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| /* | |
| Stockfish, a UCI chess playing engine derived from Glaurung 2.1 | |
| Copyright (C) 2004-2008 Tord Romstad (Glaurung author) | |
| Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad | |
| Stockfish is free software: you can redistribute it and/or modify | |
| it under the terms of the GNU General Public License as published by | |
| the Free Software Foundation, either version 3 of the License, or | |
| (at your option) any later version. | |
| Stockfish is distributed in the hope that it will be useful, | |
| but WITHOUT ANY WARRANTY; without even the implied warranty of | |
| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
| GNU General Public License for more details. | |
| You should have received a copy of the GNU General Public License | |
| along with this program. If not, see <http://www.gnu.org/licenses/>. | |
| */ | |
| using std::string; | |
| namespace { | |
| // Table used to drive the defending king towards the edge of the board | |
| // in KX vs K and KQ vs KR endgames. | |
| const int MateTable[SQUARE_NB] = { | |
| 100, 90, 80, 70, 70, 80, 90, 100, | |
| 90, 70, 60, 50, 50, 60, 70, 90, | |
| 80, 60, 40, 30, 30, 40, 60, 80, | |
| 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. | |
| const int KBNKMateTable[SQUARE_NB] = { | |
| 200, 190, 180, 170, 160, 150, 140, 130, | |
| 190, 180, 170, 160, 150, 140, 130, 140, | |
| 180, 170, 155, 140, 140, 125, 140, 150, | |
| 170, 160, 140, 120, 110, 140, 150, 160, | |
| 160, 150, 140, 110, 120, 140, 160, 170, | |
| 150, 140, 125, 140, 140, 155, 170, 180, | |
| 140, 130, 140, 150, 160, 170, 180, 190, | |
| 130, 140, 150, 160, 170, 180, 190, 200 | |
| }; | |
| // 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 }; | |
| // Get the material key of a Position out of the given endgame key code | |
| // like "KBPKN". The trick here is to first forge an ad-hoc fen string | |
| // and then let a Position object to do the work for us. Note that the | |
| // fen string could correspond to an illegal position. | |
| Key key(const string& code, Color c) { | |
| assert(code.length() > 0 && code.length() < 8); | |
| assert(code[0] == 'K'); | |
| string sides[] = { code.substr(code.find('K', 1)), // Weaker | |
| code.substr(0, code.find('K', 1)) }; // Stronger | |
| std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower); | |
| string fen = sides[0] + char('0' + int(8 - code.length())) | |
| + sides[1] + "/8/8/8/8/8/8/8 w - - 0 10"; | |
| return Position(fen, false, NULL).material_key(); | |
| } | |
| template<typename M> | |
| void delete_endgame(const typename M::value_type& p) { delete p.second; } | |
| } // namespace | |
| /// Endgames members definitions | |
| Endgames::Endgames() { | |
| add<KK>("KK"); | |
| add<KPK>("KPK"); | |
| add<KBK>("KBK"); | |
| add<KNK>("KNK"); | |
| add<KNNK>("KNNK"); | |
| add<KBNK>("KBNK"); | |
| add<KRKP>("KRKP"); | |
| add<KRKB>("KRKB"); | |
| add<KRKN>("KRKN"); | |
| add<KQKP>("KQKP"); | |
| add<KQKR>("KQKR"); | |
| add<KBBKN>("KBBKN"); | |
| add<KNPK>("KNPK"); | |
| add<KNPKB>("KNPKB"); | |
| add<KRPKR>("KRPKR"); | |
| add<KBPKB>("KBPKB"); | |
| add<KBPKN>("KBPKN"); | |
| add<KBPPKB>("KBPPKB"); | |
| add<KRPPKRP>("KRPPKRP"); | |
| } | |
| Endgames::~Endgames() { | |
| for_each(m1.begin(), m1.end(), delete_endgame<M1>); | |
| for_each(m2.begin(), m2.end(), delete_endgame<M2>); | |
| } | |
| template<EndgameType E> | |
| void Endgames::add(const string& code) { | |
| map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE); | |
| map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK); | |
| } | |
| /// Mate with KX vs K. This function is used to evaluate positions with | |
| /// King and plenty of material vs a lone king. It simply gives the | |
| /// attacking side a bonus for driving the defending king towards the edge | |
