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96 pmbaty 1
/*
2
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
5
  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
6
 
7
  Stockfish is free software: you can redistribute it and/or modify
8
  it under the terms of the GNU General Public License as published by
9
  the Free Software Foundation, either version 3 of the License, or
10
  (at your option) any later version.
11
 
12
  Stockfish is distributed in the hope that it will be useful,
13
  but WITHOUT ANY WARRANTY; without even the implied warranty of
14
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15
  GNU General Public License for more details.
16
 
17
  You should have received a copy of the GNU General Public License
18
  along with this program.  If not, see <http://www.gnu.org/licenses/>.
19
*/
20
 
21
#include <algorithm>
22
#include <cassert>
23
 
24
#include "bitboard.h"
25
#include "endgame.h"
26
#include "movegen.h"
27
 
28
using std::string;
29
 
30
namespace {
31
 
32
  // Table used to drive the king towards the edge of the board
33
  // in KX vs K and KQ vs KR endgames.
34
  const int PushToEdges[SQUARE_NB] = {
35
    100, 90, 80, 70, 70, 80, 90, 100,
36
     90, 70, 60, 50, 50, 60, 70,  90,
37
     80, 60, 40, 30, 30, 40, 60,  80,
38
     70, 50, 30, 20, 20, 30, 50,  70,
39
     70, 50, 30, 20, 20, 30, 50,  70,
40
     80, 60, 40, 30, 30, 40, 60,  80,
41
     90, 70, 60, 50, 50, 60, 70,  90,
42
    100, 90, 80, 70, 70, 80, 90, 100
43
  };
44
 
45
  // Table used to drive the king towards a corner square of the
46
  // right color in KBN vs K endgames.
47
  const int PushToCorners[SQUARE_NB] = {
48
    200, 190, 180, 170, 160, 150, 140, 130,
49
    190, 180, 170, 160, 150, 140, 130, 140,
50
    180, 170, 155, 140, 140, 125, 140, 150,
51
    170, 160, 140, 120, 110, 140, 150, 160,
52
    160, 150, 140, 110, 120, 140, 160, 170,
53
    150, 140, 125, 140, 140, 155, 170, 180,
54
    140, 130, 140, 150, 160, 170, 180, 190,
55
    130, 140, 150, 160, 170, 180, 190, 200
56
  };
57
 
58
  // Tables used to drive a piece towards or away from another piece
59
  const int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
60
  const int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 };
61
 
62
  // Pawn Rank based scaling factors used in KRPPKRP endgame
63
  const int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 };
64
 
65
#ifndef NDEBUG
66
  bool verify_material(const Position& pos, Color c, Value npm, int pawnsCnt) {
67
    return pos.non_pawn_material(c) == npm && pos.count<PAWN>(c) == pawnsCnt;
68
  }
69
#endif
70
 
71
  // Map the square as if strongSide is white and strongSide's only pawn
72
  // is on the left half of the board.
73
  Square normalize(const Position& pos, Color strongSide, Square sq) {
74
 
75
    assert(pos.count<PAWN>(strongSide) == 1);
76
 
77
    if (file_of(pos.square<PAWN>(strongSide)) >= FILE_E)
78
        sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1
79
 
80
    if (strongSide == BLACK)
81
        sq = ~sq;
82
 
83
    return sq;
84
  }
85
 
86
  // Get the material key of Position out of the given endgame key code
87
  // like "KBPKN". The trick here is to first forge an ad-hoc FEN string
88
  // and then let a Position object do the work for us.
89
  Key key(const string& code, Color c) {
90
 
91
    assert(code.length() > 0 && code.length() < 8);
92
    assert(code[0] == 'K');
93
 
94
    string sides[] = { code.substr(code.find('K', 1)),      // Weak
95
                       code.substr(0, code.find('K', 1)) }; // Strong
96
 
97
    std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
98
 
99
    string fen =  sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/8/8/"
100
                + sides[1] + char(8 - sides[1].length() + '0') + " w - - 0 10";
101
 
154 pmbaty 102
    StateInfo st;
103
    return Position().set(fen, false, &st, nullptr).material_key();
96 pmbaty 104
  }
105
 
