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https://github.com/sockspls/badfish
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This is a non-functional simplification that simplifies getting attacks bitboards. * consolidates all attacks to attacks_bb (remove Position::attacks_from(..)). * attacks_bb<PieceType>(square) gets pseudo attacks * attacks_bb<PieceType>(square, bitboard) gets attacks considering occupied squares in the bitboard). * pawn_attacks_bb(Color, Square) gets pawn attacks like other pawn attack bitboards. * Wraps all access to PawnAttacks arrays and PseudoAttacks arrays and adds asserts as appropriate. Passed STC LLR: 2.95 (-2.94,2.94) {-1.50,0.50} Total: 90208 W: 17533 L: 17482 D: 55193 Ptnml(0-2): 1412, 10232, 21798, 10217, 1445 https://tests.stockfishchess.org/tests/view/5ece996275787cc0c05d9790 closes https://github.com/official-stockfish/Stockfish/pull/2703 No functional change
741 lines
27 KiB
C++
741 lines
27 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <cassert>
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#include "bitboard.h"
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#include "endgame.h"
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#include "movegen.h"
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namespace {
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// Used to drive the king towards the edge of the board
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// in KX vs K and KQ vs KR endgames.
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inline int push_to_edge(Square s) {
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int rd = edge_distance(rank_of(s)), fd = edge_distance(file_of(s));
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return 90 - (7 * fd * fd / 2 + 7 * rd * rd / 2);
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}
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// Used to drive the king towards A1H8 corners in KBN vs K endgames.
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inline int push_to_corner(Square s) {
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return abs(7 - rank_of(s) - file_of(s));
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}
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// Drive a piece close to or away from another piece
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inline int push_close(Square s1, Square s2) { return 140 - 20 * distance(s1, s2); }
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inline int push_away(Square s1, Square s2) { return 120 - push_close(s1, s2); }
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#ifndef NDEBUG
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bool verify_material(const Position& pos, Color c, Value npm, int pawnsCnt) {
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return pos.non_pawn_material(c) == npm && pos.count<PAWN>(c) == pawnsCnt;
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}
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#endif
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// Map the square as if strongSide is white and strongSide's only pawn
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// is on the left half of the board.
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Square normalize(const Position& pos, Color strongSide, Square sq) {
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assert(pos.count<PAWN>(strongSide) == 1);
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if (file_of(pos.square<PAWN>(strongSide)) >= FILE_E)
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sq = flip_file(sq);
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return strongSide == WHITE ? sq : flip_rank(sq);
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}
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} // namespace
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namespace Endgames {
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std::pair<Map<Value>, Map<ScaleFactor>> maps;
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void init() {
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add<KPK>("KPK");
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add<KNNK>("KNNK");
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add<KBNK>("KBNK");
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add<KRKP>("KRKP");
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add<KRKB>("KRKB");
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add<KRKN>("KRKN");
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add<KQKP>("KQKP");
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add<KQKR>("KQKR");
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add<KNNKP>("KNNKP");
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add<KRPKR>("KRPKR");
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add<KRPKB>("KRPKB");
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add<KBPKB>("KBPKB");
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add<KBPKN>("KBPKN");
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add<KBPPKB>("KBPPKB");
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add<KRPPKRP>("KRPPKRP");
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}
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}
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/// Mate with KX vs K. This function is used to evaluate positions with
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/// king and plenty of material vs a lone king. It simply gives the
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/// attacking side a bonus for driving the defending king towards the edge
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/// of the board, and for keeping the distance between the two kings small.
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template<>
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Value Endgame<KXK>::operator()(const Position& pos) const {
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assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
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assert(!pos.checkers()); // Eval is never called when in check
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// Stalemate detection with lone king
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if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())
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return VALUE_DRAW;
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Square winnerKSq = pos.square<KING>(strongSide);
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Square loserKSq = pos.square<KING>(weakSide);
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Value result = pos.non_pawn_material(strongSide)
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+ pos.count<PAWN>(strongSide) * PawnValueEg
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+ push_to_edge(loserKSq)
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+ push_close(winnerKSq, loserKSq);
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if ( pos.count<QUEEN>(strongSide)
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|| pos.count<ROOK>(strongSide)
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||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
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|| ( (pos.pieces(strongSide, BISHOP) & ~DarkSquares)
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&& (pos.pieces(strongSide, BISHOP) & DarkSquares)))
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result = std::min(result + VALUE_KNOWN_WIN, VALUE_TB_WIN_IN_MAX_PLY - 1);
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
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/// defending king towards a corner square that our bishop attacks.
