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| Rev | Author | Line No. | Line |
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| 96 | pmbaty | 1 | /* |
| 2 | Stockfish, a UCI chess playing engine derived from Glaurung 2.1 |
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| 3 | Copyright (C) 2004-2008 Tord Romstad (Glaurung author) |
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| 4 | Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad |
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| 5 | Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad |
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| 6 | |||
| 7 | Stockfish is free software: you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation, either version 3 of the License, or |
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| 10 | (at your option) any later version. |
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| 11 | |||
| 12 | Stockfish is distributed in the hope that it will be useful, |
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| 13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 15 | GNU General Public License for more details. |
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| 16 | |||
| 17 | You should have received a copy of the GNU General Public License |
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| 18 | along with this program. If not, see <http://www.gnu.org/licenses/>. |
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| 19 | */ |
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| 20 | |||
| 21 | #include <algorithm> |
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| 22 | #include <cassert> |
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| 23 | |||
| 24 | #include "bitboard.h" |
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| 25 | #include "endgame.h" |
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| 26 | #include "movegen.h" |
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| 27 | |||
| 28 | using std::string; |
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| 29 | |||
| 30 | namespace { |
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| 31 | |||
| 32 | // Table used to drive the king towards the edge of the board |
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| 33 | // in KX vs K and KQ vs KR endgames. |
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| 34 | const int PushToEdges[SQUARE_NB] = { |
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| 35 | 100, 90, 80, 70, 70, 80, 90, 100, |
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| 36 | 90, 70, 60, 50, 50, 60, 70, 90, |
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| 37 | 80, 60, 40, 30, 30, 40, 60, 80, |
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| 38 | 70, 50, 30, 20, 20, 30, 50, 70, |
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| 39 | 70, 50, 30, 20, 20, 30, 50, 70, |
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| 40 | 80, 60, 40, 30, 30, 40, 60, 80, |
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| 41 | 90, 70, 60, 50, 50, 60, 70, 90, |
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| 42 | 100, 90, 80, 70, 70, 80, 90, 100 |
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| 43 | }; |
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| 44 | |||
| 45 | // Table used to drive the king towards a corner square of the |
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| 46 | // right color in KBN vs K endgames. |
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| 47 | const int PushToCorners[SQUARE_NB] = { |
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| 48 | 200, 190, 180, 170, 160, 150, 140, 130, |
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| 49 | 190, 180, 170, 160, 150, 140, 130, 140, |
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| 50 | 180, 170, 155, 140, 140, 125, 140, 150, |
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| 51 | 170, 160, 140, 120, 110, 140, 150, 160, |
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| 52 | 160, 150, 140, 110, 120, 140, 160, 170, |
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| 53 | 150, 140, 125, 140, 140, 155, 170, 180, |
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| 54 | 140, 130, 140, 150, 160, 170, 180, 190, |
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| 55 | 130, 140, 150, 160, 170, 180, 190, 200 |
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| 56 | }; |
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| 57 | |||
| 58 | // Tables used to drive a piece towards or away from another piece |
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| 59 | const int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; |
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| 60 | const int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; |
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| 61 | |||
| 62 | // Pawn Rank based scaling factors used in KRPPKRP endgame |
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| 63 | const int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 }; |
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| 64 | |||
| 65 | #ifndef NDEBUG |
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| 66 | bool verify_material(const Position& pos, Color c, Value npm, int pawnsCnt) { |
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| 67 | return pos.non_pawn_material(c) == npm && pos.count<PAWN>(c) == pawnsCnt; |
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| 68 | } |
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| 69 | #endif |
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| 70 | |||
| 71 | // Map the square as if strongSide is white and strongSide's only pawn |
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| 72 | // is on the left half of the board. |
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| 73 | Square normalize(const Position& pos, Color strongSide, Square sq) { |
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| 74 | |||
| 75 | assert(pos.count<PAWN>(strongSide) == 1); |
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| 76 | |||
| 77 | if (file_of(pos.square<PAWN>(strongSide)) >= FILE_E) |
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| 78 | sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1 |
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| 79 | |||
| 80 | if (strongSide == BLACK) |
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| 81 | sq = ~sq; |
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| 82 | |||
| 83 | return sq; |
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| 84 | } |
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| 85 | |||
| 86 | // Get the material key of Position out of the given endgame key code |
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| 87 | // like "KBPKN". The trick here is to first forge an ad-hoc FEN string |
