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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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185 | pmbaty | 5 | Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad |
96 | pmbaty | 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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185 | pmbaty | 34 | constexpr int PushToEdges[SQUARE_NB] = { |
96 | pmbaty | 35 | 100, 90, 80, 70, 70, 80, 90, 100, |
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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185 | pmbaty | 47 | constexpr int PushToCorners[SQUARE_NB] = { |
96 | pmbaty | 48 | 200, 190, 180, 170, 160, 150, 140, 130, |
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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185 | pmbaty | 59 | constexpr int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; |
60 | constexpr int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; |
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96 | pmbaty | 61 | |
62 | // Pawn Rank based scaling factors used in KRPPKRP endgame |
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185 | pmbaty | 63 | constexpr int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 }; |
96 | pmbaty | 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 | } // namespace |
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87 | |||
88 | |||
89 | /// Mate with KX vs K. This function is used to evaluate positions with |
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90 | /// king and plenty of material vs a lone king. It simply gives the |
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91 | /// attacking side a bonus for driving the defending king towards the edge |
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92 | /// of the board, and for keeping the distance between the two kings small. |
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93 | template<> |
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94 | Value Endgame<KXK>::operator()(const Position& pos) const { |
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95 | |||
96 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
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97 | assert(!pos.checkers()); // Eval is never called when in check |
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98 | |||
99 | // Stalemate detection with lone king |
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100 | if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size()) |
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101 | return VALUE_DRAW; |
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102 | |||
103 | Square winnerKSq = pos.square<KING>(strongSide); |
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104 | Square loserKSq = pos.square<KING>(weakSide); |
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105 | |||
106 | Value result = pos.non_pawn_material(strongSide) |
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107 | + pos.count<PAWN>(strongSide) * PawnValueEg |
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108 | + PushToEdges[loserKSq] |
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109 | + PushClose[distance(winnerKSq, loserKSq)]; |
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110 | |||
111 | if ( pos.count<QUEEN>(strongSide) |
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112 | || pos.count<ROOK>(strongSide) |
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113 | ||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide)) |
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169 | pmbaty | 114 | || ( (pos.pieces(strongSide, BISHOP) & ~DarkSquares) |
115 | && (pos.pieces(strongSide, BISHOP) & DarkSquares))) |
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96 | pmbaty | 116 | result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1); |
117 | |||
118 | return strongSide == pos.side_to_move() ? result : -result; |
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119 | } |
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120 | |||
121 | |||
122 | /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the |
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123 | /// defending king towards a corner square of the right color. |
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124 | template<> |
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125 | Value Endgame<KBNK>::operator()(const Position& pos) const { |
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126 | |||
127 | assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0)); |
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128 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
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129 | |||
130 | Square winnerKSq = pos.square<KING>(strongSide); |
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131 | Square loserKSq = pos.square<KING>(weakSide); |
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132 | Square bishopSq = pos.square<BISHOP>(strongSide); |
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133 | |||
134 | // kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a |
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135 | // bishop that cannot reach the above squares, we flip the kings in order |
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136 | // to drive the enemy toward corners A8 or H1. |
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137 | if (opposite_colors(bishopSq, SQ_A1)) |
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138 | { |