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template<>
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Value Endgame<KBNK>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));
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assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
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Square winnerKSq = pos.square<KING>(strongSide);
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Square loserKSq = pos.square<KING>(weakSide);
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Square bishopSq = pos.square<BISHOP>(strongSide);
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// If our bishop does not attack A1/H8, we flip the enemy king square
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// to drive to opposite corners (A8/H1).
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Value result = (VALUE_KNOWN_WIN + 3520)
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+ push_close(winnerKSq, loserKSq)
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+ 420 * push_to_corner(opposite_colors(bishopSq, SQ_A1) ? flip_file(loserKSq) : loserKSq);
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assert(abs(result) < VALUE_TB_WIN_IN_MAX_PLY);
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// KP vs K. This endgame is evaluated with the help of a bitbase
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template<>
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Value Endgame<KPK>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, VALUE_ZERO, 1));
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assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
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// Assume strongSide is white and the pawn is on files A-D
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Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
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Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
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Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
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Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
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if (!Bitbases::probe(wksq, psq, bksq, us))
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return VALUE_DRAW;
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Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(psq));
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
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/// a bitbase. The function below returns drawish scores when the pawn is
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/// far advanced with support of the king, while the attacking king is far
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/// away.
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template<>
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Value Endgame<KRKP>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 0));
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assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
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Square wksq = relative_square(strongSide, pos.square<KING>(strongSide));
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Square bksq = relative_square(strongSide, pos.square<KING>(weakSide));
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Square rsq = relative_square(strongSide, pos.square<ROOK>(strongSide));
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Square psq = relative_square(strongSide, pos.square<PAWN>(weakSide));
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Square queeningSq = make_square(file_of(psq), RANK_1);
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Value result;
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// If the stronger side's king is in front of the pawn, it's a win
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if (forward_file_bb(WHITE, wksq) & psq)
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result = RookValueEg - distance(wksq, psq);
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// If the weaker side's king is too far from the pawn and the rook,
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// it's a win.
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else if ( distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide)
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&& distance(bksq, rsq) >= 3)
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result = RookValueEg - distance(wksq, psq);
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// If the pawn is far advanced and supported by the defending king,
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// the position is drawish
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else if ( rank_of(bksq) <= RANK_3
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&& distance(bksq, psq) == 1
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&& rank_of(wksq) >= RANK_4
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&& distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))
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result = Value(80) - 8 * distance(wksq, psq);
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else
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result = Value(200) - 8 * ( distance(wksq, psq + SOUTH)
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- distance(bksq, psq + SOUTH)
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- distance(psq, queeningSq));
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// KR vs KB. This is very simple, and always returns drawish scores. The
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/// score is slightly bigger when the defending king is close to the edge.
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template<>
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Value Endgame<KRKB>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 0));
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assert(verify_material(pos, weakSide, BishopValueMg, 0));
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Value result = Value(push_to_edge(pos.square<KING>(weakSide)));
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// KR vs KN. The attacking side has slightly better winning chances than
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/// in KR vs KB, particularly if the king and the knight are far apart.
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template<>
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Value Endgame<KRKN>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 0));
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assert(verify_material(pos, weakSide, KnightValueMg, 0));
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Square bksq = pos.square<KING>(weakSide);
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Square bnsq = pos.square<KNIGHT>(weakSide);
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Value result = Value(push_to_edge(bksq) + push_away(bksq, bnsq));
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// KQ vs KP. In general, this is a win for the stronger side, but there are a
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/// few important exceptions. A pawn on 7th rank and on the A,C,F or H files
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/// with a king positioned next to it can be a draw, so in that case, we only
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/// use the distance between the kings.