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| 88 | // and then let a Position object do the work for us. |
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| 89 | Key key(const string& code, Color c) { |
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| 90 | |||
| 91 | assert(code.length() > 0 && code.length() < 8); |
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| 92 | assert(code[0] == 'K'); |
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| 93 | |||
| 94 | string sides[] = { code.substr(code.find('K', 1)), // Weak |
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| 95 | code.substr(0, code.find('K', 1)) }; // Strong |
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| 96 | |||
| 97 | std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower); |
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| 98 | |||
| 99 | string fen = sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/8/8/" |
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| 100 | + sides[1] + char(8 - sides[1].length() + '0') + " w - - 0 10"; |
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| 101 | |||
| 154 | pmbaty | 102 | StateInfo st; |
| 103 | return Position().set(fen, false, &st, nullptr).material_key(); |
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| 96 | pmbaty | 104 | } |
| 105 | |||
| 106 | } // namespace |
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| 107 | |||
| 108 | |||
| 109 | /// Endgames members definitions |
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| 110 | |||
| 111 | Endgames::Endgames() { |
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| 112 | |||
| 113 | add<KPK>("KPK"); |
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| 114 | add<KNNK>("KNNK"); |
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| 115 | add<KBNK>("KBNK"); |
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| 116 | add<KRKP>("KRKP"); |
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| 117 | add<KRKB>("KRKB"); |
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| 118 | add<KRKN>("KRKN"); |
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| 119 | add<KQKP>("KQKP"); |
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| 120 | add<KQKR>("KQKR"); |
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| 121 | |||
| 122 | add<KNPK>("KNPK"); |
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| 123 | add<KNPKB>("KNPKB"); |
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| 124 | add<KRPKR>("KRPKR"); |
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| 125 | add<KRPKB>("KRPKB"); |
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| 126 | add<KBPKB>("KBPKB"); |
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| 127 | add<KBPKN>("KBPKN"); |
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| 128 | add<KBPPKB>("KBPPKB"); |
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| 129 | add<KRPPKRP>("KRPPKRP"); |
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| 130 | } |
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| 131 | |||
| 132 | |||
| 133 | template<EndgameType E, typename T> |
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| 134 | void Endgames::add(const string& code) { |
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| 135 | map<T>()[key(code, WHITE)] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(WHITE)); |
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| 136 | map<T>()[key(code, BLACK)] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(BLACK)); |
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| 137 | } |
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| 138 | |||
| 139 | |||
| 140 | /// Mate with KX vs K. This function is used to evaluate positions with |
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| 141 | /// king and plenty of material vs a lone king. It simply gives the |
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| 142 | /// attacking side a bonus for driving the defending king towards the edge |
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| 143 | /// of the board, and for keeping the distance between the two kings small. |
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| 144 | template<> |
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| 145 | Value Endgame<KXK>::operator()(const Position& pos) const { |
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| 146 | |||
| 147 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
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| 148 | assert(!pos.checkers()); // Eval is never called when in check |
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| 149 | |||
| 150 | // Stalemate detection with lone king |
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| 151 | if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size()) |
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| 152 | return VALUE_DRAW; |
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| 153 | |||
| 154 | Square winnerKSq = pos.square<KING>(strongSide); |
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| 155 | Square loserKSq = pos.square<KING>(weakSide); |
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| 156 | |||
| 157 | Value result = pos.non_pawn_material(strongSide) |
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| 158 | + pos.count<PAWN>(strongSide) * PawnValueEg |
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| 159 | + PushToEdges[loserKSq] |
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| 160 | + PushClose[distance(winnerKSq, loserKSq)]; |
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| 161 | |||
| 162 | if ( pos.count<QUEEN>(strongSide) |
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| 163 | || pos.count<ROOK>(strongSide) |
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| 164 | ||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide)) |
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| 165 | ||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.squares<BISHOP>(strongSide)[0], |
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| 166 | pos.squares<BISHOP>(strongSide)[1]))) |
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| 167 | result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1); |
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| 168 | |||
| 169 | return strongSide == pos.side_to_move() ? result : -result; |
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| 170 | } |
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| 171 | |||
| 172 | |||
| 173 | /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the |
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| 174 | /// defending king towards a corner square of the right color. |
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| 175 | template<> |
