return SCALE_FACTOR_NONE;
else
return ScaleFactor(0);
return ScaleFactor(0);
}
@ -919,11 +934,11 @@ namespace {
// Probe the KP vs K bitbase:
int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm) {
int wp = int(square_file(wpsq)) + (int(square_rank(wpsq)) - 1) * 4;
int index = int(stm) + 2*int(bksq) + 128*int(wksq) + 8192*wp;
assert(index >= 0 && index < 24576*8);
return KPKBitbase[index/8] & (1 << (index&7));
}
}