| /// of the board, and for keeping the distance between the two kings small. | |
| template<> | |
| Value Endgame<KXK>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); | |
| assert(!pos.count<PAWN>(weakerSide)); | |
| assert(!pos.checkers()); // Eval is never called when in check | |
| // Stalemate detection with lone king | |
| if (pos.side_to_move() == weakerSide && !MoveList<LEGAL>(pos).size()) | |
| return VALUE_DRAW; | |
| Square winnerKSq = pos.king_square(strongerSide); | |
| Square loserKSq = pos.king_square(weakerSide); | |
| Value result = pos.non_pawn_material(strongerSide) | |
| + pos.count<PAWN>(strongerSide) * PawnValueEg | |
| + MateTable[loserKSq] | |
| + DistanceBonus[square_distance(winnerKSq, loserKSq)]; | |
| if ( pos.count<QUEEN>(strongerSide) | |
| || pos.count<ROOK>(strongerSide) | |
| || pos.bishop_pair(strongerSide)) | |
| result += VALUE_KNOWN_WIN; | |
| 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 | |
| /// defending king towards a corner square of the right color. | |
| template<> | |
| Value Endgame<KBNK>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == KnightValueMg + BishopValueMg); | |
| assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); | |
| assert(pos.count<BISHOP>(strongerSide) == 1); | |
| assert(pos.count<KNIGHT>(strongerSide) == 1); | |
| assert(pos.count< PAWN>(strongerSide) == 0); | |
| assert(pos.count< PAWN>(weakerSide ) == 0); | |
| Square winnerKSq = pos.king_square(strongerSide); | |
| Square loserKSq = pos.king_square(weakerSide); | |
| Square bishopSq = pos.list<BISHOP>(strongerSide)[0]; | |
| // kbnk_mate_table() tries to drive toward corners A1 or H8, | |
| // if we have a bishop that cannot reach the above squares we | |
| // mirror the kings so to drive enemy toward corners A8 or H1. | |
| if (opposite_colors(bishopSq, SQ_A1)) | |
| { | |
| winnerKSq = mirror(winnerKSq); | |
| loserKSq = mirror(loserKSq); | |
| } | |
| Value result = VALUE_KNOWN_WIN | |
| + DistanceBonus[square_distance(winnerKSq, loserKSq)] | |
| + KBNKMateTable[loserKSq]; | |
| return strongerSide == pos.side_to_move() ? result : -result; | |
| } | |
| /// KP vs K. This endgame is evaluated with the help of a bitbase. | |
| template<> | |
| Value Endgame<KPK>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); | |
| assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); | |
| assert(pos.count<PAWN>(strongerSide) == 1); | |
| assert(pos.count<PAWN>(weakerSide ) == 0); | |
| Square wksq, bksq, wpsq; | |
| Color us; | |
| if (strongerSide == WHITE) | |
| { | |
| wksq = pos.king_square(WHITE); | |
| bksq = pos.king_square(BLACK); | |
| wpsq = pos.list<PAWN>(WHITE)[0]; | |
| us = pos.side_to_move(); | |
| } | |
| else | |
| { | |
| wksq = ~pos.king_square(BLACK); | |
| bksq = ~pos.king_square(WHITE); | |
| wpsq = ~pos.list<PAWN>(BLACK)[0]; | |
| us = ~pos.side_to_move(); | |
| } | |
| if (file_of(wpsq) >= FILE_E) | |
| { | |
| wksq = mirror(wksq); | |
| bksq = mirror(bksq); | |
| wpsq = mirror(wpsq); | |
| } | |
| if (!Bitbases::probe_kpk(wksq, wpsq, bksq, us)) | |
| return VALUE_DRAW; | |
| Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(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 | |
| /// far advanced with support of the king, while the attacking king is far | |
| /// away. | |
| template<> | |
| Value Endgame<KRKP>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == RookValueMg); | |
| assert(pos.non_pawn_material(weakerSide) == 0); | |
| assert(pos.count<PAWN>(strongerSide) == 0); | |
| assert(pos.count<PAWN>(weakerSide ) == 1); | |
| Square wksq, wrsq, bksq, bpsq; | |
| int tempo = (pos.side_to_move() == strongerSide); | |
| wksq = pos.king_square(strongerSide); | |
| bksq = pos.king_square(weakerSide); | |
| wrsq = pos.list<ROOK>(strongerSide)[0]; | |
| bpsq = pos.list<PAWN>(weakerSide)[0]; | |