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| 176 | Value Endgame<KBNK>::operator()(const Position& pos) const { |
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| 177 | |||
| 178 | assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0)); |
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| 179 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
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| 180 | |||
| 181 | Square winnerKSq = pos.square<KING>(strongSide); |
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| 182 | Square loserKSq = pos.square<KING>(weakSide); |
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| 183 | Square bishopSq = pos.square<BISHOP>(strongSide); |
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| 184 | |||
| 185 | // kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a |
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| 186 | // bishop that cannot reach the above squares, we flip the kings in order |
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| 187 | // to drive the enemy toward corners A8 or H1. |
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| 188 | if (opposite_colors(bishopSq, SQ_A1)) |
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| 189 | { |
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| 190 | winnerKSq = ~winnerKSq; |
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| 191 | loserKSq = ~loserKSq; |
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| 192 | } |
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| 193 | |||
| 194 | Value result = VALUE_KNOWN_WIN |
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| 195 | + PushClose[distance(winnerKSq, loserKSq)] |
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| 196 | + PushToCorners[loserKSq]; |
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| 197 | |||
| 198 | return strongSide == pos.side_to_move() ? result : -result; |
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| 199 | } |
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| 200 | |||
| 201 | |||
| 202 | /// KP vs K. This endgame is evaluated with the help of a bitbase. |
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| 203 | template<> |
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| 204 | Value Endgame<KPK>::operator()(const Position& pos) const { |
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| 205 | |||
| 206 | assert(verify_material(pos, strongSide, VALUE_ZERO, 1)); |
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| 207 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
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| 208 | |||
| 209 | // Assume strongSide is white and the pawn is on files A-D |
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| 210 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); |
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| 211 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); |
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| 212 | Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); |
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| 213 | |||
| 214 | Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; |
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| 215 | |||
| 216 | if (!Bitbases::probe(wksq, psq, bksq, us)) |
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| 217 | return VALUE_DRAW; |
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| 218 | |||
| 219 | Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(psq)); |
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| 220 | |||
| 221 | return strongSide == pos.side_to_move() ? result : -result; |
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| 222 | } |
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| 223 | |||
| 224 | |||
| 225 | /// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without |
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| 226 | /// a bitbase. The function below returns drawish scores when the pawn is |
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| 227 | /// far advanced with support of the king, while the attacking king is far |
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| 228 | /// away. |
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| 229 | template<> |
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| 230 | Value Endgame<KRKP>::operator()(const Position& pos) const { |
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| 231 | |||
| 232 | assert(verify_material(pos, strongSide, RookValueMg, 0)); |
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| 233 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); |
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| 234 | |||
| 235 | Square wksq = relative_square(strongSide, pos.square<KING>(strongSide)); |
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| 236 | Square bksq = relative_square(strongSide, pos.square<KING>(weakSide)); |
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| 237 | Square rsq = relative_square(strongSide, pos.square<ROOK>(strongSide)); |
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| 238 | Square psq = relative_square(strongSide, pos.square<PAWN>(weakSide)); |
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| 239 | |||
| 240 | Square queeningSq = make_square(file_of(psq), RANK_1); |
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| 241 | Value result; |
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| 242 | |||
| 243 | // If the stronger side's king is in front of the pawn, it's a win |
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| 244 | if (wksq < psq && file_of(wksq) == file_of(psq)) |
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| 245 | result = RookValueEg - distance(wksq, psq); |
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| 246 | |||
| 247 | // If the weaker side's king is too far from the pawn and the rook, |
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| 248 | // it's a win. |
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| 249 | else if ( distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide) |
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| 250 | && distance(bksq, rsq) >= 3) |
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| 251 | result = RookValueEg - distance(wksq, psq); |
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| 252 | |||
| 253 | // If the pawn is far advanced and supported by the defending king, |
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| 254 | // the position is drawish |
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| 255 | else if ( rank_of(bksq) <= RANK_3 |
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| 256 | && distance(bksq, psq) == 1 |
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| 257 | && rank_of(wksq) >= RANK_4 |
