1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-30 08:43:09 +00:00

Start to space inflate endgame.cpp

Still a lot to do, it's a big file!

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-01-08 15:46:57 +01:00
parent bdbbc4e06b
commit ec2927286a
2 changed files with 188 additions and 175 deletions

View file

@ -34,73 +34,73 @@
/// Evaluation functions
// Generic "mate lone king" eval:
// Generic "mate lone king" eval
KXKEvaluationFunction EvaluateKXK = KXKEvaluationFunction(WHITE);
KXKEvaluationFunction EvaluateKKX = KXKEvaluationFunction(BLACK);
// KBN vs K:
// KBN vs K
KBNKEvaluationFunction EvaluateKBNK = KBNKEvaluationFunction(WHITE);
KBNKEvaluationFunction EvaluateKKBN = KBNKEvaluationFunction(BLACK);
// KP vs K:
// KP vs K
KPKEvaluationFunction EvaluateKPK = KPKEvaluationFunction(WHITE);
KPKEvaluationFunction EvaluateKKP = KPKEvaluationFunction(BLACK);
// KR vs KP:
// KR vs KP
KRKPEvaluationFunction EvaluateKRKP = KRKPEvaluationFunction(WHITE);
KRKPEvaluationFunction EvaluateKPKR = KRKPEvaluationFunction(BLACK);
// KR vs KB:
// KR vs KB
KRKBEvaluationFunction EvaluateKRKB = KRKBEvaluationFunction(WHITE);
KRKBEvaluationFunction EvaluateKBKR = KRKBEvaluationFunction(BLACK);
// KR vs KN:
// KR vs KN
KRKNEvaluationFunction EvaluateKRKN = KRKNEvaluationFunction(WHITE);
KRKNEvaluationFunction EvaluateKNKR = KRKNEvaluationFunction(BLACK);
// KQ vs KR:
// KQ vs KR
KQKREvaluationFunction EvaluateKQKR = KQKREvaluationFunction(WHITE);
KQKREvaluationFunction EvaluateKRKQ = KQKREvaluationFunction(BLACK);
// KBB vs KN:
// KBB vs KN
KBBKNEvaluationFunction EvaluateKBBKN = KBBKNEvaluationFunction(WHITE);
KBBKNEvaluationFunction EvaluateKNKBB = KBBKNEvaluationFunction(BLACK);
// K and two minors vs K and one or two minors:
// K and two minors vs K and one or two minors
KmmKmEvaluationFunction EvaluateKmmKm = KmmKmEvaluationFunction(WHITE);
/// Scaling functions
// KBP vs K:
// KBP vs K
KBPKScalingFunction ScaleKBPK = KBPKScalingFunction(WHITE);
KBPKScalingFunction ScaleKKBP = KBPKScalingFunction(BLACK);
// KQ vs KRP:
// KQ vs KRP
KQKRPScalingFunction ScaleKQKRP = KQKRPScalingFunction(WHITE);
KQKRPScalingFunction ScaleKRPKQ = KQKRPScalingFunction(BLACK);
// KRP vs KR:
// KRP vs KR
KRPKRScalingFunction ScaleKRPKR = KRPKRScalingFunction(WHITE);
KRPKRScalingFunction ScaleKRKRP = KRPKRScalingFunction(BLACK);
// KRPP vs KRP:
// KRPP vs KRP
KRPPKRPScalingFunction ScaleKRPPKRP = KRPPKRPScalingFunction(WHITE);
KRPPKRPScalingFunction ScaleKRPKRPP = KRPPKRPScalingFunction(BLACK);
// King and pawns vs king:
// King and pawns vs king
KPsKScalingFunction ScaleKPsK = KPsKScalingFunction(WHITE);
KPsKScalingFunction ScaleKKPs = KPsKScalingFunction(BLACK);
// KBP vs KB:
// KBP vs KB
KBPKBScalingFunction ScaleKBPKB = KBPKBScalingFunction(WHITE);
KBPKBScalingFunction ScaleKBKBP = KBPKBScalingFunction(BLACK);
// KBP vs KN:
// KBP vs KN
KBPKNScalingFunction ScaleKBPKN = KBPKNScalingFunction(WHITE);
KBPKNScalingFunction ScaleKNKBP = KBPKNScalingFunction(BLACK);
// KNP vs K:
// KNP vs K
KNPKScalingFunction ScaleKNPK = KNPKScalingFunction(WHITE);
KNPKScalingFunction ScaleKKNP = KNPKScalingFunction(BLACK);
@ -116,20 +116,20 @@ KPKPScalingFunction ScaleKPKPb = KPKPScalingFunction(BLACK);
namespace {
// Table used to drive the defending king towards the edge of the board
// in KX vs K and KQ vs KR endgames:
// in KX vs K and KQ vs KR endgames.