| if (strongerSide == BLACK) | |
| { | |
| wksq = ~wksq; | |
| wrsq = ~wrsq; | |
| bksq = ~bksq; | |
| bpsq = ~bpsq; | |
| } | |
| Square queeningSq = file_of(bpsq) | RANK_1; | |
| Value result; | |
| // If the stronger side's king is in front of the pawn, it's a win | |
| if (wksq < bpsq && file_of(wksq) == file_of(bpsq)) | |
| result = RookValueEg - Value(square_distance(wksq, bpsq)); | |
| // If the weaker side's king is too far from the pawn and the rook, | |
| // it's a win | |
| else if ( square_distance(bksq, bpsq) - (tempo ^ 1) >= 3 | |
| && square_distance(bksq, wrsq) >= 3) | |
| result = RookValueEg - Value(square_distance(wksq, bpsq)); | |
| // If the pawn is far advanced and supported by the defending king, | |
| // the position is drawish | |
| else if ( rank_of(bksq) <= RANK_3 | |
| && square_distance(bksq, bpsq) == 1 | |
| && rank_of(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); | |
| return strongerSide == pos.side_to_move() ? result : -result; | |
| } | |
| /// KR vs KB. This is very simple, and always returns drawish scores. The | |
| /// score is slightly bigger when the defending king is close to the edge. | |
| template<> | |
| Value Endgame<KRKB>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == RookValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == BishopValueMg); | |
| assert(pos.count<BISHOP>(weakerSide ) == 1); | |
| assert(pos.count< PAWN>(weakerSide ) == 0); | |
| assert(pos.count< PAWN>(strongerSide) == 0); | |
| Value result = Value(MateTable[pos.king_square(weakerSide)]); | |
| return strongerSide == pos.side_to_move() ? result : -result; | |
| } | |
| /// KR vs KN. The attacking side has slightly better winning chances than | |
| /// in KR vs KB, particularly if the king and the knight are far apart. | |
| template<> | |
| Value Endgame<KRKN>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == RookValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == KnightValueMg); | |
| assert(pos.count<KNIGHT>(weakerSide ) == 1); | |
| assert(pos.count< PAWN>(weakerSide ) == 0); | |
| assert(pos.count< PAWN>(strongerSide) == 0); | |
| const int penalty[8] = { 0, 10, 14, 20, 30, 42, 58, 80 }; | |
| Square bksq = pos.king_square(weakerSide); | |
| Square bnsq = pos.list<KNIGHT>(weakerSide)[0]; | |
| Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]); | |
| return strongerSide == pos.side_to_move() ? result : -result; | |
| } | |
| /// KQ vs KP. In general, a win for the stronger side, however, there are a few | |
| /// important exceptions. Pawn on 7th rank, A,C,F or H file, with king next can | |
| /// be a draw, so we scale down to distance between kings only. | |
| template<> | |
| Value Endgame<KQKP>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == QueenValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO); | |
| assert(pos.count<PAWN>(strongerSide) == 0); | |
| assert(pos.count<PAWN>(weakerSide ) == 1); | |
| Square winnerKSq = pos.king_square(strongerSide); | |
| Square loserKSq = pos.king_square(weakerSide); | |
| Square pawnSq = pos.list<PAWN>(weakerSide)[0]; | |
| Value result = QueenValueEg | |
| - PawnValueEg | |
| + DistanceBonus[square_distance(winnerKSq, loserKSq)]; | |
| if ( square_distance(loserKSq, pawnSq) == 1 | |
| && relative_rank(weakerSide, pawnSq) == RANK_7) | |
| { | |
| File f = file_of(pawnSq); | |
| if (f == FILE_A || f == FILE_C || f == FILE_F || f == FILE_H) | |
| result = Value(DistanceBonus[square_distance(winnerKSq, loserKSq)]); | |
| } | |
| return strongerSide == pos.side_to_move() ? result : -result; | |
| } | |
| /// KQ vs KR. This is almost identical to KX vs K: We give the attacking | |
| /// king a bonus for having the kings close together, and for forcing the | |
| /// defending king towards the edge. If we also take care to avoid null move | |