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| 258 | && distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide)) |
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| 259 | result = Value(80) - 8 * distance(wksq, psq); |
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| 260 | |||
| 261 | else |
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| 154 | pmbaty | 262 | result = Value(200) - 8 * ( distance(wksq, psq + SOUTH) |
| 263 | - distance(bksq, psq + SOUTH) |
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| 96 | pmbaty | 264 | - distance(psq, queeningSq)); |
| 265 | |||
| 266 | return strongSide == pos.side_to_move() ? result : -result; |
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| 267 | } |
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| 268 | |||
| 269 | |||
| 270 | /// KR vs KB. This is very simple, and always returns drawish scores. The |
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| 271 | /// score is slightly bigger when the defending king is close to the edge. |
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| 272 | template<> |
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| 273 | Value Endgame<KRKB>::operator()(const Position& pos) const { |
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| 274 | |||
| 275 | assert(verify_material(pos, strongSide, RookValueMg, 0)); |
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| 276 | assert(verify_material(pos, weakSide, BishopValueMg, 0)); |
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| 277 | |||
| 278 | Value result = Value(PushToEdges[pos.square<KING>(weakSide)]); |
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| 279 | return strongSide == pos.side_to_move() ? result : -result; |
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| 280 | } |
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| 281 | |||
| 282 | |||
| 283 | /// KR vs KN. The attacking side has slightly better winning chances than |
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| 284 | /// in KR vs KB, particularly if the king and the knight are far apart. |
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| 285 | template<> |
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| 286 | Value Endgame<KRKN>::operator()(const Position& pos) const { |
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| 287 | |||
| 288 | assert(verify_material(pos, strongSide, RookValueMg, 0)); |
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| 289 | assert(verify_material(pos, weakSide, KnightValueMg, 0)); |
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| 290 | |||
| 291 | Square bksq = pos.square<KING>(weakSide); |
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| 292 | Square bnsq = pos.square<KNIGHT>(weakSide); |
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| 293 | Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]); |
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| 294 | return strongSide == pos.side_to_move() ? result : -result; |
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| 295 | } |
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| 296 | |||
| 297 | |||
| 298 | /// KQ vs KP. In general, this is a win for the stronger side, but there are a |
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| 299 | /// few important exceptions. A pawn on 7th rank and on the A,C,F or H files |
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| 300 | /// with a king positioned next to it can be a draw, so in that case, we only |
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| 301 | /// use the distance between the kings. |
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| 302 | template<> |
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| 303 | Value Endgame<KQKP>::operator()(const Position& pos) const { |
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| 304 | |||
| 305 | assert(verify_material(pos, strongSide, QueenValueMg, 0)); |
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| 306 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); |
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| 307 | |||
| 308 | Square winnerKSq = pos.square<KING>(strongSide); |
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| 309 | Square loserKSq = pos.square<KING>(weakSide); |
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| 310 | Square pawnSq = pos.square<PAWN>(weakSide); |
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| 311 | |||
| 312 | Value result = Value(PushClose[distance(winnerKSq, loserKSq)]); |
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| 313 | |||
| 314 | if ( relative_rank(weakSide, pawnSq) != RANK_7 |
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| 315 | || distance(loserKSq, pawnSq) != 1 |
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| 316 | || !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq)) |
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| 317 | result += QueenValueEg - PawnValueEg; |
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| 318 | |||
| 319 | return strongSide == pos.side_to_move() ? result : -result; |
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| 320 | } |
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| 321 | |||
| 322 | |||
| 323 | /// KQ vs KR. This is almost identical to KX vs K: We give the attacking |
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| 324 | /// king a bonus for having the kings close together, and for forcing the |
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| 325 | /// defending king towards the edge. If we also take care to avoid null move for |
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| 326 | /// the defending side in the search, this is usually sufficient to win KQ vs KR. |
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| 327 | template<> |
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| 328 | Value Endgame<KQKR>::operator()(const Position& pos) const { |
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| 329 | |||
| 330 | assert(verify_material(pos, strongSide, QueenValueMg, 0)); |
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| 331 | assert(verify_material(pos, weakSide, RookValueMg, 0)); |
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| 332 | |||
| 333 | Square winnerKSq = pos.square<KING>(strongSide); |
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| 334 | Square loserKSq = pos.square<KING>(weakSide); |
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| 335 | |||
| 336 | Value result = QueenValueEg |
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| 337 | - RookValueEg |
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| 338 | + PushToEdges[loserKSq] |
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| 339 | + PushClose[distance(winnerKSq, loserKSq)]; |
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| 340 | |||