const uint8_t MateTable[64] = {
100, 90, 80, 70, 70, 80, 90, 100,
90, 70, 60, 50, 50, 60, 70, 90,
80, 60, 40, 30, 30, 40, 60, 80,
70, 50, 30, 20, 20, 30, 50, 70,
70, 50, 30, 20, 20, 30, 50, 70,
80, 60, 40, 30, 30, 40, 60, 80,
90, 70, 60, 50, 50, 60, 70, 90,
90, 70, 60, 50, 50, 60, 70, 90,
80, 60, 40, 30, 30, 40, 60, 80,
70, 50, 30, 20, 20, 30, 50, 70,
70, 50, 30, 20, 20, 30, 50, 70,
80, 60, 40, 30, 30, 40, 60, 80,
90, 70, 60, 50, 50, 60, 70, 90,
100, 90, 80, 70, 70, 80, 90, 100,
};
// Table used to drive the defending king towards a corner square of the
// right color in KBN vs K endgames:
// right color in KBN vs K endgames.
const uint8_t KBNKMateTable[64] = {
200, 190, 180, 170, 160, 150, 140, 130,
190, 180, 170, 160, 150, 140, 130, 140,
@ -142,18 +142,17 @@ namespace {
};
// The attacking side is given a descending bonus based on distance between
// the two kings in basic endgames:
const int DistanceBonus[8] = {0, 0, 100, 80, 60, 40, 20, 10};
// the two kings in basic endgames.
const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
// Bitbase for KP vs K:
// Bitbase for KP vs K
uint8_t KPKBitbase[24576];
// Penalty for big distance between king and knight for the defending king
// and knight in KR vs KN endgames:
// and knight in KR vs KN endgames.
const int KRKNKingKnightDistancePenalty[8] = { 0, 0, 4, 10, 20, 32, 48, 70 };
// Various inline functions for accessing the above arrays:
// Various inline functions for accessing the above arrays
inline Value mate_table(Square s) {
return Value(MateTable[s]);
}
@ -170,7 +169,7 @@ namespace {
return Value(KRKNKingKnightDistancePenalty[d]);
}
// Function for probing the KP vs K bitbase:
// Function for probing the KP vs K bitbase
int probe_kpk(Square wksq, Square wpsq, Square bksq, Color stm);
}
@ -182,44 +181,42 @@ namespace {
/// Constructors
EndgameEvaluationFunction::EndgameEvaluationFunction(Color c) {
strongerSide = c;
EndgameEvaluationFunction::EndgameEvaluationFunction(Color c) : strongerSide(c) {
weakerSide = opposite_color(strongerSide);
}
KXKEvaluationFunction::KXKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KBNKEvaluationFunction::KBNKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KPKEvaluationFunction::KPKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KRKPEvaluationFunction::KRKPEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KRKBEvaluationFunction::KRKBEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KRKNEvaluationFunction::KRKNEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KQKREvaluationFunction::KQKREvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KBBKNEvaluationFunction::KBBKNEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KmmKmEvaluationFunction::KmmKmEvaluationFunction(Color c) : EndgameEvaluationFunction(c) { }
KXKEvaluationFunction::KXKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
KBNKEvaluationFunction::KBNKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
KPKEvaluationFunction::KPKEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
KRKPEvaluationFunction::KRKPEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
KRKBEvaluationFunction::KRKBEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