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139 | winnerKSq = ~winnerKSq; |
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140 | loserKSq = ~loserKSq; |
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141 | } |
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142 | |||
143 | Value result = VALUE_KNOWN_WIN |
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144 | + PushClose[distance(winnerKSq, loserKSq)] |
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145 | + PushToCorners[loserKSq]; |
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146 | |||
147 | return strongSide == pos.side_to_move() ? result : -result; |
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148 | } |
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149 | |||
150 | |||
151 | /// KP vs K. This endgame is evaluated with the help of a bitbase. |
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152 | template<> |
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153 | Value Endgame<KPK>::operator()(const Position& pos) const { |
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154 | |||
155 | assert(verify_material(pos, strongSide, VALUE_ZERO, 1)); |
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156 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
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157 | |||
158 | // Assume strongSide is white and the pawn is on files A-D |
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159 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); |
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160 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); |
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161 | Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); |
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162 | |||
163 | Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; |
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164 | |||
165 | if (!Bitbases::probe(wksq, psq, bksq, us)) |
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166 | return VALUE_DRAW; |
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167 | |||
168 | Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(psq)); |
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169 | |||
170 | return strongSide == pos.side_to_move() ? result : -result; |
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171 | } |
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172 | |||
173 | |||
174 | /// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without |
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175 | /// a bitbase. The function below returns drawish scores when the pawn is |
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176 | /// far advanced with support of the king, while the attacking king is far |
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177 | /// away. |
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178 | template<> |
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179 | Value Endgame<KRKP>::operator()(const Position& pos) const { |
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180 | |||
181 | assert(verify_material(pos, strongSide, RookValueMg, 0)); |
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182 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); |
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183 | |||
184 | Square wksq = relative_square(strongSide, pos.square<KING>(strongSide)); |
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185 | Square bksq = relative_square(strongSide, pos.square<KING>(weakSide)); |
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186 | Square rsq = relative_square(strongSide, pos.square<ROOK>(strongSide)); |
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187 | Square psq = relative_square(strongSide, pos.square<PAWN>(weakSide)); |
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188 | |||
189 | Square queeningSq = make_square(file_of(psq), RANK_1); |
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190 | Value result; |
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191 | |||
192 | // If the stronger side's king is in front of the pawn, it's a win |
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185 | pmbaty | 193 | if (forward_file_bb(WHITE, wksq) & psq) |
96 | pmbaty | 194 | result = RookValueEg - distance(wksq, psq); |
195 | |||
196 | // If the weaker side's king is too far from the pawn and the rook, |
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197 | // it's a win. |
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198 | else if ( distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide) |
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199 | && distance(bksq, rsq) >= 3) |
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200 | result = RookValueEg - distance(wksq, psq); |
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201 | |||
202 | // If the pawn is far advanced and supported by the defending king, |
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203 | // the position is drawish |
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204 | else if ( rank_of(bksq) <= RANK_3 |
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205 | && distance(bksq, psq) == 1 |
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206 | && rank_of(wksq) >= RANK_4 |
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207 | && distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide)) |
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208 | result = Value(80) - 8 * distance(wksq, psq); |
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209 | |||
210 | else |