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template<>
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Value Endgame<KQKP>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, QueenValueMg, 0));
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assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
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Square winnerKSq = pos.square<KING>(strongSide);
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Square loserKSq = pos.square<KING>(weakSide);
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Square pawnSq = pos.square<PAWN>(weakSide);
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Value result = Value(push_close(winnerKSq, loserKSq));
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if ( relative_rank(weakSide, pawnSq) != RANK_7
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|| distance(loserKSq, pawnSq) != 1
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|| ((FileBBB | FileDBB | FileEBB | FileGBB) & pawnSq))
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result += QueenValueEg - PawnValueEg;
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// KQ vs KR. This is almost identical to KX vs K: We give the attacking
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/// king a bonus for having the kings close together, and for forcing the
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/// defending king towards the edge. If we also take care to avoid null move for
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/// the defending side in the search, this is usually sufficient to win KQ vs KR.
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template<>
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Value Endgame<KQKR>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, QueenValueMg, 0));
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assert(verify_material(pos, weakSide, RookValueMg, 0));
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Square winnerKSq = pos.square<KING>(strongSide);
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Square loserKSq = pos.square<KING>(weakSide);
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Value result = QueenValueEg
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- RookValueEg
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+ push_to_edge(loserKSq)
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+ push_close(winnerKSq, loserKSq);
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// KNN vs KP. Very drawish, but there are some mate opportunities if we can
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// press the weakSide King to a corner before the pawn advances too much.
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template<>
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Value Endgame<KNNKP>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, 2 * KnightValueMg, 0));
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assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
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Value result = PawnValueEg
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+ 2 * push_to_edge(pos.square<KING>(weakSide))
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- 10 * relative_rank(weakSide, pos.square<PAWN>(weakSide));
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return strongSide == pos.side_to_move() ? result : -result;
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}
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/// Some cases of trivial draws
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template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; }
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/// KB and one or more pawns vs K. It checks for draws with rook pawns and
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/// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
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/// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
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/// will be used.
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template<>
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ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongSide) == BishopValueMg);
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assert(pos.count<PAWN>(strongSide) >= 1);
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// No assertions about the material of weakSide, because we want draws to
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// be detected even when the weaker side has some pawns.
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Bitboard strongPawns = pos.pieces(strongSide, PAWN);
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Bitboard allPawns = pos.pieces(PAWN);
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// All strongSide pawns are on a single rook file?
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if (!(strongPawns & ~FileABB) || !(strongPawns & ~FileHBB))
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{
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Square bishopSq = pos.square<BISHOP>(strongSide);
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Square queeningSq = relative_square(strongSide, make_square(file_of(lsb(strongPawns)), RANK_8));
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Square weakKingSq = pos.square<KING>(weakSide);
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if ( opposite_colors(queeningSq, bishopSq)
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&& distance(queeningSq, weakKingSq) <= 1)
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return SCALE_FACTOR_DRAW;
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}
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// If all the pawns are on the same B or G file, then it's potentially a draw
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if ((!(allPawns & ~FileBBB) || !(allPawns & ~FileGBB))
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&& pos.non_pawn_material(weakSide) == 0
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&& pos.count<PAWN>(weakSide) >= 1)
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{
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// Get the least advanced weakSide pawn
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Square weakPawnSq = frontmost_sq(strongSide, pos.pieces(weakSide, PAWN));
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Square strongKingSq = pos.square<KING>(strongSide);
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Square weakKingSq = pos.square<KING>(weakSide);
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Square bishopSq = pos.square<BISHOP>(strongSide);
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// There's potential for a draw if our pawn is blocked on the 7th rank,
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// the bishop cannot attack it or they only have one pawn left
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if ( relative_rank(strongSide, weakPawnSq) == RANK_7
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&& (strongPawns & (weakPawnSq + pawn_push(weakSide)))
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&& (opposite_colors(bishopSq, weakPawnSq) || !more_than_one(strongPawns)))
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{
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int strongKingDist = distance(weakPawnSq, strongKingSq);
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int weakKingDist = distance(weakPawnSq, weakKingSq);
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// It's a draw if the weak king is on its back two ranks, within 2
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// squares of the blocking pawn and the strong king is not
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// closer. (I think this rule only fails in practically
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// unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w
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// and positions where qsearch will immediately correct the
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// problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w)
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if ( relative_rank(strongSide, weakKingSq) >= RANK_7
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&& weakKingDist <= 2
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&& weakKingDist <= strongKingDist)
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return SCALE_FACTOR_DRAW;
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}
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}
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return SCALE_FACTOR_NONE;
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}
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/// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on
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/// the third rank defended by a pawn.