KRKNEvaluationFunction::KRKNEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
KQKREvaluationFunction::KQKREvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
KBBKNEvaluationFunction::KBBKNEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
KmmKmEvaluationFunction::KmmKmEvaluationFunction(Color c) : EndgameEvaluationFunction(c) {}
ScalingFunction::ScalingFunction(Color c) {
strongerSide = c;
ScalingFunction::ScalingFunction(Color c) : strongerSide(c) {
weakerSide = opposite_color(c);
}
KBPKScalingFunction::KBPKScalingFunction(Color c) : ScalingFunction(c) { }
KQKRPScalingFunction::KQKRPScalingFunction(Color c) : ScalingFunction(c) { }
KRPKRScalingFunction::KRPKRScalingFunction(Color c) : ScalingFunction(c) { }
KRPPKRPScalingFunction::KRPPKRPScalingFunction(Color c) : ScalingFunction(c) { }
KPsKScalingFunction::KPsKScalingFunction(Color c) : ScalingFunction(c) { }
KBPKBScalingFunction::KBPKBScalingFunction(Color c) : ScalingFunction(c) { }
KBPKNScalingFunction::KBPKNScalingFunction(Color c) : ScalingFunction(c) { }
KNPKScalingFunction::KNPKScalingFunction(Color c) : ScalingFunction(c) { }
KPKPScalingFunction::KPKPScalingFunction(Color c) : ScalingFunction(c) { }
KBPKScalingFunction::KBPKScalingFunction(Color c) : ScalingFunction(c) {}
KQKRPScalingFunction::KQKRPScalingFunction(Color c) : ScalingFunction(c) {}
KRPKRScalingFunction::KRPKRScalingFunction(Color c) : ScalingFunction(c) {}
KRPPKRPScalingFunction::KRPPKRPScalingFunction(Color c) : ScalingFunction(c) {}
KPsKScalingFunction::KPsKScalingFunction(Color c) : ScalingFunction(c) {}
KBPKBScalingFunction::KBPKBScalingFunction(Color c) : ScalingFunction(c) {}
KBPKNScalingFunction::KBPKNScalingFunction(Color c) : ScalingFunction(c) {}
KNPKScalingFunction::KNPKScalingFunction(Color c) : ScalingFunction(c) {}
KPKPScalingFunction::KPKPScalingFunction(Color c) : ScalingFunction(c) {}
/// 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
/// 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.
Value KXKEvaluationFunction::apply(const Position &pos) {
Value KXKEvaluationFunction::apply(const Position& pos) {
assert(pos.non_pawn_material(weakerSide) == Value(0));
assert(pos.piece_count(weakerSide, PAWN) == Value(0));
@ -227,30 +224,29 @@ Value KXKEvaluationFunction::apply(const Position &pos) {
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 +
mate_table(loserKSq) +
distance_bonus(square_distance(winnerKSq, loserKSq));
Value result = pos.non_pawn_material(strongerSide)
+ pos.piece_count(strongerSide, PAWN) * PawnValueEndgame
+ mate_table(loserKSq)
+ distance_bonus(square_distance(winnerKSq, loserKSq));
if(pos.piece_count(strongerSide, QUEEN) > 0 || pos.piece_count(strongerSide, ROOK) > 0 ||
pos.piece_count(strongerSide, BISHOP) > 1)
// TODO: check for two equal-colored bishops!
result += VALUE_KNOWN_WIN;
if ( pos.piece_count(strongerSide, QUEEN) > 0
|| pos.piece_count(strongerSide, ROOK) > 0
|| pos.piece_count(strongerSide, BISHOP) > 1)
// TODO: check for two equal-colored bishops!
result += VALUE_KNOWN_WIN;
return (strongerSide == pos.side_to_move())? result : -result;
return (strongerSide == pos.side_to_move() ? result : -result);
}
/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
/// 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.