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154 | pmbaty | 211 | result = Value(200) - 8 * ( distance(wksq, psq + SOUTH) |
212 | - distance(bksq, psq + SOUTH) |
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96 | pmbaty | 213 | - distance(psq, queeningSq)); |
214 | |||
215 | return strongSide == pos.side_to_move() ? result : -result; |
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216 | } |
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217 | |||
218 | |||
185 | pmbaty | 219 | /// KR vs KB. This is very simple, and always returns drawish scores. The |
96 | pmbaty | 220 | /// score is slightly bigger when the defending king is close to the edge. |
221 | template<> |
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222 | Value Endgame<KRKB>::operator()(const Position& pos) const { |
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223 | |||
224 | assert(verify_material(pos, strongSide, RookValueMg, 0)); |
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225 | assert(verify_material(pos, weakSide, BishopValueMg, 0)); |
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226 | |||
227 | Value result = Value(PushToEdges[pos.square<KING>(weakSide)]); |
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228 | return strongSide == pos.side_to_move() ? result : -result; |
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229 | } |
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230 | |||
231 | |||
232 | /// KR vs KN. The attacking side has slightly better winning chances than |
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233 | /// in KR vs KB, particularly if the king and the knight are far apart. |
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234 | template<> |
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235 | Value Endgame<KRKN>::operator()(const Position& pos) const { |
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236 | |||
237 | assert(verify_material(pos, strongSide, RookValueMg, 0)); |
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238 | assert(verify_material(pos, weakSide, KnightValueMg, 0)); |
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239 | |||
240 | Square bksq = pos.square<KING>(weakSide); |
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241 | Square bnsq = pos.square<KNIGHT>(weakSide); |
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242 | Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]); |
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243 | return strongSide == pos.side_to_move() ? result : -result; |
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244 | } |
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245 | |||
246 | |||
247 | /// KQ vs KP. In general, this is a win for the stronger side, but there are a |
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248 | /// few important exceptions. A pawn on 7th rank and on the A,C,F or H files |
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249 | /// with a king positioned next to it can be a draw, so in that case, we only |
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250 | /// use the distance between the kings. |
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251 | template<> |
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252 | Value Endgame<KQKP>::operator()(const Position& pos) const { |
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253 | |||
254 | assert(verify_material(pos, strongSide, QueenValueMg, 0)); |
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255 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); |
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256 | |||
257 | Square winnerKSq = pos.square<KING>(strongSide); |
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258 | Square loserKSq = pos.square<KING>(weakSide); |
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259 | Square pawnSq = pos.square<PAWN>(weakSide); |
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260 | |||
261 | Value result = Value(PushClose[distance(winnerKSq, loserKSq)]); |
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262 | |||
263 | if ( relative_rank(weakSide, pawnSq) != RANK_7 |
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264 | || distance(loserKSq, pawnSq) != 1 |
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265 | || !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq)) |
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266 | result += QueenValueEg - PawnValueEg; |
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267 | |||
268 | return strongSide == pos.side_to_move() ? result : -result; |
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269 | } |
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270 | |||
271 | |||
272 | /// KQ vs KR. This is almost identical to KX vs K: We give the attacking |
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273 | /// king a bonus for having the kings close together, and for forcing the |
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274 | /// defending king towards the edge. If we also take care to avoid null move for |
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275 | /// the defending side in the search, this is usually sufficient to win KQ vs KR. |
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276 | template<> |
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277 | Value Endgame<KQKR>::operator()(const Position& pos) const { |
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278 | |||
279 | assert(verify_material(pos, strongSide, QueenValueMg, 0)); |
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280 | assert(verify_material(pos, weakSide, RookValueMg, 0)); |
