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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
169 pmbaty 5
  Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
96 pmbaty 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
} // namespace
87
 
88
 
89
/// Endgames members definitions
90
 
91
Endgames::Endgames() {
92
 
93
  add<KPK>("KPK");
94
  add<KNNK>("KNNK");
95
  add<KBNK>("KBNK");
96
  add<KRKP>("KRKP");
97
  add<KRKB>("KRKB");
98
  add<KRKN>("KRKN");
99
  add<KQKP>("KQKP");
100
  add<KQKR>("KQKR");
101
 
102
  add<KNPK>("KNPK");
103
  add<KNPKB>("KNPKB");
104
  add<KRPKR>("KRPKR");
105
  add<KRPKB>("KRPKB");
106
  add<KBPKB>("KBPKB");
107
  add<KBPKN>("KBPKN");
108
  add<KBPPKB>("KBPPKB");
109
  add<KRPPKRP>("KRPPKRP");
110
}
111
 
112
 
113
/// Mate with KX vs K. This function is used to evaluate positions with
114
/// king and plenty of material vs a lone king. It simply gives the
115
/// attacking side a bonus for driving the defending king towards the edge
116
/// of the board, and for keeping the distance between the two kings small.
117
template<>
118
Value Endgame<KXK>::operator()(const Position& pos) const {
119
 
120
  assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
121
  assert(!pos.checkers()); // Eval is never called when in check
122
 
123
  // Stalemate detection with lone king
124
  if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())
125
      return VALUE_DRAW;
126
 
127
  Square winnerKSq = pos.square<KING>(strongSide);
128
  Square loserKSq = pos.square<KING>(weakSide);
129
 
130
  Value result =  pos.non_pawn_material(strongSide)
131
                + pos.count<PAWN>(strongSide) * PawnValueEg
132
                + PushToEdges[loserKSq]
133
                + PushClose[distance(winnerKSq, loserKSq)];
134
 
135
  if (   pos.count<QUEEN>(strongSide)
136
      || pos.count<ROOK>(strongSide)
137
      ||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
169 pmbaty 138
      || (   (pos.pieces(strongSide, BISHOP) & ~DarkSquares)
139
          && (pos.pieces(strongSide, BISHOP) &  DarkSquares)))
96 pmbaty 140
      result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1);
141
 
142
  return strongSide == pos.side_to_move() ? result : -result;
143
}
144
 
145
 
146
/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
147
/// defending king towards a corner square of the right color.
148
template<>
149
Value Endgame<KBNK>::operator()(const Position& pos) const {
150
 
151
  assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));
152
  assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
153
 
154
  Square winnerKSq = pos.square<KING>(strongSide);
155
  Square loserKSq = pos.square<KING>(weakSide);
156
  Square bishopSq = pos.square<BISHOP>(strongSide);
157
 
158
  // kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a
159
  // bishop that cannot reach the above squares, we flip the kings in order
160
  // to drive the enemy toward corners A8 or H1.
161
  if (opposite_colors(bishopSq, SQ_A1))
162
  {
163
      winnerKSq = ~winnerKSq;
164
      loserKSq  = ~loserKSq;
165
  }
166
 
167
  Value result =  VALUE_KNOWN_WIN
168
                + PushClose[distance(winnerKSq, loserKSq)]
169
                + PushToCorners[loserKSq];
170
 
171
  return strongSide == pos.side_to_move() ? result : -result;
172
}
173
 
174
 
175
/// KP vs K. This endgame is evaluated with the help of a bitbase.
176
template<>
177
Value Endgame<KPK>::operator()(const Position& pos) const {
178
 
179
  assert(verify_material(pos, strongSide, VALUE_ZERO, 1));
180
  assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
181
 
182
  // Assume strongSide is white and the pawn is on files A-D
183
  Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
184
  Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
185
  Square psq  = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
186
 
187
  Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
188
 
189
  if (!Bitbases::probe(wksq, psq, bksq, us))
190
      return VALUE_DRAW;
191
 
192
  Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(psq));
193
 
194
  return strongSide == pos.side_to_move() ? result : -result;
195
}
196
 
197
 
198
/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
199
/// a bitbase. The function below returns drawish scores when the pawn is
200
/// far advanced with support of the king, while the attacking king is far
201
/// away.
202
template<>
203
Value Endgame<KRKP>::operator()(const Position& pos) const {
204
 
205
  assert(verify_material(pos, strongSide, RookValueMg, 0));
206
  assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
207
 
208
  Square wksq = relative_square(strongSide, pos.square<KING>(strongSide));
209
  Square bksq = relative_square(strongSide, pos.square<KING>(weakSide));
210
  Square rsq  = relative_square(strongSide, pos.square<ROOK>(strongSide));
211
  Square psq  = relative_square(strongSide, pos.square<PAWN>(weakSide));
212
 