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template<>
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ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, QueenValueMg, 0));
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assert(pos.count<ROOK>(weakSide) == 1);
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assert(pos.count<PAWN>(weakSide) >= 1);
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Square kingSq = pos.square<KING>(weakSide);
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Square rsq = pos.square<ROOK>(weakSide);
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if ( relative_rank(weakSide, kingSq) <= RANK_2
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&& relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4
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&& relative_rank(weakSide, rsq) == RANK_3
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&& ( pos.pieces(weakSide, PAWN)
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& attacks_bb<KING>(kingSq)
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& pawn_attacks_bb(strongSide, rsq)))
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return SCALE_FACTOR_DRAW;
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return SCALE_FACTOR_NONE;
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}
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/// KRP vs KR. This function knows a handful of the most important classes of
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/// drawn positions, but is far from perfect. It would probably be a good idea
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/// to add more knowledge in the future.
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///
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/// It would also be nice to rewrite the actual code for this function,
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/// which is mostly copied from Glaurung 1.x, and isn't very pretty.
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template<>
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ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 1));
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assert(verify_material(pos, weakSide, RookValueMg, 0));
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// Assume strongSide is white and the pawn is on files A-D
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Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
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Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
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Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide));
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Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
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Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide));
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File f = file_of(wpsq);
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Rank r = rank_of(wpsq);
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Square queeningSq = make_square(f, RANK_8);
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int tempo = (pos.side_to_move() == strongSide);
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// If the pawn is not too far advanced and the defending king defends the
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// queening square, use the third-rank defence.
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if ( r <= RANK_5
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&& distance(bksq, queeningSq) <= 1
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&& wksq <= SQ_H5
|
|
&& (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
|
|
&& distance(bksq, queeningSq) <= 1
|
|
&& rank_of(wksq) + tempo <= RANK_6
|
|
&& (rank_of(brsq) == RANK_1 || (!tempo && distance<File>(brsq, wpsq) >= 3)))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
if ( r >= RANK_6
|
|
&& bksq == queeningSq
|
|
&& rank_of(brsq) == RANK_1
|
|
&& (!tempo || distance(wksq, wpsq) >= 2))
|
|
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)
|
|
&& 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.
|
|
if ( r <= RANK_5
|
|
&& bksq == wpsq + NORTH
|
|
&& distance(wksq, wpsq) - tempo >= 2
|
|
&& distance(wksq, brsq) - tempo >= 2)
|
|
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
|
|
&& file_of(wrsq) == f
|
|
&& wrsq != queeningSq
|
|
&& (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)
|
|
&& (distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo))
|
|
return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(wksq, queeningSq));
|
|
|
|
// Similar to the above, but with the pawn further back
|
|
if ( f != FILE_A
|
|
&& file_of(wrsq) == f
|
|
&& wrsq < wpsq
|
|
&& (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)
|
|
&& (distance(wksq, wpsq + NORTH) < distance(bksq, wpsq + NORTH) - 2 + tempo)
|
|
&& ( distance(bksq, wrsq) + tempo >= 3
|
|
|| ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo
|
|
&& (distance(wksq, wpsq + NORTH) < distance(bksq, wrsq) + tempo))))
|
|
return ScaleFactor( SCALE_FACTOR_MAX
|
|
- 8 * distance(wpsq, queeningSq)
|
|
- 2 * 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 (file_of(bksq) == file_of(wpsq))
|
|
return ScaleFactor(10);
|
|
if ( distance<File>(bksq, wpsq) == 1
|
|
&& distance(wksq, bksq) > 2)
|
|
return ScaleFactor(24 - 2 * distance(wksq, bksq));
|
|
}
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
template<>
|
|
ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
|
|
|
|
assert(verify_material(pos, strongSide, RookValueMg, 1));
|
|
assert(verify_material(pos, weakSide, BishopValueMg, 0));
|
|
|
|
// Test for a rook pawn
|
|
if (pos.pieces(PAWN) & (FileABB | FileHBB))
|
|
{
|
|
Square ksq = pos.square<KING>(weakSide);
|
|
Square bsq = pos.square<BISHOP>(weakSide);
|
|
Square psq = pos.square<PAWN>(strongSide);
|
|
Rank rk = relative_rank(strongSide, psq);
|
|
Direction push = pawn_push(strongSide);
|
|
|
|
// If the pawn is on the 5th rank and the pawn (currently) is on
|
|
// the same color square as the bishop then there is a chance of
|
|
// a fortress. Depending on the king position give a moderate
|
|
// reduction or a stronger one if the defending king is near the
|
|
// corner but not trapped there.