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281 | |||
282 | Square winnerKSq = pos.square<KING>(strongSide); |
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283 | Square loserKSq = pos.square<KING>(weakSide); |
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284 | |||
285 | Value result = QueenValueEg |
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286 | - RookValueEg |
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287 | + PushToEdges[loserKSq] |
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288 | + PushClose[distance(winnerKSq, loserKSq)]; |
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289 | |||
290 | return strongSide == pos.side_to_move() ? result : -result; |
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291 | } |
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292 | |||
293 | |||
294 | /// Some cases of trivial draws |
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295 | template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; } |
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296 | |||
297 | |||
298 | /// KB and one or more pawns vs K. It checks for draws with rook pawns and |
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299 | /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW |
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300 | /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling |
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301 | /// will be used. |
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302 | template<> |
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303 | ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const { |
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304 | |||
305 | assert(pos.non_pawn_material(strongSide) == BishopValueMg); |
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306 | assert(pos.count<PAWN>(strongSide) >= 1); |
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307 | |||
308 | // No assertions about the material of weakSide, because we want draws to |
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309 | // be detected even when the weaker side has some pawns. |
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310 | |||
311 | Bitboard pawns = pos.pieces(strongSide, PAWN); |
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312 | File pawnsFile = file_of(lsb(pawns)); |
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313 | |||
314 | // All pawns are on a single rook file? |
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315 | if ( (pawnsFile == FILE_A || pawnsFile == FILE_H) |
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316 | && !(pawns & ~file_bb(pawnsFile))) |
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317 | { |
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318 | Square bishopSq = pos.square<BISHOP>(strongSide); |
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319 | Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8)); |
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320 | Square kingSq = pos.square<KING>(weakSide); |
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321 | |||
322 | if ( opposite_colors(queeningSq, bishopSq) |
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323 | && distance(queeningSq, kingSq) <= 1) |
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324 | return SCALE_FACTOR_DRAW; |
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325 | } |
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326 | |||
327 | // If all the pawns are on the same B or G file, then it's potentially a draw |
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328 | if ( (pawnsFile == FILE_B || pawnsFile == FILE_G) |
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329 | && !(pos.pieces(PAWN) & ~file_bb(pawnsFile)) |
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330 | && pos.non_pawn_material(weakSide) == 0 |
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331 | && pos.count<PAWN>(weakSide) >= 1) |
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332 | { |
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333 | // Get weakSide pawn that is closest to the home rank |
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334 | Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN)); |
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335 | |||
336 | Square strongKingSq = pos.square<KING>(strongSide); |
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337 | Square weakKingSq = pos.square<KING>(weakSide); |
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338 | Square bishopSq = pos.square<BISHOP>(strongSide); |
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339 | |||
340 | // There's potential for a draw if our pawn is blocked on the 7th rank, |
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341 | // the bishop cannot attack it or they only have one pawn left |
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342 | if ( relative_rank(strongSide, weakPawnSq) == RANK_7 |
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343 | && (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide))) |
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344 | && (opposite_colors(bishopSq, weakPawnSq) || pos.count<PAWN>(strongSide) == 1)) |
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345 | { |
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346 | int strongKingDist = distance(weakPawnSq, strongKingSq); |
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347 | int weakKingDist = distance(weakPawnSq, weakKingSq); |