Value KBNKEvaluationFunction::apply(const Position &pos) {
Value KBNKEvaluationFunction::apply(const Position& pos) {
assert(pos.non_pawn_material(weakerSide) == Value(0));
assert(pos.piece_count(weakerSide, PAWN) == Value(0));
assert(pos.non_pawn_material(strongerSide) ==
KnightValueMidgame + BishopValueMidgame);
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);
@ -259,22 +255,23 @@ Value KBNKEvaluationFunction::apply(const Position &pos) {
Square loserKSq = pos.king_square(weakerSide);
Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0);
if(square_color(bishopSquare) == BLACK) {
winnerKSq = flop_square(winnerKSq);
loserKSq = flop_square(loserKSq);
if (square_color(bishopSquare) == BLACK)
{
winnerKSq = flop_square(winnerKSq);
loserKSq = flop_square(loserKSq);
}
Value result =
VALUE_KNOWN_WIN + distance_bonus(square_distance(winnerKSq, loserKSq)) +
kbnk_mate_table(loserKSq);
Value result = VALUE_KNOWN_WIN
+ distance_bonus(square_distance(winnerKSq, loserKSq))
+ kbnk_mate_table(loserKSq);
return (strongerSide == pos.side_to_move())? result : -result;
return (strongerSide == pos.side_to_move() ? result : -result);
}
/// KP vs K. This endgame is evaluated with the help of a bitbase.
/// KP vs K. This endgame is evaluated with the help of a bitbase.
Value KPKEvaluationFunction::apply(const Position &pos) {
Value KPKEvaluationFunction::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == Value(0));
assert(pos.non_pawn_material(weakerSide) == Value(0));
@ -284,41 +281,45 @@ Value KPKEvaluationFunction::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) {
if (square_file(wpsq) >= FILE_E)
{
wksq = flop_square(wksq);
bksq = flop_square(bksq);
wpsq = flop_square(wpsq);
}
if(probe_kpk(wksq, wpsq, bksq, stm)) {
Value result =
VALUE_KNOWN_WIN + PawnValueEndgame + Value(square_rank(wpsq));
return (strongerSide == pos.side_to_move())? result : -result;
}
if (!probe_kpk(wksq, wpsq, bksq, stm))
return VALUE_DRAW;
return VALUE_DRAW;
Value result = VALUE_KNOWN_WIN
+ PawnValueEndgame
+ Value(square_rank(wpsq));
return (strongerSide == pos.side_to_move() ? result : -result);
}
/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
/// a bitbase. The function below returns drawish scores when the pawn is
/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
/// a bitbase. The function below returns drawish scores when the pawn is
/// far advanced with support of the king, while the attacking king is far
/// away.
Value KRKPEvaluationFunction::apply(const Position &pos) {
Value KRKPEvaluationFunction::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 0);
@ -333,47 +334,49 @@ Value KRKPEvaluationFunction::apply(const Position &pos) {
bksq = pos.king_square(weakerSide);
bpsq = pos.piece_list(weakerSide, PAWN, 0);
if(strongerSide == BLACK) {
wksq = flip_square(wksq);
wrsq = flip_square(wrsq);
bksq = flip_square(bksq);
bpsq = flip_square(bpsq);
if (strongerSide == BLACK)
{
wksq = flip_square(wksq);
wrsq = flip_square(wrsq);
bksq = flip_square(bksq);
bpsq = flip_square(bpsq);
}
Square queeningSq = make_square(square_file(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 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 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));
// 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));
// If the pawn is far advanced and supported by the defending king,
// the position is drawish:
else if(square_rank(bksq) <= RANK_3 && square_distance(bksq, bpsq) == 1 &&
square_rank(wksq) >= RANK_4 &&
square_distance(wksq, bpsq) - tempo > 2)
result = Value(80 - square_distance(wksq, bpsq) * 8);
// the position is drawish
else if ( square_rank(bksq) <= RANK_3
&& square_distance(bksq, bpsq) == 1
&& square_rank(wksq) >= RANK_4
&& square_distance(wksq, bpsq) - tempo > 2)
result = Value(80 - square_distance(wksq, bpsq) * 8);
else
result = Value(200)
- Value(square_distance(wksq, bpsq + DELTA_S) * 8)
+ Value(square_distance(bksq, bpsq + DELTA_S) * 8)
+ Value(square_distance(bpsq, queeningSq) * 8);
result = Value(200)
- Value(square_distance(wksq, bpsq + DELTA_S) * 8)
+ Value(square_distance(bksq, bpsq + DELTA_S) * 8)
+ Value(square_distance(bpsq, queeningSq) * 8);
return (strongerSide == pos.side_to_move())? result : -result;
return (strongerSide == pos.side_to_move() ? result : -result);
}
/// KR vs KB. This is very simple, and always returns drawish scores. The
/// 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.