| /// for the defending side in the search, this is usually sufficient to be | |
| /// able to win KQ vs KR. | |
| template<> | |
| Value Endgame<KQKR>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == QueenValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == RookValueMg); | |
| assert(pos.count<PAWN>(strongerSide) == 0); | |
| assert(pos.count<PAWN>(weakerSide ) == 0); | |
| Square winnerKSq = pos.king_square(strongerSide); | |
| Square loserKSq = pos.king_square(weakerSide); | |
| Value result = QueenValueEg | |
| - RookValueEg | |
| + MateTable[loserKSq] | |
| + DistanceBonus[square_distance(winnerKSq, loserKSq)]; | |
| return strongerSide == pos.side_to_move() ? result : -result; | |
| } | |
| template<> | |
| Value Endgame<KBBKN>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == 2 * BishopValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == KnightValueMg); | |
| assert(pos.count<BISHOP>(strongerSide) == 2); | |
| assert(pos.count<KNIGHT>(weakerSide ) == 1); | |
| assert(!pos.pieces(PAWN)); | |
| Value result = BishopValueEg; | |
| Square wksq = pos.king_square(strongerSide); | |
| Square bksq = pos.king_square(weakerSide); | |
| Square nsq = pos.list<KNIGHT>(weakerSide)[0]; | |
| // Bonus for attacking king close to defending king | |
| result += Value(DistanceBonus[square_distance(wksq, bksq)]); | |
| // Bonus for driving the defending king and knight apart | |
| result += Value(square_distance(bksq, nsq) * 32); | |
| // Bonus for restricting the knight's mobility | |
| result += Value((8 - popcount<Max15>(pos.attacks_from<KNIGHT>(nsq))) * 8); | |
| return strongerSide == pos.side_to_move() ? result : -result; | |
| } | |
| /// Some cases of trivial draws | |
| template<> Value Endgame<KK>::operator()(const Position&) const { return VALUE_DRAW; } | |
| template<> Value Endgame<KBK>::operator()(const Position&) const { return VALUE_DRAW; } | |
| template<> Value Endgame<KNK>::operator()(const Position&) const { return VALUE_DRAW; } | |
| template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; } | |
| template<> Value Endgame<KmmKm>::operator()(const Position&) const { return VALUE_DRAW; } | |
| /// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and | |
| /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW | |
| /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling | |
| /// will be used. | |
| template<> | |
| ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == BishopValueMg); | |
| assert(pos.count<BISHOP>(strongerSide) == 1); | |
| assert(pos.count< PAWN>(strongerSide) >= 1); | |
| // No assertions about the material of weakerSide, because we want draws to | |
| // be detected even when the weaker side has some pawns. | |
| Bitboard pawns = pos.pieces(strongerSide, PAWN); | |
| File pawnFile = file_of(pos.list<PAWN>(strongerSide)[0]); | |
| // All pawns are on a single rook file ? | |
| if ( (pawnFile == FILE_A || pawnFile == FILE_H) | |
| && !(pawns & ~file_bb(pawnFile))) | |
| { | |
| Square bishopSq = pos.list<BISHOP>(strongerSide)[0]; | |
| Square queeningSq = relative_square(strongerSide, pawnFile | RANK_8); | |
| Square kingSq = pos.king_square(weakerSide); | |
| if ( opposite_colors(queeningSq, bishopSq) | |
| && abs(file_of(kingSq) - pawnFile) <= 1) | |
| { | |
| // The bishop has the wrong color, and the defending king is on the | |
| // file of the pawn(s) or the adjacent file. Find the rank of the | |
| // frontmost pawn. | |
| Rank rank; | |
| if (strongerSide == WHITE) | |
| { | |
| for (rank = RANK_7; !(rank_bb(rank) & pawns); rank--) {} | |
| assert(rank >= RANK_2 && rank <= RANK_7); | |
| } | |
| else | |
| { | |
| for (rank = RANK_2; !(rank_bb(rank) & pawns); 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 SCALE_FACTOR_DRAW; | |
| } | |
| } | |
| // All pawns on same B or G file? Then potential draw | |