106
} // namespace
107
 
108
 
109
/// Endgames members definitions
110
 
111
Endgames::Endgames() {
112
 
113
  add<KPK>("KPK");
114
  add<KNNK>("KNNK");
115
  add<KBNK>("KBNK");
116
  add<KRKP>("KRKP");
117
  add<KRKB>("KRKB");
118
  add<KRKN>("KRKN");
119
  add<KQKP>("KQKP");
120
  add<KQKR>("KQKR");
121
 
122
  add<KNPK>("KNPK");
123
  add<KNPKB>("KNPKB");
124
  add<KRPKR>("KRPKR");
125
  add<KRPKB>("KRPKB");
126
  add<KBPKB>("KBPKB");
127
  add<KBPKN>("KBPKN");
128
  add<KBPPKB>("KBPPKB");
129
  add<KRPPKRP>("KRPPKRP");
130
}
131
 
132
 
133
template<EndgameType E, typename T>
134
void Endgames::add(const string& code) {
135
  map<T>()[key(code, WHITE)] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(WHITE));
136
  map<T>()[key(code, BLACK)] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(BLACK));
137
}
138
 
139
 
140
/// Mate with KX vs K. This function is used to evaluate positions with
141
/// king and plenty of material vs a lone king. It simply gives the
142
/// attacking side a bonus for driving the defending king towards the edge
143
/// of the board, and for keeping the distance between the two kings small.
144
template<>
145
Value Endgame<KXK>::operator()(const Position& pos) const {
146
 
147
  assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
148
  assert(!pos.checkers()); // Eval is never called when in check
149
 
150
  // Stalemate detection with lone king
151
  if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())
152
      return VALUE_DRAW;
153
 
154
  Square winnerKSq = pos.square<KING>(strongSide);
155
  Square loserKSq = pos.square<KING>(weakSide);
156
 
157
  Value result =  pos.non_pawn_material(strongSide)
158
                + pos.count<PAWN>(strongSide) * PawnValueEg
159
                + PushToEdges[loserKSq]
160
                + PushClose[distance(winnerKSq, loserKSq)];
161
 
162
  if (   pos.count<QUEEN>(strongSide)
163
      || pos.count<ROOK>(strongSide)
164
      ||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
165
      ||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.squares<BISHOP>(strongSide)[0],
166
                                                              pos.squares<BISHOP>(strongSide)[1])))
167
      result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1);
168
 
169
  return strongSide == pos.side_to_move() ? result : -result;
170
}
171
 
172
 
173
/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
174
/// defending king towards a corner square of the right color.
175
template<>
176
Value Endgame<KBNK>::operator()(const Position& pos) const {
177
 
178
  assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));
179
  assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
180
 
181
  Square winnerKSq = pos.square<KING>(strongSide);
182
  Square loserKSq = pos.square<KING>(weakSide);
183
  Square bishopSq = pos.square<BISHOP>(strongSide);
184
 
185
  // kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a
186
  // bishop that cannot reach the above squares, we flip the kings in order
187
  // to drive the enemy toward corners A8 or H1.
188
  if (opposite_colors(bishopSq, SQ_A1))
189
  {
190
      winnerKSq = ~winnerKSq;
191
      loserKSq  = ~loserKSq;
192
  }
193
 
194
  Value result =  VALUE_KNOWN_WIN
195
                + PushClose[distance(winnerKSq, loserKSq)]
196
                + PushToCorners[loserKSq];
197
 
198
  return strongSide == pos.side_to_move() ? result : -result;
199
}
200
 
201
 
202
/// KP vs K. This endgame is evaluated with the help of a bitbase.
203
template<>
204
Value Endgame<KPK>::operator()(const Position& pos) const {
205
 
206
  assert(verify_material(pos, strongSide, VALUE_ZERO, 1));
207
  assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
208
 
209
  // Assume strongSide is white and the pawn is on files A-D
210
  Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
211
  Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
212
  Square psq  = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
213
 
214
  Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
215
 
216
  if (!Bitbases::probe(wksq, psq, bksq, us))
217
      return VALUE_DRAW;
218
 
219
  Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(psq));
220
 
221
  return strongSide == pos.side_to_move() ? result : -result;
222
}
223
 
224
 
225
/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
226
/// a bitbase. The function below returns drawish scores when the pawn is
227
/// far advanced with support of the king, while the attacking king is far
228
/// away.
229
template<>
230
Value Endgame<KRKP>::operator()(const Position& pos) const {
231
 
232
  assert(verify_material(pos, strongSide, RookValueMg, 0));
233
  assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
234
 