213
  Square queeningSq = make_square(file_of(psq), RANK_1);
214
  Value result;
215
 
216
  // If the stronger side's king is in front of the pawn, it's a win
217
  if (wksq < psq && file_of(wksq) == file_of(psq))
218
      result = RookValueEg - distance(wksq, psq);
219
 
220
  // If the weaker side's king is too far from the pawn and the rook,
221
  // it's a win.
222
  else if (   distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide)
223
           && distance(bksq, rsq) >= 3)
224
      result = RookValueEg - distance(wksq, psq);
225
 
226
  // If the pawn is far advanced and supported by the defending king,
227
  // the position is drawish
228
  else if (   rank_of(bksq) <= RANK_3
229
           && distance(bksq, psq) == 1
230
           && rank_of(wksq) >= RANK_4
231
           && distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))
232
      result = Value(80) - 8 * distance(wksq, psq);
233
 
234
  else
154 pmbaty 235
      result =  Value(200) - 8 * (  distance(wksq, psq + SOUTH)
236
                                  - distance(bksq, psq + SOUTH)
96 pmbaty 237
                                  - distance(psq, queeningSq));
238
 
239
  return strongSide == pos.side_to_move() ? result : -result;
240
}
241
 
242
 
243
/// KR vs KB. This is very simple, and always returns drawish scores.  The
244
/// score is slightly bigger when the defending king is close to the edge.
245
template<>
246
Value Endgame<KRKB>::operator()(const Position& pos) const {
247
 
248
  assert(verify_material(pos, strongSide, RookValueMg, 0));
249
  assert(verify_material(pos, weakSide, BishopValueMg, 0));
250
 
251
  Value result = Value(PushToEdges[pos.square<KING>(weakSide)]);
252
  return strongSide == pos.side_to_move() ? result : -result;
253
}
254
 
255
 
256
/// KR vs KN. The attacking side has slightly better winning chances than
257
/// in KR vs KB, particularly if the king and the knight are far apart.
258
template<>
259
Value Endgame<KRKN>::operator()(const Position& pos) const {
260
 
261
  assert(verify_material(pos, strongSide, RookValueMg, 0));
262
  assert(verify_material(pos, weakSide, KnightValueMg, 0));
263
 
264
  Square bksq = pos.square<KING>(weakSide);
265
  Square bnsq = pos.square<KNIGHT>(weakSide);
266
  Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);
267
  return strongSide == pos.side_to_move() ? result : -result;
268
}
269
 
270
 
271
/// KQ vs KP. In general, this is a win for the stronger side, but there are a
272
/// few important exceptions. A pawn on 7th rank and on the A,C,F or H files
273
/// with a king positioned next to it can be a draw, so in that case, we only
274
/// use the distance between the kings.
275
template<>
276
Value Endgame<KQKP>::operator()(const Position& pos) const {
277
 
278
  assert(verify_material(pos, strongSide, QueenValueMg, 0));
279
  assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
280
 
281
  Square winnerKSq = pos.square<KING>(strongSide);
282
  Square loserKSq = pos.square<KING>(weakSide);
283
  Square pawnSq = pos.square<PAWN>(weakSide);
284
 
285
  Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);
286
 
287
  if (   relative_rank(weakSide, pawnSq) != RANK_7
288
      || distance(loserKSq, pawnSq) != 1
289
      || !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq))
290
      result += QueenValueEg - PawnValueEg;
291
 
292
  return strongSide == pos.side_to_move() ? result : -result;
293
}
294
 
295
 
296
/// KQ vs KR.  This is almost identical to KX vs K:  We give the attacking
297
/// king a bonus for having the kings close together, and for forcing the
298
/// defending king towards the edge. If we also take care to avoid null move for
299
/// the defending side in the search, this is usually sufficient to win KQ vs KR.
300
template<>
301
Value Endgame<KQKR>::operator()(const Position& pos) const {
302
 
303
  assert(verify_material(pos, strongSide, QueenValueMg, 0));
304
  assert(verify_material(pos, weakSide, RookValueMg, 0));
305
 
306
  Square winnerKSq = pos.square<KING>(strongSide);
307
  Square loserKSq = pos.square<KING>(weakSide);
308
 
309
  Value result =  QueenValueEg
310
                - RookValueEg
311
                + PushToEdges[loserKSq]
312
                + PushClose[distance(winnerKSq, loserKSq)];
313
 
314
  return strongSide == pos.side_to_move() ? result : -result;
315
}
316
 
317
 
318
/// Some cases of trivial draws
319
template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; }
320
 
321
 
322
/// KB and one or more pawns vs K. It checks for draws with rook pawns and
323
/// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
324
/// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
325
/// will be used.
326
template<>
327
ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
328
 