Value KRKBEvaluationFunction::apply(const Position &pos) {
Value KRKBEvaluationFunction::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 0);
@ -382,14 +385,14 @@ Value KRKBEvaluationFunction::apply(const Position &pos) {
assert(pos.piece_count(weakerSide, BISHOP) == 1);
Value result = mate_table(pos.king_square(weakerSide));
return (pos.side_to_move() == strongerSide)? result : -result;
return (pos.side_to_move() == strongerSide ? result : -result);
}
/// 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.
Value KRKNEvaluationFunction::apply(const Position &pos) {
Value KRKNEvaluationFunction::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 0);
@ -413,7 +416,8 @@ Value KRKNEvaluationFunction::apply(const Position &pos) {
/// for the defending side in the search, this is usually sufficient to be
/// able to win KQ vs KR.
Value KQKREvaluationFunction::apply(const Position &pos) {
Value KQKREvaluationFunction::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
@ -422,14 +426,17 @@ Value KQKREvaluationFunction::apply(const Position &pos) {
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Value result = QueenValueEndgame - RookValueEndgame +
mate_table(loserKSq) + distance_bonus(square_distance(winnerKSq, loserKSq));
Value result = QueenValueEndgame
- RookValueEndgame
+ mate_table(loserKSq)
+ distance_bonus(square_distance(winnerKSq, loserKSq));
return (strongerSide == pos.side_to_move())? result : -result;
}
Value KBBKNEvaluationFunction::apply(const Position &pos) {
Value KBBKNEvaluationFunction::apply(const Position& pos) {
assert(pos.piece_count(strongerSide, BISHOP) == 2);
assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
@ -450,7 +457,7 @@ Value KBBKNEvaluationFunction::apply(const Position &pos) {
// Bonus for restricting the knight's mobility
result += Value((8 - count_1s_max_15(pos.piece_attacks<KNIGHT>(nsq))) * 8);
return (strongerSide == pos.side_to_move())? result : -result;
return (strongerSide == pos.side_to_move() ? result : -result);
}
@ -460,12 +467,13 @@ Value KmmKmEvaluationFunction::apply(const Position &pos) {
/// 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, ScaleFactor(0) is
/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
/// 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, ScaleFactor(0) is
/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
/// will be used.
ScaleFactor KBPKScalingFunction::apply(const Position &pos) {
ScaleFactor KBPKScalingFunction::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);
@ -476,37 +484,39 @@ ScaleFactor KBPKScalingFunction::apply(const Position &pos) {
Bitboard pawns = pos.pawns(strongerSide);
File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0));
if((pawnFile == FILE_A || pawnFile == FILE_H) &&
(pawns & ~file_bb(pawnFile)) == EmptyBoardBB) {
// All pawns are on a single rook file.