235
  Square wksq = relative_square(strongSide, pos.square<KING>(strongSide));
236
  Square bksq = relative_square(strongSide, pos.square<KING>(weakSide));
237
  Square rsq  = relative_square(strongSide, pos.square<ROOK>(strongSide));
238
  Square psq  = relative_square(strongSide, pos.square<PAWN>(weakSide));
239
 
240
  Square queeningSq = make_square(file_of(psq), RANK_1);
241
  Value result;
242
 
243
  // If the stronger side's king is in front of the pawn, it's a win
244
  if (wksq < psq && file_of(wksq) == file_of(psq))
245
      result = RookValueEg - distance(wksq, psq);
246
 
247
  // If the weaker side's king is too far from the pawn and the rook,
248
  // it's a win.
249
  else if (   distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide)
250
           && distance(bksq, rsq) >= 3)
251
      result = RookValueEg - distance(wksq, psq);
252
 
253
  // If the pawn is far advanced and supported by the defending king,
254
  // the position is drawish
255
  else if (   rank_of(bksq) <= RANK_3
256
           && distance(bksq, psq) == 1
257
           && rank_of(wksq) >= RANK_4
258
           && distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))
259
      result = Value(80) - 8 * distance(wksq, psq);
260
 
261
  else
154 pmbaty 262
      result =  Value(200) - 8 * (  distance(wksq, psq + SOUTH)
263
                                  - distance(bksq, psq + SOUTH)
96 pmbaty 264
                                  - distance(psq, queeningSq));
265
 
266
  return strongSide == pos.side_to_move() ? result : -result;
267
}
268
 
269
 
270
/// KR vs KB. This is very simple, and always returns drawish scores.  The
271
/// score is slightly bigger when the defending king is close to the edge.
272
template<>
273
Value Endgame<KRKB>::operator()(const Position& pos) const {
274
 
275
  assert(verify_material(pos, strongSide, RookValueMg, 0));
276
  assert(verify_material(pos, weakSide, BishopValueMg, 0));
277
 
278
  Value result = Value(PushToEdges[pos.square<KING>(weakSide)]);
279
  return strongSide == pos.side_to_move() ? result : -result;
280
}
281
 
282
 
283
/// KR vs KN. The attacking side has slightly better winning chances than
284
/// in KR vs KB, particularly if the king and the knight are far apart.
285
template<>
286
Value Endgame<KRKN>::operator()(const Position& pos) const {
287
 
288
  assert(verify_material(pos, strongSide, RookValueMg, 0));
289
  assert(verify_material(pos, weakSide, KnightValueMg, 0));
290
 
291
  Square bksq = pos.square<KING>(weakSide);
292
  Square bnsq = pos.square<KNIGHT>(weakSide);
293
  Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);
294
  return strongSide == pos.side_to_move() ? result : -result;
295
}
296
 
297
 
298
/// KQ vs KP. In general, this is a win for the stronger side, but there are a
299
/// few important exceptions. A pawn on 7th rank and on the A,C,F or H files
300
/// with a king positioned next to it can be a draw, so in that case, we only
301
/// use the distance between the kings.
302
template<>
303
Value Endgame<KQKP>::operator()(const Position& pos) const {
304
 
305
  assert(verify_material(pos, strongSide, QueenValueMg, 0));
306
  assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
307
 
308
  Square winnerKSq = pos.square<KING>(strongSide);
309
  Square loserKSq = pos.square<KING>(weakSide);
310
  Square pawnSq = pos.square<PAWN>(weakSide);
311
 
312
  Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);
313
 
314
  if (   relative_rank(weakSide, pawnSq) != RANK_7
315
      || distance(loserKSq, pawnSq) != 1
316
      || !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq))
317
      result += QueenValueEg - PawnValueEg;
318
 
319
  return strongSide == pos.side_to_move() ? result : -result;
320
}
321
 
322
 
323
/// KQ vs KR.  This is almost identical to KX vs K:  We give the attacking
324
/// king a bonus for having the kings close together, and for forcing the
325
/// defending king towards the edge. If we also take care to avoid null move for
326
/// the defending side in the search, this is usually sufficient to win KQ vs KR.
327
template<>
328
Value Endgame<KQKR>::operator()(const Position& pos) const {
329
 
330
  assert(verify_material(pos, strongSide, QueenValueMg, 0));
331
  assert(verify_material(pos, weakSide, RookValueMg, 0));
332
 