|
|
if (rk == RANK_5 && !opposite_colors(bsq, psq))
|
|
{
|
|
int d = distance(psq + 3 * push, ksq);
|
|
|
|
if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push))
|
|
return ScaleFactor(24);
|
|
else
|
|
return ScaleFactor(48);
|
|
}
|
|
|
|
// When the pawn has moved to the 6th rank we can be fairly sure
|
|
// it's drawn if the bishop attacks the square in front of the
|
|
// pawn from a reasonable distance and the defending king is near
|
|
// the corner
|
|
if ( rk == RANK_6
|
|
&& distance(psq + 2 * push, ksq) <= 1
|
|
&& (attacks_bb<BISHOP>(bsq) & (psq + push))
|
|
&& distance<File>(bsq, psq) >= 2)
|
|
return ScaleFactor(8);
|
|
}
|
|
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
/// KRPP vs KRP. There is just a single rule: if the stronger side has no passed
|
|
/// pawns and the defending king is actively placed, the position is drawish.
|
|
template<>
|
|
ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
|
|
|
|
assert(verify_material(pos, strongSide, RookValueMg, 2));
|
|
assert(verify_material(pos, weakSide, RookValueMg, 1));
|
|
|
|
Square wpsq1 = pos.squares<PAWN>(strongSide)[0];
|
|
Square wpsq2 = pos.squares<PAWN>(strongSide)[1];
|
|
Square bksq = pos.square<KING>(weakSide);
|
|
|
|
// Does the stronger side have a passed pawn?
|
|
if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2))
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2));
|
|
|
|
if ( distance<File>(bksq, wpsq1) <= 1
|
|
&& distance<File>(bksq, wpsq2) <= 1
|
|
&& relative_rank(strongSide, bksq) > r)
|
|
{
|
|
assert(r > RANK_1 && r < RANK_7);
|
|
return ScaleFactor(7 * r);
|
|
}
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// 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<KPsK>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongSide) == VALUE_ZERO);
|
|
assert(pos.count<PAWN>(strongSide) >= 2);
|
|
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
|
|
|
|
Square ksq = pos.square<KING>(weakSide);
|
|
Bitboard pawns = pos.pieces(strongSide, PAWN);
|
|
|
|
// If all pawns are ahead of the king on a single rook file, it's a draw.