| if ( (pawnFile == FILE_B || pawnFile == FILE_G) | |
| && !(pos.pieces(PAWN) & ~file_bb(pawnFile)) | |
| && pos.non_pawn_material(weakerSide) == 0 | |
| && pos.count<PAWN>(weakerSide) >= 1) | |
| { | |
| // Get weaker pawn closest to opponent's queening square | |
| Bitboard wkPawns = pos.pieces(weakerSide, PAWN); | |
| Square weakerPawnSq = strongerSide == WHITE ? msb(wkPawns) : lsb(wkPawns); | |
| Square strongerKingSq = pos.king_square(strongerSide); | |
| Square weakerKingSq = pos.king_square(weakerSide); | |
| Square bishopSq = pos.list<BISHOP>(strongerSide)[0]; | |
| // Draw if weaker pawn is on rank 7, bishop can't attack the pawn, and | |
| // weaker king can stop opposing opponent's king from penetrating. | |
| if ( relative_rank(strongerSide, weakerPawnSq) == RANK_7 | |
| && opposite_colors(bishopSq, weakerPawnSq) | |
| && square_distance(weakerPawnSq, weakerKingSq) <= square_distance(weakerPawnSq, strongerKingSq)) | |
| return SCALE_FACTOR_DRAW; | |
| } | |
| return SCALE_FACTOR_NONE; | |
| } | |
| /// K and queen vs K, rook and one or more pawns. It tests for fortress draws with | |
| /// a rook on the third rank defended by a pawn. | |
| template<> | |
| ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == QueenValueMg); | |
| assert(pos.count<QUEEN>(strongerSide) == 1); | |
| assert(pos.count< PAWN>(strongerSide) == 0); | |
| assert(pos.count< ROOK>(weakerSide ) == 1); | |
| assert(pos.count< PAWN>(weakerSide ) >= 1); | |
| Square kingSq = pos.king_square(weakerSide); | |
| if ( relative_rank(weakerSide, kingSq) <= RANK_2 | |
| && relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4 | |
| && (pos.pieces(weakerSide, ROOK) & rank_bb(relative_rank(weakerSide, RANK_3))) | |
| && (pos.pieces(weakerSide, PAWN) & rank_bb(relative_rank(weakerSide, RANK_2))) | |
| && (pos.attacks_from<KING>(kingSq) & pos.pieces(weakerSide, PAWN))) | |
| { | |
| Square rsq = pos.list<ROOK>(weakerSide)[0]; | |
| if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(weakerSide, PAWN)) | |
| return SCALE_FACTOR_DRAW; | |
| } | |
| return SCALE_FACTOR_NONE; | |
| } | |
| /// K, rook and one pawn vs K and a rook. This function knows a handful of the | |
| /// most important classes of drawn positions, but is far from perfect. It would | |
| /// probably be a good idea to add more knowledge in the future. | |
| /// | |
| /// It would also be nice to rewrite the actual code for this function, | |
| /// which is mostly copied from Glaurung 1.x, and not very pretty. | |
| template<> | |
| ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == RookValueMg); | |
| assert(pos.non_pawn_material(weakerSide) == RookValueMg); | |
| assert(pos.count<PAWN>(strongerSide) == 1); | |
| assert(pos.count<PAWN>(weakerSide ) == 0); | |
| Square wksq = pos.king_square(strongerSide); | |
| Square bksq = pos.king_square(weakerSide); | |
| Square wrsq = pos.list<ROOK>(strongerSide)[0]; | |
| Square wpsq = pos.list<PAWN>(strongerSide)[0]; | |
| Square brsq = pos.list<ROOK>(weakerSide)[0]; | |
| // Orient the board in such a way that the stronger side is white, and the | |
| // pawn is on the left half of the board. | |
| if (strongerSide == BLACK) | |
| { | |
| wksq = ~wksq; | |
| wrsq = ~wrsq; | |
| wpsq = ~wpsq; | |
| bksq = ~bksq; | |
| brsq = ~brsq; | |
| } | |
| if (file_of(wpsq) > FILE_D) | |
| { | |
| wksq = mirror(wksq); | |
| wrsq = mirror(wrsq); | |
| wpsq = mirror(wpsq); | |
| bksq = mirror(bksq); | |
| brsq = mirror(brsq); | |
| } | |
| File f = file_of(wpsq); | |
| Rank r = rank_of(wpsq); | |
| Square queeningSq = f | RANK_8; | |
| int tempo = (pos.side_to_move() == strongerSide); | |
| // If the pawn is not too far advanced and the defending king defends the | |
| // queening square, use the third-rank defence. | |
| if ( r <= RANK_5 | |
| && square_distance(bksq, queeningSq) <= 1 | |
| && 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 | |