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348 | |||
349 | // It's a draw if the weak king is on its back two ranks, within 2 |
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350 | // squares of the blocking pawn and the strong king is not |
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351 | // closer. (I think this rule only fails in practically |
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352 | // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w |
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353 | // and positions where qsearch will immediately correct the |
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354 | // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w) |
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355 | if ( relative_rank(strongSide, weakKingSq) >= RANK_7 |
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356 | && weakKingDist <= 2 |
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357 | && weakKingDist <= strongKingDist) |
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358 | return SCALE_FACTOR_DRAW; |
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359 | } |
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360 | } |
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361 | |||
362 | return SCALE_FACTOR_NONE; |
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363 | } |
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364 | |||
365 | |||
366 | /// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on |
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367 | /// the third rank defended by a pawn. |
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368 | template<> |
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369 | ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const { |
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370 | |||
371 | assert(verify_material(pos, strongSide, QueenValueMg, 0)); |
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372 | assert(pos.count<ROOK>(weakSide) == 1); |
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373 | assert(pos.count<PAWN>(weakSide) >= 1); |
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374 | |||
375 | Square kingSq = pos.square<KING>(weakSide); |
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376 | Square rsq = pos.square<ROOK>(weakSide); |
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377 | |||
378 | if ( relative_rank(weakSide, kingSq) <= RANK_2 |
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379 | && relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4 |
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380 | && relative_rank(weakSide, rsq) == RANK_3 |
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381 | && ( pos.pieces(weakSide, PAWN) |
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382 | & pos.attacks_from<KING>(kingSq) |
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383 | & pos.attacks_from<PAWN>(rsq, strongSide))) |
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384 | return SCALE_FACTOR_DRAW; |
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385 | |||
386 | return SCALE_FACTOR_NONE; |
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387 | } |
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388 | |||
389 | |||
390 | /// KRP vs KR. This function knows a handful of the most important classes of |
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391 | /// drawn positions, but is far from perfect. It would probably be a good idea |
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392 | /// to add more knowledge in the future. |
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393 | /// |
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394 | /// It would also be nice to rewrite the actual code for this function, |
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395 | /// which is mostly copied from Glaurung 1.x, and isn't very pretty. |
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396 | template<> |
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397 | ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const { |
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398 | |||
399 | assert(verify_material(pos, strongSide, RookValueMg, 1)); |
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400 | assert(verify_material(pos, weakSide, RookValueMg, 0)); |
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401 | |||
402 | // Assume strongSide is white and the pawn is on files A-D |
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403 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); |
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404 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); |
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405 | Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide)); |
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406 | Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); |
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407 | Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide)); |
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408 | |||
409 | File f = file_of(wpsq); |
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410 | Rank r = rank_of(wpsq); |
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411 | Square queeningSq = make_square(f, RANK_8); |
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412 | int tempo = (pos.side_to_move() == strongSide); |
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413 | |||
414 | // If the pawn is not too far advanced and the defending king defends the |