// All pawns are on a single rook file ?
if ( (pawnFile == FILE_A || pawnFile == FILE_H)
&& (pawns & ~file_bb(pawnFile)) == EmptyBoardBB)
{
Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0);
Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
Square kingSq = pos.king_square(weakerSide);
Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0);
Square queeningSq =
relative_square(strongerSide, make_square(pawnFile, RANK_8));
Square kingSq = pos.king_square(weakerSide);
if ( square_color(queeningSq) != square_color(bishopSq)
&& file_distance(square_file(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
// frontmost pawn.
if(square_color(queeningSq) != square_color(bishopSq) &&
file_distance(square_file(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
// frontmost pawn:
Rank rank;
if(strongerSide == WHITE) {
for(rank = RANK_7; (rank_bb(rank) & pawns) == EmptyBoardBB; rank--);
assert(rank >= RANK_2 && rank <= RANK_7);
Rank rank;
if (strongerSide == WHITE)
{
for (rank = RANK_7; (rank_bb(rank) & pawns) == EmptyBoardBB; rank--) {}
assert(rank >= RANK_2 && rank <= RANK_7);
}
else
{
for(rank = RANK_2; (rank_bb(rank) & pawns) == EmptyBoardBB; rank++) {}
rank = Rank(rank^7); // HACK to get the relative rank
assert(rank >= RANK_2 && rank <= RANK_7);
}
// If the defending king has distance 1 to the promotion square or
// is placed somewhere in front of the pawn, it's a draw.
if ( square_distance(kingSq, queeningSq) <= 1
|| relative_rank(strongerSide, kingSq) >= rank)
return ScaleFactor(0);
}
else {
for(rank = RANK_2; (rank_bb(rank) & pawns) == EmptyBoardBB; rank++);
rank = Rank(rank^7); // HACK
assert(rank >= RANK_2 && rank <= RANK_7);
}
// If the defending king has distance 1 to the promotion square or
// is placed somewhere in front of the pawn, it's a draw.
if(square_distance(kingSq, queeningSq) <= 1 ||
relative_rank(strongerSide, kingSq) >= rank)
return ScaleFactor(0);
}
}
return SCALE_FACTOR_NONE;
}
@ -517,7 +527,8 @@ ScaleFactor KBPKScalingFunction::apply(const Position &pos) {
/// It tests for fortress draws with a rook on the third rank defended by
/// a pawn.
ScaleFactor KQKRPScalingFunction::apply(const Position &pos) {
ScaleFactor KQKRPScalingFunction::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
assert(pos.piece_count(strongerSide, QUEEN) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 0);
@ -525,22 +536,23 @@ ScaleFactor KQKRPScalingFunction::apply(const Position &pos) {
assert(pos.piece_count(weakerSide, PAWN) >= 1);
Square kingSq = pos.king_square(weakerSide);
if(relative_rank(weakerSide, kingSq) <= RANK_2 &&
relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4 &&
(pos.rooks(weakerSide) & relative_rank_bb(weakerSide, RANK_3)) &&
(pos.pawns(weakerSide) & relative_rank_bb(weakerSide, RANK_2)) &&
(pos.piece_attacks<KING>(kingSq) & pos.pawns(weakerSide))) {
Square rsq = pos.piece_list(weakerSide, ROOK, 0);
if(pos.pawn_attacks(strongerSide, rsq) & pos.pawns(weakerSide))
return ScaleFactor(0);
if ( relative_rank(weakerSide, kingSq) <= RANK_2
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
&& (pos.rooks(weakerSide) & relative_rank_bb(weakerSide, RANK_3))
&& (pos.pawns(weakerSide) & relative_rank_bb(weakerSide, RANK_2))
&& (pos.piece_attacks<KING>(kingSq) & pos.pawns(weakerSide)))
{
Square rsq = pos.piece_list(weakerSide, ROOK, 0);
if (pos.pawn_attacks(strongerSide, rsq) & pos.pawns(weakerSide))
return ScaleFactor(0);
}
return SCALE_FACTOR_NONE;
}
/// KRPKRScalingFunction scales KRP vs KR endgames. This function knows a
/// 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
/// 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,

View file

@ -143,7 +143,8 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
}
// Let's look if we have a specialized evaluation function for this
// particular material configuration.
// particular material configuration. First we look for a fixed
// configuration one, then a generic one if previous search failed.
if ((mi->evaluationFunction = funcs->getEEF(key)) != NULL)
return mi;