| && square_distance(bksq, queeningSq) <= 1 | |
| && rank_of(wksq) + tempo <= RANK_6 | |
| && (rank_of(brsq) == RANK_1 || (!tempo && abs(file_of(brsq) - f) >= 3))) | |
| return SCALE_FACTOR_DRAW; | |
| if ( r >= RANK_6 | |
| && bksq == queeningSq | |
| && rank_of(brsq) == RANK_1 | |
| && (!tempo || square_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 + DELTA_N | |
| && square_distance(wksq, wpsq) - tempo >= 2 | |
| && square_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 | |
| && (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 | |
| && file_of(wrsq) == f | |
| && wrsq < wpsq | |
| && (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo) | |
| && (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wpsq + DELTA_N) - 2 + tempo) | |
| && ( 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 (file_of(bksq) == file_of(wpsq)) | |
| return ScaleFactor(10); | |
| if ( abs(file_of(bksq) - file_of(wpsq)) == 1 | |
| && square_distance(wksq, bksq) > 2) | |
| return ScaleFactor(24 - 2 * square_distance(wksq, bksq)); | |
| } | |
| return SCALE_FACTOR_NONE; | |
| } | |
| /// K, rook and two pawns vs K, rook and one pawn. There is only a single | |
| /// pattern: If the stronger side has no passed pawns and the defending king | |
| /// is actively placed, the position is drawish. | |
| template<> | |
| ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == RookValueMg); | |
| assert(pos.non_pawn_material(weakerSide) == RookValueMg); | |
| assert(pos.count<PAWN>(strongerSide) == 2); | |
| assert(pos.count<PAWN>(weakerSide ) == 1); | |
| Square wpsq1 = pos.list<PAWN>(strongerSide)[0]; | |
| Square wpsq2 = pos.list<PAWN>(strongerSide)[1]; | |
| 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; | |
| Rank r = std::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); | |
| } | |
| } | |
| 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(strongerSide) == VALUE_ZERO); | |
| assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); | |
| assert(pos.count<PAWN>(strongerSide) >= 2); | |
| assert(pos.count<PAWN>(weakerSide ) == 0); | |
| Square ksq = pos.king_square(weakerSide); | |
| Bitboard pawns = pos.pieces(strongerSide, PAWN); | |
| // Are all pawns on the 'a' file? | |
| if (!(pawns & ~FileABB)) | |
| { | |
| // Does the defending king block the pawns? | |
| if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1 | |
| || ( file_of(ksq) == FILE_A | |
| && !(in_front_bb(strongerSide, rank_of(ksq)) & pawns))) | |
| return SCALE_FACTOR_DRAW; | |
| } | |
| // Are all pawns on the 'h' file? | |
| else if (!(pawns & ~FileHBB)) | |
| { | |
| // Does the defending king block the pawns? | |
| if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1 | |
| || ( file_of(ksq) == FILE_H | |
| && !(in_front_bb(strongerSide, rank_of(ksq)) & pawns))) | |
| return SCALE_FACTOR_DRAW; | |
| } | |
| return SCALE_FACTOR_NONE; | |
| } | |
| /// K, bishop and a pawn vs K and a bishop. There are two rules: If the defending | |
| /// king is somewhere along the path of the pawn, and the square of the king is | |
| /// not of the same color as the stronger side's bishop, it's a draw. If the two | |
| /// bishops have opposite color, it's almost always a draw. | |
| template<> | |
| ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == BishopValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == BishopValueMg); | |
| assert(pos.count<BISHOP>(strongerSide) == 1); | |
| assert(pos.count<BISHOP>(weakerSide ) == 1); | |
| assert(pos.count< PAWN>(strongerSide) == 1); | |
| assert(pos.count< PAWN>(weakerSide ) == 0); | |
| Square pawnSq = pos.list<PAWN>(strongerSide)[0]; | |
| Square strongerBishopSq = pos.list<BISHOP>(strongerSide)[0]; | |
| Square weakerBishopSq = pos.list<BISHOP>(weakerSide)[0]; | |
| Square weakerKingSq = pos.king_square(weakerSide); | |