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415 | // queening square, use the third-rank defence. |
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416 | if ( r <= RANK_5 |
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417 | && distance(bksq, queeningSq) <= 1 |
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418 | && wksq <= SQ_H5 |
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419 | && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6))) |
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420 | return SCALE_FACTOR_DRAW; |
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421 | |||
422 | // The defending side saves a draw by checking from behind in case the pawn |
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423 | // has advanced to the 6th rank with the king behind. |
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424 | if ( r == RANK_6 |
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425 | && distance(bksq, queeningSq) <= 1 |
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426 | && rank_of(wksq) + tempo <= RANK_6 |
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427 | && (rank_of(brsq) == RANK_1 || (!tempo && distance<File>(brsq, wpsq) >= 3))) |
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428 | return SCALE_FACTOR_DRAW; |
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429 | |||
430 | if ( r >= RANK_6 |
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431 | && bksq == queeningSq |
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432 | && rank_of(brsq) == RANK_1 |
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433 | && (!tempo || distance(wksq, wpsq) >= 2)) |
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434 | return SCALE_FACTOR_DRAW; |
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435 | |||
436 | // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7 |
||
437 | // and the black rook is behind the pawn. |
||
438 | if ( wpsq == SQ_A7 |
||
439 | && wrsq == SQ_A8 |
||
440 | && (bksq == SQ_H7 || bksq == SQ_G7) |
||
441 | && file_of(brsq) == FILE_A |
||
442 | && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5)) |
||
443 | return SCALE_FACTOR_DRAW; |
||
444 | |||
445 | // If the defending king blocks the pawn and the attacking king is too far |
||
446 | // away, it's a draw. |
||
447 | if ( r <= RANK_5 |
||
154 | pmbaty | 448 | && bksq == wpsq + NORTH |
96 | pmbaty | 449 | && distance(wksq, wpsq) - tempo >= 2 |
450 | && distance(wksq, brsq) - tempo >= 2) |
||
451 | return SCALE_FACTOR_DRAW; |
||
452 | |||
453 | // Pawn on the 7th rank supported by the rook from behind usually wins if the |
||
454 | // attacking king is closer to the queening square than the defending king, |
||
455 | // and the defending king cannot gain tempi by threatening the attacking rook. |
||
456 | if ( r == RANK_7 |
||
457 | && f != FILE_A |
||
458 | && file_of(wrsq) == f |
||
459 | && wrsq != queeningSq |
||
460 | && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) |
||
461 | && (distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo)) |
||
462 | return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(wksq, queeningSq)); |
||
463 | |||
464 | // Similar to the above, but with the pawn further back |
||
465 | if ( f != FILE_A |
||
466 | && file_of(wrsq) == f |
||
467 | && wrsq < wpsq |
||
468 | && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) |
||
154 | pmbaty | 469 | && (distance(wksq, wpsq + NORTH) < distance(bksq, wpsq + NORTH) - 2 + tempo) |
96 | pmbaty | 470 | && ( distance(bksq, wrsq) + tempo >= 3 |
471 | || ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo |
||
154 | pmbaty | 472 | && (distance(wksq, wpsq + NORTH) < distance(bksq, wrsq) + tempo)))) |
96 | pmbaty | 473 | return ScaleFactor( SCALE_FACTOR_MAX |
474 | - 8 * distance(wpsq, queeningSq) |
||
475 | - 2 * distance(wksq, queeningSq)); |
||
476 | |||
477 | // If the pawn is not far advanced and the defending king is somewhere in |
||
478 | // the pawn's path, it's probably a draw. |
||
479 | if (r <= RANK_4 && bksq > wpsq) |
||
480 | { |
||
481 | if (file_of(bksq) == file_of(wpsq)) |
||
482 | return ScaleFactor(10); |
||
483 | if ( distance<File>(bksq, wpsq) == 1 |
||
484 | && distance(wksq, bksq) > 2) |
||
485 | return ScaleFactor(24 - 2 * distance(wksq, bksq)); |
||
486 | } |
||
487 | return SCALE_FACTOR_NONE; |
||
488 | } |
||
489 | |||
490 | template<> |
||
491 | ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const { |
||
492 | |||
493 | assert(verify_material(pos, strongSide, RookValueMg, 1)); |
||
494 | assert(verify_material(pos, weakSide, BishopValueMg, 0)); |
||
495 | |||
496 | // Test for a rook pawn |
||
497 | if (pos.pieces(PAWN) & (FileABB | FileHBB)) |
||
498 | { |
||
499 | Square ksq = pos.square<KING>(weakSide); |
||
500 | Square bsq = pos.square<BISHOP>(weakSide); |
||
501 | Square psq = pos.square<PAWN>(strongSide); |
||
502 | Rank rk = relative_rank(strongSide, psq); |
||
169 | pmbaty | 503 | Direction push = pawn_push(strongSide); |
96 | pmbaty | 504 | |
505 | // If the pawn is on the 5th rank and the pawn (currently) is on |
||
506 | // the same color square as the bishop then there is a chance of |
||
507 | // a fortress. Depending on the king position give a moderate |
||
508 | // reduction or a stronger one if the defending king is near the |
||
509 | // corner but not trapped there. |
||
510 | if (rk == RANK_5 && !opposite_colors(bsq, psq)) |
||
511 | { |
||
512 | int d = distance(psq + 3 * push, ksq); |
||
513 | |||
514 | if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push)) |
||
515 | return ScaleFactor(24); |
||
516 | else |
||