| 341 | return strongSide == pos.side_to_move() ? result : -result; |
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| 342 | } |
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| 343 | |||
| 344 | |||
| 345 | /// Some cases of trivial draws |
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| 346 | template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; } |
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| 347 | |||
| 348 | |||
| 349 | /// KB and one or more pawns vs K. It checks for draws with rook pawns and |
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| 350 | /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW |
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| 351 | /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling |
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| 352 | /// will be used. |
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| 353 | template<> |
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| 354 | ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const { |
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| 355 | |||
| 356 | assert(pos.non_pawn_material(strongSide) == BishopValueMg); |
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| 357 | assert(pos.count<PAWN>(strongSide) >= 1); |
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| 358 | |||
| 359 | // No assertions about the material of weakSide, because we want draws to |
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| 360 | // be detected even when the weaker side has some pawns. |
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| 361 | |||
| 362 | Bitboard pawns = pos.pieces(strongSide, PAWN); |
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| 363 | File pawnsFile = file_of(lsb(pawns)); |
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| 364 | |||
| 365 | // All pawns are on a single rook file? |
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| 366 | if ( (pawnsFile == FILE_A || pawnsFile == FILE_H) |
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| 367 | && !(pawns & ~file_bb(pawnsFile))) |
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| 368 | { |
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| 369 | Square bishopSq = pos.square<BISHOP>(strongSide); |
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| 370 | Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8)); |
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| 371 | Square kingSq = pos.square<KING>(weakSide); |
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| 372 | |||
| 373 | if ( opposite_colors(queeningSq, bishopSq) |
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| 374 | && distance(queeningSq, kingSq) <= 1) |
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| 375 | return SCALE_FACTOR_DRAW; |
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| 376 | } |
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| 377 | |||
| 378 | // If all the pawns are on the same B or G file, then it's potentially a draw |
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| 379 | if ( (pawnsFile == FILE_B || pawnsFile == FILE_G) |
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| 380 | && !(pos.pieces(PAWN) & ~file_bb(pawnsFile)) |
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| 381 | && pos.non_pawn_material(weakSide) == 0 |
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| 382 | && pos.count<PAWN>(weakSide) >= 1) |
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| 383 | { |
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| 384 | // Get weakSide pawn that is closest to the home rank |
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| 385 | Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN)); |
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| 386 | |||
| 387 | Square strongKingSq = pos.square<KING>(strongSide); |
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| 388 | Square weakKingSq = pos.square<KING>(weakSide); |
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| 389 | Square bishopSq = pos.square<BISHOP>(strongSide); |
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| 390 | |||
| 391 | // There's potential for a draw if our pawn is blocked on the 7th rank, |
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| 392 | // the bishop cannot attack it or they only have one pawn left |
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| 393 | if ( relative_rank(strongSide, weakPawnSq) == RANK_7 |
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| 394 | && (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide))) |
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| 395 | && (opposite_colors(bishopSq, weakPawnSq) || pos.count<PAWN>(strongSide) == 1)) |
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| 396 | { |
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| 397 | int strongKingDist = distance(weakPawnSq, strongKingSq); |
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| 398 | int weakKingDist = distance(weakPawnSq, weakKingSq); |
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| 399 | |||
| 400 | // It's a draw if the weak king is on its back two ranks, within 2 |
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| 401 | // squares of the blocking pawn and the strong king is not |
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| 402 | // closer. (I think this rule only fails in practically |
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| 403 | // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w |
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| 404 | // and positions where qsearch will immediately correct the |
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| 405 | // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w) |
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| 406 | if ( relative_rank(strongSide, weakKingSq) >= RANK_7 |
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| 407 | && weakKingDist <= 2 |
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| 408 | && weakKingDist <= strongKingDist) |
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| 409 | return SCALE_FACTOR_DRAW; |
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| 410 | } |
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| 411 | } |
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| 412 | |||
| 413 | return SCALE_FACTOR_NONE; |
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| 414 | } |
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| 415 | |||
| 416 | |||
| 417 | /// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on |
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| 418 | /// the third rank defended by a pawn. |
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| 419 | template<> |
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| 420 | ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const { |