333
  Square winnerKSq = pos.square<KING>(strongSide);
334
  Square loserKSq = pos.square<KING>(weakSide);
335
 
336
  Value result =  QueenValueEg
337
                - RookValueEg
338
                + PushToEdges[loserKSq]
339
                + PushClose[distance(winnerKSq, loserKSq)];
340
 
341
  return strongSide == pos.side_to_move() ? result : -result;
342
}
343
 
344
 
345
/// Some cases of trivial draws
346
template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; }
347
 
348
 
349
/// KB and one or more pawns vs K. It checks for draws with rook pawns and
350
/// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
351
/// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
352
/// will be used.
353
template<>
354
ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
355
 
356
  assert(pos.non_pawn_material(strongSide) == BishopValueMg);
357
  assert(pos.count<PAWN>(strongSide) >= 1);
358
 
359
  // No assertions about the material of weakSide, because we want draws to
360
  // be detected even when the weaker side has some pawns.
361
 
362
  Bitboard pawns = pos.pieces(strongSide, PAWN);
363
  File pawnsFile = file_of(lsb(pawns));
364
 
365
  // All pawns are on a single rook file?
366
  if (    (pawnsFile == FILE_A || pawnsFile == FILE_H)
367
      && !(pawns & ~file_bb(pawnsFile)))
368
  {
369
      Square bishopSq = pos.square<BISHOP>(strongSide);
370
      Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8));
371
      Square kingSq = pos.square<KING>(weakSide);
372
 
373
      if (   opposite_colors(queeningSq, bishopSq)
374
          && distance(queeningSq, kingSq) <= 1)
375
          return SCALE_FACTOR_DRAW;
376
  }
377
 
378
  // If all the pawns are on the same B or G file, then it's potentially a draw
379
  if (    (pawnsFile == FILE_B || pawnsFile == FILE_G)
380
      && !(pos.pieces(PAWN) & ~file_bb(pawnsFile))
381
      && pos.non_pawn_material(weakSide) == 0
382
      && pos.count<PAWN>(weakSide) >= 1)
383
  {
384
      // Get weakSide pawn that is closest to the home rank
385
      Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN));
386
 
387
      Square strongKingSq = pos.square<KING>(strongSide);
388
      Square weakKingSq = pos.square<KING>(weakSide);
389
      Square bishopSq = pos.square<BISHOP>(strongSide);
390
 
391
      // There's potential for a draw if our pawn is blocked on the 7th rank,
392
      // the bishop cannot attack it or they only have one pawn left
393
      if (   relative_rank(strongSide, weakPawnSq) == RANK_7
394
          && (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide)))
395
          && (opposite_colors(bishopSq, weakPawnSq) || pos.count<PAWN>(strongSide) == 1))
396
      {
397
          int strongKingDist = distance(weakPawnSq, strongKingSq);
398
          int weakKingDist = distance(weakPawnSq, weakKingSq);
399
 
400
          // It's a draw if the weak king is on its back two ranks, within 2
401
          // squares of the blocking pawn and the strong king is not
402
          // closer. (I think this rule only fails in practically
403
          // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w
404
          // and positions where qsearch will immediately correct the
405
          // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w)
406
          if (   relative_rank(strongSide, weakKingSq) >= RANK_7
407
              && weakKingDist <= 2
408
              && weakKingDist <= strongKingDist)
409
              return SCALE_FACTOR_DRAW;
410
      }
411
  }
412
 
413
  return SCALE_FACTOR_NONE;
414
}
415
 
416
 
417
/// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on
418
/// the third rank defended by a pawn.
419
template<>
420
ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
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 {
826
 
827
  assert(verify_material(pos, strongSide, VALUE_ZERO, 1));
828
  assert(verify_material(pos, weakSide,   VALUE_ZERO, 1));
829
 
830
  // Assume strongSide is white and the pawn is on files A-D
831
  Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
832
  Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
833
  Square psq  = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
834
 
835
  Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
836
 
837
  // If the pawn has advanced to the fifth rank or further, and is not a
838
  // rook pawn, it's too dangerous to assume that it's at least a draw.
839
  if (rank_of(psq) >= RANK_5 && file_of(psq) != FILE_A)
840
      return SCALE_FACTOR_NONE;
841
 
842
  // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw,
843
  // it's probably at least a draw even with the pawn.
844
  return Bitbases::probe(wksq, psq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;
845
}