329
  assert(pos.non_pawn_material(strongSide) == BishopValueMg);
330
  assert(pos.count<PAWN>(strongSide) >= 1);
331
 
332
  // No assertions about the material of weakSide, because we want draws to
333
  // be detected even when the weaker side has some pawns.
334
 
335
  Bitboard pawns = pos.pieces(strongSide, PAWN);
336
  File pawnsFile = file_of(lsb(pawns));
337
 
338
  // All pawns are on a single rook file?
339
  if (    (pawnsFile == FILE_A || pawnsFile == FILE_H)
340
      && !(pawns & ~file_bb(pawnsFile)))
341
  {
342
      Square bishopSq = pos.square<BISHOP>(strongSide);
343
      Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8));
344
      Square kingSq = pos.square<KING>(weakSide);
345
 
346
      if (   opposite_colors(queeningSq, bishopSq)
347
          && distance(queeningSq, kingSq) <= 1)
348
          return SCALE_FACTOR_DRAW;
349
  }
350
 
351
  // If all the pawns are on the same B or G file, then it's potentially a draw
352
  if (    (pawnsFile == FILE_B || pawnsFile == FILE_G)
353
      && !(pos.pieces(PAWN) & ~file_bb(pawnsFile))
354
      && pos.non_pawn_material(weakSide) == 0
355
      && pos.count<PAWN>(weakSide) >= 1)
356
  {
357
      // Get weakSide pawn that is closest to the home rank
358
      Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN));
359
 
360
      Square strongKingSq = pos.square<KING>(strongSide);
361
      Square weakKingSq = pos.square<KING>(weakSide);
362
      Square bishopSq = pos.square<BISHOP>(strongSide);
363
 
364
      // There's potential for a draw if our pawn is blocked on the 7th rank,
365
      // the bishop cannot attack it or they only have one pawn left
366
      if (   relative_rank(strongSide, weakPawnSq) == RANK_7
367
          && (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide)))
368
          && (opposite_colors(bishopSq, weakPawnSq) || pos.count<PAWN>(strongSide) == 1))
369
      {
370
          int strongKingDist = distance(weakPawnSq, strongKingSq);
371
          int weakKingDist = distance(weakPawnSq, weakKingSq);
372
 
373
          // It's a draw if the weak king is on its back two ranks, within 2
374
          // squares of the blocking pawn and the strong king is not
375
          // closer. (I think this rule only fails in practically
376
          // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w
377
          // and positions where qsearch will immediately correct the
378
          // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w)
379
          if (   relative_rank(strongSide, weakKingSq) >= RANK_7
380
              && weakKingDist <= 2
381
              && weakKingDist <= strongKingDist)
382
              return SCALE_FACTOR_DRAW;
383
      }
384
  }
385
 
386
  return SCALE_FACTOR_NONE;
387
}
388
 
389
 
390
/// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on
391
/// the third rank defended by a pawn.
392
template<>
393
ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
394
 
395
  assert(verify_material(pos, strongSide, QueenValueMg, 0));
396
  assert(pos.count<ROOK>(weakSide) == 1);
397
  assert(pos.count<PAWN>(weakSide) >= 1);
398
 
399
  Square kingSq = pos.square<KING>(weakSide);
400
  Square rsq = pos.square<ROOK>(weakSide);
401
 
402
  if (    relative_rank(weakSide, kingSq) <= RANK_2
403
      &&  relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4
404
      &&  relative_rank(weakSide, rsq) == RANK_3
405
      && (  pos.pieces(weakSide, PAWN)
406
          & pos.attacks_from<KING>(kingSq)
407
          & pos.attacks_from<PAWN>(rsq, strongSide)))
408
          return SCALE_FACTOR_DRAW;
409
 
410
  return SCALE_FACTOR_NONE;
411
}
412
 
413
 
414
/// KRP vs KR. This function knows a handful of the most important classes of
415
/// drawn positions, but is far from perfect. It would probably be a good idea
416
/// to add more knowledge in the future.
417
///
418
/// It would also be nice to rewrite the actual code for this function,
419
/// which is mostly copied from Glaurung 1.x, and isn't very pretty.
420
template<>
421
ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
422
 
423
  assert(verify_material(pos, strongSide, RookValueMg, 1));
424
  assert(verify_material(pos, weakSide,   RookValueMg, 0));
425
 
426
  // Assume strongSide is white and the pawn is on files A-D
427
  Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
428
  Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
429
  Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide));
430
  Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
431
  Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide));
432
 
433
  File f = file_of(wpsq);
434
  Rank r = rank_of(wpsq);
435
  Square queeningSq = make_square(f, RANK_8);
436
  int tempo = (pos.side_to_move() == strongSide);
437
 