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| 421 | |||
| 422 | assert(verify_material(pos, strongSide, QueenValueMg, 0)); |
||
| 423 | assert(pos.count<ROOK>(weakSide) == 1); |
||
| 424 | assert(pos.count<PAWN>(weakSide) >= 1); |
||
| 425 | |||
| 426 | Square kingSq = pos.square<KING>(weakSide); |
||
| 427 | Square rsq = pos.square<ROOK>(weakSide); |
||
| 428 | |||
| 429 | if ( relative_rank(weakSide, kingSq) <= RANK_2 |
||
| 430 | && relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4 |
||
| 431 | && relative_rank(weakSide, rsq) == RANK_3 |
||
| 432 | && ( pos.pieces(weakSide, PAWN) |
||
| 433 | & pos.attacks_from<KING>(kingSq) |
||
| 434 | & pos.attacks_from<PAWN>(rsq, strongSide))) |
||
| 435 | return SCALE_FACTOR_DRAW; |
||
| 436 | |||
| 437 | return SCALE_FACTOR_NONE; |
||
| 438 | } |
||
| 439 | |||
| 440 | |||
| 441 | /// KRP vs KR. This function knows a handful of the most important classes of |
||
| 442 | /// drawn positions, but is far from perfect. It would probably be a good idea |
||
| 443 | /// to add more knowledge in the future. |
||
| 444 | /// |
||
| 445 | /// It would also be nice to rewrite the actual code for this function, |
||
| 446 | /// which is mostly copied from Glaurung 1.x, and isn't very pretty. |
||
| 447 | template<> |
||
| 448 | ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const { |
||
| 449 | |||
| 450 | assert(verify_material(pos, strongSide, RookValueMg, 1)); |
||
| 451 | assert(verify_material(pos, weakSide, RookValueMg, 0)); |
||
| 452 | |||
| 453 | // Assume strongSide is white and the pawn is on files A-D |
||
| 454 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); |
||
| 455 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); |
||
| 456 | Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide)); |
||
| 457 | Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); |
||
| 458 | Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide)); |
||
| 459 | |||
| 460 | File f = file_of(wpsq); |
||
| 461 | Rank r = rank_of(wpsq); |
||
| 462 | Square queeningSq = make_square(f, RANK_8); |
||
| 463 | int tempo = (pos.side_to_move() == strongSide); |
||
| 464 | |||
| 465 | // If the pawn is not too far advanced and the defending king defends the |
||
| 466 | // queening square, use the third-rank defence. |
||
| 467 | if ( r <= RANK_5 |
||
| 468 | && distance(bksq, queeningSq) <= 1 |
||
| 469 | && wksq <= SQ_H5 |
||
| 470 | && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6))) |
||
| 471 | return SCALE_FACTOR_DRAW; |
||
| 472 | |||
| 473 | // The defending side saves a draw by checking from behind in case the pawn |
||
| 474 | // has advanced to the 6th rank with the king behind. |
||
| 475 | if ( r == RANK_6 |
||
| 476 | && distance(bksq, queeningSq) <= 1 |
||
| 477 | && rank_of(wksq) + tempo <= RANK_6 |
||
| 478 | && (rank_of(brsq) == RANK_1 || (!tempo && distance<File>(brsq, wpsq) >= 3))) |
||
| 479 | return SCALE_FACTOR_DRAW; |
||
| 480 | |||
| 481 | if ( r >= RANK_6 |
||
| 482 | && bksq == queeningSq |
||
| 483 | && rank_of(brsq) == RANK_1 |
||
| 484 | && (!tempo || distance(wksq, wpsq) >= 2)) |
||
| 485 | return SCALE_FACTOR_DRAW; |
||
| 486 | |||
| 487 | // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7 |
||
| 488 | // and the black rook is behind the pawn. |
||
| 489 | if ( wpsq == SQ_A7 |
||
| 490 | && wrsq == SQ_A8 |
||
| 491 | && (bksq == SQ_H7 || bksq == SQ_G7) |
||
| 492 | && file_of(brsq) == FILE_A |
||
| 493 | && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5)) |
||
| 494 | return SCALE_FACTOR_DRAW; |
||
| 495 | |||
| 496 | // If the defending king blocks the pawn and the attacking king is too far |
||
| 497 | // away, it's a draw. |
||
| 498 | if ( r <= RANK_5 |
||
| 154 | pmbaty | 499 | && bksq == wpsq + NORTH |
| 96 | pmbaty | 500 | && distance(wksq, wpsq) - tempo >= 2 |
| 501 | && distance(wksq, brsq) - tempo >= 2) |
||
| 502 | return SCALE_FACTOR_DRAW; |
||
| 503 | |||
| 504 | // Pawn on the 7th rank supported by the rook from behind usually wins if the |
||
| 505 | // attacking king is closer to the queening square than the defending king, |
||
| 506 | // and the defending king cannot gain tempi by threatening the attacking rook. |
||
| 507 | if ( r == RANK_7 |
||
| 508 | && f != FILE_A |
||
| 509 | && file_of(wrsq) == f |
||
| 510 | && wrsq != queeningSq |
||
| 511 | && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) |
||
| 512 | && (distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo)) |
||
| 513 | return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(wksq, queeningSq)); |
||
| 514 | |||
| 515 | // Similar to the above, but with the pawn further back |
||
| 516 | if ( f != FILE_A |
||
| 517 | && file_of(wrsq) == f |
||
| 518 | && wrsq < wpsq |
||
| 519 | && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) |
||
| 154 | pmbaty | 520 | && (distance(wksq, wpsq + NORTH) < distance(bksq, wpsq + NORTH) - 2 + tempo) |
| 96 | pmbaty | 521 | && ( distance(bksq, wrsq) + tempo >= 3 |
| 522 | || ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo |
||
| 154 | pmbaty | 523 | && (distance(wksq, wpsq + NORTH) < distance(bksq, wrsq) + tempo)))) |
| 96 | pmbaty | 524 | return ScaleFactor( SCALE_FACTOR_MAX |
| 525 | - 8 * distance(wpsq, queeningSq) |
||
| 526 | - 2 * distance(wksq, queeningSq)); |
||
| 527 | |||
| 528 | // If the pawn is not far advanced and the defending king is somewhere in |
||
| 529 | // the pawn's path, it's probably a draw. |
||
| 530 | if (r <= RANK_4 && bksq > wpsq) |
||
| 531 | { |
||
| 532 | if (file_of(bksq) == file_of(wpsq)) |
||
| 533 | return ScaleFactor(10); |
||
| 534 | if ( distance<File>(bksq, wpsq) == 1 |
||
| 535 | && distance(wksq, bksq) > 2) |
||
| 536 | return ScaleFactor(24 - 2 * distance(wksq, bksq)); |
||
| 537 | } |
||
| 538 | return SCALE_FACTOR_NONE; |
||
| 539 | } |
||
| 540 | |||
| 541 | template<> |
||
| 542 | ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const { |
||
| 543 | |||
| 544 | assert(verify_material(pos, strongSide, RookValueMg, 1)); |
||
| 545 | assert(verify_material(pos, weakSide, BishopValueMg, 0)); |
||
| 546 | |||
| 547 | // Test for a rook pawn |
||
| 548 | if (pos.pieces(PAWN) & (FileABB | FileHBB)) |
||
| 549 | { |
||
| 550 | Square ksq = pos.square<KING>(weakSide); |
||
| 551 | Square bsq = pos.square<BISHOP>(weakSide); |
||
| 552 | Square psq = pos.square<PAWN>(strongSide); |
||
| 553 | Rank rk = relative_rank(strongSide, psq); |
||
| 554 | Square push = pawn_push(strongSide); |
||
| 555 | |||
| 556 | // If the pawn is on the 5th rank and the pawn (currently) is on |
||
| 557 | // the same color square as the bishop then there is a chance of |
||
| 558 | // a fortress. Depending on the king position give a moderate |
||
| 559 | // reduction or a stronger one if the defending king is near the |
||
| 560 | // corner but not trapped there. |