517 | return ScaleFactor(48); |
||
518 | } |
||
519 | |||
520 | // When the pawn has moved to the 6th rank we can be fairly sure |
||
521 | // it's drawn if the bishop attacks the square in front of the |
||
522 | // pawn from a reasonable distance and the defending king is near |
||
523 | // the corner |
||
524 | if ( rk == RANK_6 |
||
525 | && distance(psq + 2 * push, ksq) <= 1 |
||
526 | && (PseudoAttacks[BISHOP][bsq] & (psq + push)) |
||
527 | && distance<File>(bsq, psq) >= 2) |
||
528 | return ScaleFactor(8); |
||
529 | } |
||
530 | |||
531 | return SCALE_FACTOR_NONE; |
||
532 | } |
||
533 | |||
534 | /// KRPP vs KRP. There is just a single rule: if the stronger side has no passed |
||
535 | /// pawns and the defending king is actively placed, the position is drawish. |
||
536 | template<> |
||
537 | ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const { |
||
538 | |||
539 | assert(verify_material(pos, strongSide, RookValueMg, 2)); |
||
540 | assert(verify_material(pos, weakSide, RookValueMg, 1)); |
||
541 | |||
542 | Square wpsq1 = pos.squares<PAWN>(strongSide)[0]; |
||
543 | Square wpsq2 = pos.squares<PAWN>(strongSide)[1]; |
||
544 | Square bksq = pos.square<KING>(weakSide); |
||
545 | |||
546 | // Does the stronger side have a passed pawn? |
||
547 | if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2)) |
||
548 | return SCALE_FACTOR_NONE; |
||
549 | |||
550 | Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2)); |
||
551 | |||
552 | if ( distance<File>(bksq, wpsq1) <= 1 |
||
553 | && distance<File>(bksq, wpsq2) <= 1 |
||
554 | && relative_rank(strongSide, bksq) > r) |
||
555 | { |
||
556 | assert(r > RANK_1 && r < RANK_7); |
||
557 | return ScaleFactor(KRPPKRPScaleFactors[r]); |
||
558 | } |
||
559 | return SCALE_FACTOR_NONE; |
||
560 | } |
||
561 | |||
562 | |||
563 | /// K and two or more pawns vs K. There is just a single rule here: If all pawns |
||
564 | /// are on the same rook file and are blocked by the defending king, it's a draw. |
||
565 | template<> |
||
566 | ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const { |
||
567 | |||
568 | assert(pos.non_pawn_material(strongSide) == VALUE_ZERO); |
||
569 | assert(pos.count<PAWN>(strongSide) >= 2); |
||
570 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
||
571 | |||
572 | Square ksq = pos.square<KING>(weakSide); |
||
573 | Bitboard pawns = pos.pieces(strongSide, PAWN); |
||
574 | |||
575 | // If all pawns are ahead of the king, on a single rook file and |
||
576 | // the king is within one file of the pawns, it's a draw. |
||
169 | pmbaty | 577 | if ( !(pawns & ~forward_ranks_bb(weakSide, ksq)) |
96 | pmbaty | 578 | && !((pawns & ~FileABB) && (pawns & ~FileHBB)) |
579 | && distance<File>(ksq, lsb(pawns)) <= 1) |
||
580 | return SCALE_FACTOR_DRAW; |
||
581 | |||
582 | return SCALE_FACTOR_NONE; |
||
583 | } |
||
584 | |||
585 | |||
586 | /// KBP vs KB. There are two rules: if the defending king is somewhere along the |
||
587 | /// path of the pawn, and the square of the king is not of the same color as the |
||
588 | /// stronger side's bishop, it's a draw. If the two bishops have opposite color, |
||
589 | /// it's almost always a draw. |
||
590 | template<> |
||
591 | ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const { |
||
592 | |||
593 | assert(verify_material(pos, strongSide, BishopValueMg, 1)); |
||
594 | assert(verify_material(pos, weakSide, BishopValueMg, 0)); |
||
595 | |||
596 | Square pawnSq = pos.square<PAWN>(strongSide); |
||
597 | Square strongBishopSq = pos.square<BISHOP>(strongSide); |
||
598 | Square weakBishopSq = pos.square<BISHOP>(weakSide); |
||
599 | Square weakKingSq = pos.square<KING>(weakSide); |
||
600 | |||
601 | // Case 1: Defending king blocks the pawn, and cannot be driven away |
||
602 | if ( file_of(weakKingSq) == file_of(pawnSq) |
||
603 | && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) |
||
604 | && ( opposite_colors(weakKingSq, strongBishopSq) |
||
605 | || relative_rank(strongSide, weakKingSq) <= RANK_6)) |
||
606 | return SCALE_FACTOR_DRAW; |
||
607 | |||
608 | // Case 2: Opposite colored bishops |
||
609 | if (opposite_colors(strongBishopSq, weakBishopSq)) |
||
185 | pmbaty | 610 | return SCALE_FACTOR_DRAW; |
96 | pmbaty | 611 | |
612 | return SCALE_FACTOR_NONE; |
||
613 | } |
||
614 | |||
615 | |||
616 | /// KBPP vs KB. It detects a few basic draws with opposite-colored bishops |
||
617 | template<> |
||
618 | ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const { |
||
619 | |||
620 | assert(verify_material(pos, strongSide, BishopValueMg, 2)); |
||
621 | assert(verify_material(pos, weakSide, BishopValueMg, 0)); |
||
622 | |||
623 | Square wbsq = pos.square<BISHOP>(strongSide); |
||
624 | Square bbsq = pos.square<BISHOP>(weakSide); |
||
625 | |||
626 | if (!opposite_colors(wbsq, bbsq)) |
||
627 | return SCALE_FACTOR_NONE; |
||
628 | |||
629 | Square ksq = pos.square<KING>(weakSide); |
||
630 | Square psq1 = pos.squares<PAWN>(strongSide)[0]; |
||
631 | Square psq2 = pos.squares<PAWN>(strongSide)[1]; |
||
632 | Rank r1 = rank_of(psq1); |
||
633 | Rank r2 = rank_of(psq2); |
||
634 | Square blockSq1, blockSq2; |
||
635 | |||
636 | if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2)) |
||
637 | { |
||
638 | blockSq1 = psq1 + pawn_push(strongSide); |
||
639 | blockSq2 = make_square(file_of(psq2), rank_of(psq1)); |
||
640 | } |
||
641 | else |
||
642 | { |
||
643 | blockSq1 = psq2 + pawn_push(strongSide); |
||
644 | blockSq2 = make_square(file_of(psq1), rank_of(psq2)); |
||
645 | } |
||
646 | |||
647 | switch (distance<File>(psq1, psq2)) |
||
648 | { |
||
649 | case 0: |
||
650 | // Both pawns are on the same file. It's an easy draw if the defender firmly |