|
|
if (!((pawns & ~FileABB) || (pawns & ~FileHBB)) &&
|
|
!(pawns & ~passed_pawn_span(weakSide, ksq)))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// KBP vs KB. 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<KBPKB>::operator()(const Position& pos) const {
|
|
|
|
assert(verify_material(pos, strongSide, BishopValueMg, 1));
|
|
assert(verify_material(pos, weakSide, BishopValueMg, 0));
|
|
|
|
Square pawnSq = pos.square<PAWN>(strongSide);
|
|
Square strongBishopSq = pos.square<BISHOP>(strongSide);
|
|
Square weakBishopSq = pos.square<BISHOP>(weakSide);
|
|
Square weakKingSq = pos.square<KING>(weakSide);
|
|
|
|
// Case 1: Defending king blocks the pawn, and cannot be driven away
|
|
if ( (forward_file_bb(strongSide, pawnSq) & weakKingSq)
|
|
&& ( opposite_colors(weakKingSq, strongBishopSq)
|
|
|| relative_rank(strongSide, weakKingSq) <= RANK_6))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
// Case 2: Opposite colored bishops
|
|
if (opposite_colors(strongBishopSq, weakBishopSq))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// KBPP vs KB. It detects a few basic draws with opposite-colored bishops
|
|
template<>
|
|
ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
|
|
|
|
assert(verify_material(pos, strongSide, BishopValueMg, 2));
|
|
assert(verify_material(pos, weakSide, BishopValueMg, 0));
|
|
|
|
Square wbsq = pos.square<BISHOP>(strongSide);
|
|
Square bbsq = pos.square<BISHOP>(weakSide);
|
|
|
|
if (!opposite_colors(wbsq, bbsq))
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
Square ksq = pos.square<KING>(weakSide);
|
|
Square psq1 = pos.squares<PAWN>(strongSide)[0];
|
|
Square psq2 = pos.squares<PAWN>(strongSide)[1];
|
|
Square blockSq1, blockSq2;
|
|
|
|
if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2))
|
|
{
|
|
blockSq1 = psq1 + pawn_push(strongSide);
|
|
blockSq2 = make_square(file_of(psq2), rank_of(psq1));
|
|
}
|
|
else
|
|
{
|
|
blockSq1 = psq2 + pawn_push(strongSide);
|
|
blockSq2 = make_square(file_of(psq1), rank_of(psq2));
|
|
}
|
|
|
|
switch (distance<File>(psq1, psq2))
|
|
{
|
|
case 0:
|
|
// Both pawns are on the same file. It's an easy draw if the defender firmly
|
|
// controls some square in the frontmost pawn's path.
|
|
if ( file_of(ksq) == file_of(blockSq1)
|
|
&& relative_rank(strongSide, ksq) >= relative_rank(strongSide, blockSq1)
|
|
&& opposite_colors(ksq, wbsq))
|
|
return SCALE_FACTOR_DRAW;
|
|
else
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
case 1:
|
|
// Pawns on adjacent files. It's a draw if the 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_colors(ksq, wbsq)
|
|
&& ( bbsq == blockSq2
|
|
|| (attacks_bb<BISHOP>(blockSq2, pos.pieces()) & pos.pieces(weakSide, BISHOP))
|
|
|| distance<Rank>(psq1, psq2) >= 2))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
else if ( ksq == blockSq2
|
|
&& opposite_colors(ksq, wbsq)
|
|
&& ( bbsq == blockSq1
|
|
|| (attacks_bb<BISHOP>(blockSq1, pos.pieces()) & pos.pieces(weakSide, BISHOP))))
|
|
return SCALE_FACTOR_DRAW;
|
|
else
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
default:
|
|
// The pawns are not on the same file or adjacent files. No scaling.
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
}
|
|
|
|
|
|
/// KBP vs KN. 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<KBPKN>::operator()(const Position& pos) const {
|
|
|
|
assert(verify_material(pos, strongSide, BishopValueMg, 1));
|
|
assert(verify_material(pos, weakSide, KnightValueMg, 0));
|
|
|
|
Square pawnSq = pos.square<PAWN>(strongSide);
|
|
Square strongBishopSq = pos.square<BISHOP>(strongSide);
|
|
Square weakKingSq = pos.square<KING>(weakSide);
|
|
|
|
if ( file_of(weakKingSq) == file_of(pawnSq)
|
|
&& relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)
|
|
&& ( opposite_colors(weakKingSq, strongBishopSq)
|
|
|| relative_rank(strongSide, weakKingSq) <= RANK_6))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// KP vs KP. 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, it 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<KPKP>::operator()(const Position& pos) const {
|
|
|
|
assert(verify_material(pos, strongSide, VALUE_ZERO, 1));
|
|
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
|
|
|
|
// Assume strongSide is white and the pawn is on files A-D
|
|
Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
|
|
Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
|
|
Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
|
|
|
|
Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
|
|
|
|
// 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 (rank_of(psq) >= RANK_5 && file_of(psq) != 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 Bitbases::probe(wksq, psq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;
|
|
}
|