||
| 561 | if (rk == RANK_5 && !opposite_colors(bsq, psq)) |
||
| 562 | { |
||
| 563 | int d = distance(psq + 3 * push, ksq); |
||
| 564 | |||
| 565 | if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push)) |
||
| 566 | return ScaleFactor(24); |
||
| 567 | else |
||
| 568 | return ScaleFactor(48); |
||
| 569 | } |
||
| 570 | |||
| 571 | // When the pawn has moved to the 6th rank we can be fairly sure |
||
| 572 | // it's drawn if the bishop attacks the square in front of the |
||
| 573 | // pawn from a reasonable distance and the defending king is near |
||
| 574 | // the corner |
||
| 575 | if ( rk == RANK_6 |
||
| 576 | && distance(psq + 2 * push, ksq) <= 1 |
||
| 577 | && (PseudoAttacks[BISHOP][bsq] & (psq + push)) |
||
| 578 | && distance<File>(bsq, psq) >= 2) |
||
| 579 | return ScaleFactor(8); |
||
| 580 | } |
||
| 581 | |||
| 582 | return SCALE_FACTOR_NONE; |
||
| 583 | } |
||
| 584 | |||
| 585 | /// KRPP vs KRP. There is just a single rule: if the stronger side has no passed |
||
| 586 | /// pawns and the defending king is actively placed, the position is drawish. |
||
| 587 | template<> |
||
| 588 | ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const { |
||
| 589 | |||
| 590 | assert(verify_material(pos, strongSide, RookValueMg, 2)); |
||
| 591 | assert(verify_material(pos, weakSide, RookValueMg, 1)); |
||
| 592 | |||
| 593 | Square wpsq1 = pos.squares<PAWN>(strongSide)[0]; |
||
| 594 | Square wpsq2 = pos.squares<PAWN>(strongSide)[1]; |
||
| 595 | Square bksq = pos.square<KING>(weakSide); |
||
| 596 | |||
| 597 | // Does the stronger side have a passed pawn? |
||
| 598 | if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2)) |
||
| 599 | return SCALE_FACTOR_NONE; |
||
| 600 | |||
| 601 | Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2)); |
||
| 602 | |||
| 603 | if ( distance<File>(bksq, wpsq1) <= 1 |
||
| 604 | && distance<File>(bksq, wpsq2) <= 1 |
||
| 605 | && relative_rank(strongSide, bksq) > r) |
||
| 606 | { |
||
| 607 | assert(r > RANK_1 && r < RANK_7); |
||
| 608 | return ScaleFactor(KRPPKRPScaleFactors[r]); |
||
| 609 | } |
||
| 610 | return SCALE_FACTOR_NONE; |
||
| 611 | } |
||
| 612 | |||
| 613 | |||
| 614 | /// K and two or more pawns vs K. There is just a single rule here: If all pawns |
||
| 615 | /// are on the same rook file and are blocked by the defending king, it's a draw. |
||
| 616 | template<> |
||
| 617 | ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const { |
||
| 618 | |||
| 619 | assert(pos.non_pawn_material(strongSide) == VALUE_ZERO); |
||
| 620 | assert(pos.count<PAWN>(strongSide) >= 2); |
||
| 621 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
||
| 622 | |||
| 623 | Square ksq = pos.square<KING>(weakSide); |
||
| 624 | Bitboard pawns = pos.pieces(strongSide, PAWN); |
||
| 625 | |||
| 626 | // If all pawns are ahead of the king, on a single rook file and |
||
| 627 | // the king is within one file of the pawns, it's a draw. |
||
| 628 | if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq))) |
||
| 629 | && !((pawns & ~FileABB) && (pawns & ~FileHBB)) |
||
| 630 | && distance<File>(ksq, lsb(pawns)) <= 1) |
||
| 631 | return SCALE_FACTOR_DRAW; |
||
| 632 | |||
| 633 | return SCALE_FACTOR_NONE; |
||
| 634 | } |
||
| 635 | |||
| 636 | |||
| 637 | /// KBP vs KB. There are two rules: if the defending king is somewhere along the |
||
| 638 | /// path of the pawn, and the square of the king is not of the same color as the |
||
| 639 | /// stronger side's bishop, it's a draw. If the two bishops have opposite color, |
||
| 640 | /// it's almost always a draw. |
||
| 641 | template<> |
||
| 642 | ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const { |
||
| 643 | |||
| 644 | assert(verify_material(pos, strongSide, BishopValueMg, 1)); |
||
| 645 | assert(verify_material(pos, weakSide, BishopValueMg, 0)); |
||
| 646 | |||
| 647 | Square pawnSq = pos.square<PAWN>(strongSide); |
||
| 648 | Square strongBishopSq = pos.square<BISHOP>(strongSide); |
||
| 649 | Square weakBishopSq = pos.square<BISHOP>(weakSide); |
||
| 650 | Square weakKingSq = pos.square<KING>(weakSide); |
||
| 651 | |||
| 652 | // Case 1: Defending king blocks the pawn, and cannot be driven away |
||
| 653 | if ( file_of(weakKingSq) == file_of(pawnSq) |
||
| 654 | && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) |
||
| 655 | && ( opposite_colors(weakKingSq, strongBishopSq) |
||
| 656 | || relative_rank(strongSide, weakKingSq) <= RANK_6)) |
||
| 657 | return SCALE_FACTOR_DRAW; |
||
| 658 | |||
| 659 | // Case 2: Opposite colored bishops |
||
| 660 | if (opposite_colors(strongBishopSq, weakBishopSq)) |
||
| 661 | { |
||
| 662 | // We assume that the position is drawn in the following three situations: |
||
| 663 | // |
||
| 664 | // a. The pawn is on rank 5 or further back. |
||
| 665 | // b. The defending king is somewhere in the pawn's path. |
||
| 666 | // c. The defending bishop attacks some square along the pawn's path, |
||
| 667 | // and is at least three squares away from the pawn. |
||
| 668 | // |
||
| 669 | // These rules are probably not perfect, but in practice they work |
||
| 670 | // reasonably well. |
||
| 671 | |||
| 672 | if (relative_rank(strongSide, pawnSq) <= RANK_5) |
||
| 673 | return SCALE_FACTOR_DRAW; |
||
| 674 | else |
||
| 675 | { |
||
| 676 | Bitboard path = forward_bb(strongSide, pawnSq); |
||
| 677 | |||
| 678 | if (path & pos.pieces(weakSide, KING)) |
||
| 679 | return SCALE_FACTOR_DRAW; |
||
| 680 | |||
| 681 | if ( (pos.attacks_from<BISHOP>(weakBishopSq) & path) |
||
| 682 | && distance(weakBishopSq, pawnSq) >= 3) |
||
| 683 | return SCALE_FACTOR_DRAW; |
||
| 684 | } |
||
| 685 | } |
||
| 686 | return SCALE_FACTOR_NONE; |
||
| 687 | } |
||
| 688 | |||
| 689 | |||
| 690 | /// KBPP vs KB. It detects a few basic draws with opposite-colored bishops |
||
| 691 | template<> |
||
| 692 | ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const { |
||
| 693 | |||
| 694 | assert(verify_material(pos, strongSide, BishopValueMg, 2)); |
||
| 695 | assert(verify_material(pos, weakSide, BishopValueMg, 0)); |
||
| 696 | |||
| 697 | Square wbsq = pos.square<BISHOP>(strongSide); |
||
| 698 | Square bbsq = pos.square<BISHOP>(weakSide); |
||
| 699 | |||
| 700 | if (!opposite_colors(wbsq, bbsq)) |
||
| 701 | return SCALE_FACTOR_NONE; |
||
| 702 | |||
| 703 | Square ksq = pos.square<KING>(weakSide); |
||
| 704 | Square psq1 = pos.squares<PAWN>(strongSide)[0]; |
||
| 705 | Square psq2 = pos.squares<PAWN>(strongSide)[1]; |
||
| 706 | Rank r1 = rank_of(psq1); |
||
| 707 | Rank r2 = rank_of(psq2); |
||
| 708 | Square blockSq1, blockSq2; |
||
| 709 | |||
| 710 | if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2)) |
||
| 711 | { |
||
| 712 | blockSq1 = psq1 + pawn_push(strongSide); |
||
| 713 | blockSq2 = make_square(file_of(psq2), rank_of(psq1)); |
||
| 714 | } |
||
| 715 | else |
||
| 716 | { |
||