| // Case 1: Defending king blocks the pawn, and cannot be driven away | |
| if ( file_of(weakerKingSq) == file_of(pawnSq) | |
| && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) | |
| && ( opposite_colors(weakerKingSq, strongerBishopSq) | |
| || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) | |
| return SCALE_FACTOR_DRAW; | |
| // Case 2: Opposite colored bishops | |
| if (opposite_colors(strongerBishopSq, 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 SCALE_FACTOR_DRAW; | |
| else | |
| { | |
| Bitboard path = forward_bb(strongerSide, pawnSq); | |
| if (path & pos.pieces(weakerSide, KING)) | |
| return SCALE_FACTOR_DRAW; | |
| if ( (pos.attacks_from<BISHOP>(weakerBishopSq) & path) | |
| && square_distance(weakerBishopSq, pawnSq) >= 3) | |
| return SCALE_FACTOR_DRAW; | |
| } | |
| } | |
| return SCALE_FACTOR_NONE; | |
| } | |
| /// K, bishop and two pawns vs K and bishop. It detects a few basic draws with | |
| /// opposite-colored bishops. | |
| template<> | |
| ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == BishopValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == BishopValueMg); | |
| assert(pos.count<BISHOP>(strongerSide) == 1); | |
| assert(pos.count<BISHOP>(weakerSide ) == 1); | |
| assert(pos.count< PAWN>(strongerSide) == 2); | |
| assert(pos.count< PAWN>(weakerSide ) == 0); | |
| Square wbsq = pos.list<BISHOP>(strongerSide)[0]; | |
| Square bbsq = pos.list<BISHOP>(weakerSide)[0]; | |
| if (!opposite_colors(wbsq, bbsq)) | |
| return SCALE_FACTOR_NONE; | |
| Square ksq = pos.king_square(weakerSide); | |
| Square psq1 = pos.list<PAWN>(strongerSide)[0]; | |
| Square psq2 = pos.list<PAWN>(strongerSide)[1]; | |
| Rank r1 = rank_of(psq1); | |
| Rank r2 = rank_of(psq2); | |
| Square blockSq1, blockSq2; | |
| if (relative_rank(strongerSide, psq1) > relative_rank(strongerSide, psq2)) | |
| { | |
| blockSq1 = psq1 + pawn_push(strongerSide); | |
| blockSq2 = file_of(psq2) | rank_of(psq1); | |
| } | |
| else | |
| { | |
| blockSq1 = psq2 + pawn_push(strongerSide); | |
| blockSq2 = file_of(psq1) | rank_of(psq2); | |
| } | |
| switch (file_distance(psq1, psq2)) | |
| { | |
| case 0: | |
| // Both pawns are on the same file. Easy draw if defender firmly controls | |
| // some square in the frontmost pawn's path. | |
| if ( file_of(ksq) == file_of(blockSq1) | |
| && relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1) | |
| && opposite_colors(ksq, wbsq)) | |
| return SCALE_FACTOR_DRAW; | |
| else | |
| return SCALE_FACTOR_NONE; | |
| case 1: | |
| // Pawns on adjacent files. Draw if defender firmly controls the square | |
| // in front of the frontmost pawn's path, and the square diagonally behind | |
| // this square on the file of the other pawn. | |
| if ( ksq == blockSq1 | |
| && opposite_colors(ksq, wbsq) | |
| && ( bbsq == blockSq2 | |
| || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakerSide, BISHOP)) | |
| || abs(r1 - r2) >= 2)) | |
| return SCALE_FACTOR_DRAW; | |
| else if ( ksq == blockSq2 | |
| && opposite_colors(ksq, wbsq) | |
| && ( bbsq == blockSq1 | |
| || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakerSide, 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; | |
| } | |
| } | |
| /// K, bisop and a pawn vs K and knight. There is a single rule: If the defending | |
| /// king is somewhere along the path of the pawn, and the square of the king is | |
| /// not of the same color as the stronger side's bishop, it's a draw. | |
| template<> | |
| ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == BishopValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == KnightValueMg); | |
| assert(pos.count<BISHOP>(strongerSide) == 1); | |
| assert(pos.count<KNIGHT>(weakerSide ) == 1); | |
| assert(pos.count< PAWN>(strongerSide) == 1); | |
| assert(pos.count< PAWN>(weakerSide ) == 0); | |