||
651 | // controls some square in the frontmost pawn's path. |
||
652 | if ( file_of(ksq) == file_of(blockSq1) |
||
653 | && relative_rank(strongSide, ksq) >= relative_rank(strongSide, blockSq1) |
||
654 | && opposite_colors(ksq, wbsq)) |
||
655 | return SCALE_FACTOR_DRAW; |
||
656 | else |
||
657 | return SCALE_FACTOR_NONE; |
||
658 | |||
659 | case 1: |
||
660 | // Pawns on adjacent files. It's a draw if the defender firmly controls the |
||
661 | // square in front of the frontmost pawn's path, and the square diagonally |
||
662 | // behind this square on the file of the other pawn. |
||
663 | if ( ksq == blockSq1 |
||
664 | && opposite_colors(ksq, wbsq) |
||
665 | && ( bbsq == blockSq2 |
||
666 | || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakSide, BISHOP)) |
||
667 | || distance(r1, r2) >= 2)) |
||
668 | return SCALE_FACTOR_DRAW; |
||
669 | |||
670 | else if ( ksq == blockSq2 |
||
671 | && opposite_colors(ksq, wbsq) |
||
672 | && ( bbsq == blockSq1 |
||
673 | || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakSide, BISHOP)))) |
||
674 | return SCALE_FACTOR_DRAW; |
||
675 | else |
||
676 | return SCALE_FACTOR_NONE; |
||
677 | |||
678 | default: |
||
679 | // The pawns are not on the same file or adjacent files. No scaling. |
||
680 | return SCALE_FACTOR_NONE; |
||
681 | } |
||
682 | } |
||
683 | |||
684 | |||
685 | /// KBP vs KN. There is a single rule: If the defending king is somewhere along |
||
686 | /// the path of the pawn, and the square of the king is not of the same color as |
||
687 | /// the stronger side's bishop, it's a draw. |
||
688 | template<> |
||
689 | ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const { |
||
690 | |||
691 | assert(verify_material(pos, strongSide, BishopValueMg, 1)); |
||
692 | assert(verify_material(pos, weakSide, KnightValueMg, 0)); |
||
693 | |||
694 | Square pawnSq = pos.square<PAWN>(strongSide); |
||
695 | Square strongBishopSq = pos.square<BISHOP>(strongSide); |
||
696 | Square weakKingSq = pos.square<KING>(weakSide); |
||
697 | |||
698 | if ( file_of(weakKingSq) == file_of(pawnSq) |
||
699 | && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) |
||
700 | && ( opposite_colors(weakKingSq, strongBishopSq) |
||
701 | || relative_rank(strongSide, weakKingSq) <= RANK_6)) |
||
702 | return SCALE_FACTOR_DRAW; |
||
703 | |||
704 | return SCALE_FACTOR_NONE; |
||
705 | } |
||
706 | |||
707 | |||
708 | /// KNP vs K. There is a single rule: if the pawn is a rook pawn on the 7th rank |
||
709 | /// and the defending king prevents the pawn from advancing, the position is drawn. |
||
710 | template<> |
||
711 | ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const { |
||
712 | |||
713 | assert(verify_material(pos, strongSide, KnightValueMg, 1)); |
||
714 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); |
||
715 | |||
716 | // Assume strongSide is white and the pawn is on files A-D |
||
717 | Square pawnSq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); |
||
718 | Square weakKingSq = normalize(pos, strongSide, pos.square<KING>(weakSide)); |
||
719 | |||
720 | if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1) |
||
721 | return SCALE_FACTOR_DRAW; |
||
722 | |||
723 | return SCALE_FACTOR_NONE; |
||
724 | } |
||
725 | |||
726 | |||
727 | /// KNP vs KB. If knight can block bishop from taking pawn, it's a win. |
||
728 | /// Otherwise the position is drawn. |
||
729 | template<> |
||
730 | ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const { |
||
731 | |||
732 | Square pawnSq = pos.square<PAWN>(strongSide); |
||
733 | Square bishopSq = pos.square<BISHOP>(weakSide); |
||
734 | Square weakKingSq = pos.square<KING>(weakSide); |
||
735 | |||
736 | // King needs to get close to promoting pawn to prevent knight from blocking. |
||
737 | // Rules for this are very tricky, so just approximate. |
||
169 | pmbaty | 738 | if (forward_file_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq)) |
96 | pmbaty | 739 | return ScaleFactor(distance(weakKingSq, pawnSq)); |
740 | |||
741 | return SCALE_FACTOR_NONE; |
||
742 | } |
||
743 | |||
744 | |||
745 | /// KP vs KP. This is done by removing the weakest side's pawn and probing the |
||
746 | /// KP vs K bitbase: If the weakest side has a draw without the pawn, it probably |
||
747 | /// has at least a draw with the pawn as well. The exception is when the stronger |
||
748 | /// side's pawn is far advanced and not on a rook file; in this case it is often |
||
749 | /// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). |
||
750 | template<> |
||
751 | ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const { |
||
752 | |||
753 | assert(verify_material(pos, strongSide, VALUE_ZERO, 1)); |
||
754 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); |
||
755 | |||
756 | // Assume strongSide is white and the pawn is on files A-D |
||
757 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); |
||
758 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); |
||
759 | Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); |
||
760 | |||
761 | Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; |
||
762 | |||
763 | // If the pawn has advanced to the fifth rank or further, and is not a |
||
764 | // rook pawn, it's too dangerous to assume that it's at least a draw. |
||
765 | if (rank_of(psq) >= RANK_5 && file_of(psq) != FILE_A) |
||
766 | return SCALE_FACTOR_NONE; |
||
767 | |||
768 | // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw, |
||
769 | // it's probably at least a draw even with the pawn. |
||
770 | return Bitbases::probe(wksq, psq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW; |
||
771 | } |