| 717 | blockSq1 = psq2 + pawn_push(strongSide); |
||
| 718 | blockSq2 = make_square(file_of(psq1), rank_of(psq2)); |
||
| 719 | } |
||
| 720 | |||
| 721 | switch (distance<File>(psq1, psq2)) |
||
| 722 | { |
||
| 723 | case 0: |
||
| 724 | // Both pawns are on the same file. It's an easy draw if the defender firmly |
||
| 725 | // controls some square in the frontmost pawn's path. |
||
| 726 | if ( file_of(ksq) == file_of(blockSq1) |
||
| 727 | && relative_rank(strongSide, ksq) >= relative_rank(strongSide, blockSq1) |
||
| 728 | && opposite_colors(ksq, wbsq)) |
||
| 729 | return SCALE_FACTOR_DRAW; |
||
| 730 | else |
||
| 731 | return SCALE_FACTOR_NONE; |
||
| 732 | |||
| 733 | case 1: |
||
| 734 | // Pawns on adjacent files. It's a draw if the defender firmly controls the |
||
| 735 | // square in front of the frontmost pawn's path, and the square diagonally |
||
| 736 | // behind this square on the file of the other pawn. |
||
| 737 | if ( ksq == blockSq1 |
||
| 738 | && opposite_colors(ksq, wbsq) |
||
| 739 | && ( bbsq == blockSq2 |
||
| 740 | || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakSide, BISHOP)) |
||
| 741 | || distance(r1, r2) >= 2)) |
||
| 742 | return SCALE_FACTOR_DRAW; |
||
| 743 | |||
| 744 | else if ( ksq == blockSq2 |
||
| 745 | && opposite_colors(ksq, wbsq) |
||
| 746 | && ( bbsq == blockSq1 |
||
| 747 | || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakSide, BISHOP)))) |
||
| 748 | return SCALE_FACTOR_DRAW; |
||
| 749 | else |
||
| 750 | return SCALE_FACTOR_NONE; |
||
| 751 | |||
| 752 | default: |
||
| 753 | // The pawns are not on the same file or adjacent files. No scaling. |
||
| 754 | return SCALE_FACTOR_NONE; |
||
| 755 | } |
||
| 756 | } |
||
| 757 | |||
| 758 | |||
| 759 | /// KBP vs KN. There is a single rule: If the defending king is somewhere along |
||
| 760 | /// the path of the pawn, and the square of the king is not of the same color as |
||
| 761 | /// the stronger side's bishop, it's a draw. |
||
| 762 | template<> |
||
| 763 | ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const { |
||
| 764 | |||
| 765 | assert(verify_material(pos, strongSide, BishopValueMg, 1)); |
||
| 766 | assert(verify_material(pos, weakSide, KnightValueMg, 0)); |
||
| 767 | |||
| 768 | Square pawnSq = pos.square<PAWN>(strongSide); |
||
| 769 | Square strongBishopSq = pos.square<BISHOP>(strongSide); |
||
| 770 | Square weakKingSq = pos.square<KING>(weakSide); |
||
| 771 | |||
| 772 | if ( file_of(weakKingSq) == file_of(pawnSq) |
||
| 773 | && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) |
||
| 774 | && ( opposite_colors(weakKingSq, strongBishopSq) |
||
| 775 | || relative_rank(strongSide, weakKingSq) <= RANK_6)) |
||
| 776 | return SCALE_FACTOR_DRAW; |
||
| 777 | |||
| 778 | return SCALE_FACTOR_NONE; |
||
| 779 | } |
||
| 780 | |||
| 781 | |||
| 782 | /// KNP vs K. There is a single rule: if the pawn is a rook pawn on the 7th rank |
||
| 783 | /// and the defending king prevents the pawn from advancing, the position is drawn. |
||
| 784 | template<> |
||
| 785 | ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const { |
||
| 786 | |||
| 787 | assert(verify_material(pos, strongSide, KnightValueMg, 1)); |
||
| 788 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
||
| 789 | |||
| 790 | // Assume strongSide is white and the pawn is on files A-D |
||
| 791 | Square pawnSq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); |
||
| 792 | Square weakKingSq = normalize(pos, strongSide, pos.square<KING>(weakSide)); |
||
| 793 | |||
| 794 | if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1) |
||
| 795 | return SCALE_FACTOR_DRAW; |
||
| 796 | |||
| 797 | return SCALE_FACTOR_NONE; |
||
| 798 | } |
||
| 799 | |||
| 800 | |||
| 801 | /// KNP vs KB. If knight can block bishop from taking pawn, it's a win. |
||
| 802 | /// Otherwise the position is drawn. |
||
| 803 | template<> |
||
| 804 | ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const { |
||
| 805 | |||
| 806 | Square pawnSq = pos.square<PAWN>(strongSide); |
||
| 807 | Square bishopSq = pos.square<BISHOP>(weakSide); |
||
| 808 | Square weakKingSq = pos.square<KING>(weakSide); |
||
| 809 | |||
| 810 | // King needs to get close to promoting pawn to prevent knight from blocking. |
||
| 811 | // Rules for this are very tricky, so just approximate. |
||
| 812 | if (forward_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq)) |
||
| 813 | return ScaleFactor(distance(weakKingSq, pawnSq)); |
||
| 814 | |||
| 815 | return SCALE_FACTOR_NONE; |
||
| 816 | } |
||
| 817 | |||
| 818 | |||
| 819 | /// KP vs KP. This is done by removing the weakest side's pawn and probing the |
||
| 820 | /// KP vs K bitbase: If the weakest side has a draw without the pawn, it probably |
||
| 821 | /// has at least a draw with the pawn as well. The exception is when the stronger |
||
| 822 | /// side's pawn is far advanced and not on a rook file; in this case it is often |
||
| 823 | /// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). |
||
| 824 | template<> |
||
| 825 | ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const { |
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| 826 | |||
| 827 | assert(verify_material(pos, strongSide, VALUE_ZERO, 1)); |
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| 828 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); |
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| 829 | |||
| 830 | // Assume strongSide is white and the pawn is on files A-D |
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| 831 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); |
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| 832 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); |
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| 833 | Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); |
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| 834 | |||
| 835 | Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; |
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| 836 | |||
| 837 | // If the pawn has advanced to the fifth rank or further, and is not a |
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| 838 | // rook pawn, it's too dangerous to assume that it's at least a draw. |
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| 839 | if (rank_of(psq) >= RANK_5 && file_of(psq) != FILE_A) |
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| 840 | return SCALE_FACTOR_NONE; |
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| 841 | |||
| 842 | // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw, |
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| 843 | // it's probably at least a draw even with the pawn. |
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| 844 | return Bitbases::probe(wksq, psq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW; |
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| 845 | } |