| Square pawnSq = pos.list<PAWN>(strongerSide)[0]; | |
| Square strongerBishopSq = pos.list<BISHOP>(strongerSide)[0]; | |
| Square weakerKingSq = pos.king_square(weakerSide); | |
| if ( file_of(weakerKingSq) == file_of(pawnSq) | |
| && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq) | |
| && ( opposite_colors(weakerKingSq, strongerBishopSq) | |
| || relative_rank(strongerSide, weakerKingSq) <= RANK_6)) | |
| return SCALE_FACTOR_DRAW; | |
| return SCALE_FACTOR_NONE; | |
| } | |
| /// K, knight and a pawn vs K. There is a single rule: If the pawn is a rook pawn | |
| /// on the 7th rank and the defending king prevents the pawn from advancing, the | |
| /// position is drawn. | |
| template<> | |
| ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == KnightValueMg); | |
| assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO); | |
| assert(pos.count<KNIGHT>(strongerSide) == 1); | |
| assert(pos.count< PAWN>(strongerSide) == 1); | |
| assert(pos.count< PAWN>(weakerSide ) == 0); | |
| Square pawnSq = pos.list<PAWN>(strongerSide)[0]; | |
| Square weakerKingSq = pos.king_square(weakerSide); | |
| if ( pawnSq == relative_square(strongerSide, SQ_A7) | |
| && square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1) | |
| return SCALE_FACTOR_DRAW; | |
| if ( pawnSq == relative_square(strongerSide, SQ_H7) | |
| && square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1) | |
| return SCALE_FACTOR_DRAW; | |
| return SCALE_FACTOR_NONE; | |
| } | |
| /// K, knight and a pawn vs K and bishop. If knight can block bishop from taking | |
| /// pawn, it's a win. Otherwise, drawn. | |
| template<> | |
| ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const { | |
| Square pawnSq = pos.list<PAWN>(strongerSide)[0]; | |
| Square bishopSq = pos.list<BISHOP>(weakerSide)[0]; | |
| Square weakerKingSq = pos.king_square(weakerSide); | |
| // King needs to get close to promoting pawn to prevent knight from blocking. | |
| // Rules for this are very tricky, so just approximate. | |
| if (forward_bb(strongerSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq)) | |
| return ScaleFactor(square_distance(weakerKingSq, pawnSq)); | |
| return SCALE_FACTOR_NONE; | |
| } | |
| /// K and a pawn vs K and a pawn. This is done by removing the weakest side's | |
| /// pawn and probing the KP vs K bitbase: If the weakest side has a draw without | |
| /// the pawn, she probably has at least a draw with the pawn as well. The exception | |
| /// is when the stronger side's pawn is far advanced and not on a rook file; in | |
| /// this case it is often possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). | |
| template<> | |
| ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const { | |
| assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); | |
| assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO); | |
| assert(pos.count<PAWN>(WHITE) == 1); | |
| assert(pos.count<PAWN>(BLACK) == 1); | |
| Square wksq = pos.king_square(strongerSide); | |
| Square bksq = pos.king_square(weakerSide); | |
| Square wpsq = pos.list<PAWN>(strongerSide)[0]; | |
| Color us = pos.side_to_move(); | |
| if (strongerSide == BLACK) | |
| { | |
| wksq = ~wksq; | |
| bksq = ~bksq; | |
| wpsq = ~wpsq; | |
| us = ~us; | |
| } | |
| if (file_of(wpsq) >= FILE_E) | |
| { | |
| wksq = mirror(wksq); | |
| bksq = mirror(bksq); | |
| wpsq = mirror(wpsq); | |
| } | |
| // If the pawn has advanced to the fifth rank or further, and is not a | |
| // rook pawn, it's too dangerous to assume that it's at least a draw. | |
| if ( rank_of(wpsq) >= RANK_5 | |
| && file_of(wpsq) != FILE_A) | |
| return SCALE_FACTOR_NONE; | |
| // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw, | |
| // it's probably at least a draw even with the pawn. | |
| return Bitbases::probe_kpk(wksq, wpsq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW; | |
| } | |