438
  // If the pawn is not too far advanced and the defending king defends the
439
  // queening square, use the third-rank defence.
440
  if (   r <= RANK_5
441
      && distance(bksq, queeningSq) <= 1
442
      && wksq <= SQ_H5
443
      && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6)))
444
      return SCALE_FACTOR_DRAW;
445
 
446
  // The defending side saves a draw by checking from behind in case the pawn
447
  // has advanced to the 6th rank with the king behind.
448
  if (   r == RANK_6
449
      && distance(bksq, queeningSq) <= 1
450
      && rank_of(wksq) + tempo <= RANK_6
451
      && (rank_of(brsq) == RANK_1 || (!tempo && distance<File>(brsq, wpsq) >= 3)))
452
      return SCALE_FACTOR_DRAW;
453
 
454
  if (   r >= RANK_6
455
      && bksq == queeningSq
456
      && rank_of(brsq) == RANK_1
457
      && (!tempo || distance(wksq, wpsq) >= 2))
458
      return SCALE_FACTOR_DRAW;
459
 
460
  // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7
461
  // and the black rook is behind the pawn.
462
  if (   wpsq == SQ_A7
463
      && wrsq == SQ_A8
464
      && (bksq == SQ_H7 || bksq == SQ_G7)
465
      && file_of(brsq) == FILE_A
466
      && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5))
467
      return SCALE_FACTOR_DRAW;
468
 
469
  // If the defending king blocks the pawn and the attacking king is too far
470
  // away, it's a draw.
471
  if (   r <= RANK_5
154 pmbaty 472
      && bksq == wpsq + NORTH
96 pmbaty 473
      && distance(wksq, wpsq) - tempo >= 2
474
      && distance(wksq, brsq) - tempo >= 2)
475
      return SCALE_FACTOR_DRAW;
476
 
477
  // Pawn on the 7th rank supported by the rook from behind usually wins if the
478
  // attacking king is closer to the queening square than the defending king,
479
  // and the defending king cannot gain tempi by threatening the attacking rook.
480
  if (   r == RANK_7
481
      && f != FILE_A
482
      && file_of(wrsq) == f
483
      && wrsq != queeningSq
484
      && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)
485
      && (distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo))
486
      return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(wksq, queeningSq));
487
 
488
  // Similar to the above, but with the pawn further back
489
  if (   f != FILE_A
490
      && file_of(wrsq) == f
491
      && wrsq < wpsq
492
      && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)
154 pmbaty 493
      && (distance(wksq, wpsq + NORTH) < distance(bksq, wpsq + NORTH) - 2 + tempo)
96 pmbaty 494
      && (  distance(bksq, wrsq) + tempo >= 3
495
          || (    distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo
154 pmbaty 496
              && (distance(wksq, wpsq + NORTH) < distance(bksq, wrsq) + tempo))))
96 pmbaty 497
      return ScaleFactor(  SCALE_FACTOR_MAX
498
                         - 8 * distance(wpsq, queeningSq)
499
                         - 2 * distance(wksq, queeningSq));
500
 
501
  // If the pawn is not far advanced and the defending king is somewhere in
502
  // the pawn's path, it's probably a draw.
503
  if (r <= RANK_4 && bksq > wpsq)
504
  {
505
      if (file_of(bksq) == file_of(wpsq))
506
          return ScaleFactor(10);
507
      if (   distance<File>(bksq, wpsq) == 1
508
          && distance(wksq, bksq) > 2)
509
          return ScaleFactor(24 - 2 * distance(wksq, bksq));
510
  }
511
  return SCALE_FACTOR_NONE;
512
}
513
 
514
template<>
515
ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
516
 
517
  assert(verify_material(pos, strongSide, RookValueMg, 1));
518
  assert(verify_material(pos, weakSide, BishopValueMg, 0));
519
 
520
  // Test for a rook pawn
521
  if (pos.pieces(PAWN) & (FileABB | FileHBB))
522
  {
523
      Square ksq = pos.square<KING>(weakSide);
524
      Square bsq = pos.square<BISHOP>(weakSide);
525
      Square psq = pos.square<PAWN>(strongSide);
526
      Rank rk = relative_rank(strongSide, psq);
169 pmbaty 527
      Direction push = pawn_push(strongSide);
96 pmbaty 528
 
529
      // If the pawn is on the 5th rank and the pawn (currently) is on
530
      // the same color square as the bishop then there is a chance of
531
      // a fortress. Depending on the king position give a moderate
532
      // reduction or a stronger one if the defending king is near the
533
      // corner but not trapped there.
534
      if (rk == RANK_5 && !opposite_colors(bsq, psq))
535
      {
536
          int d = distance(psq + 3 * push, ksq);
537
 
538
          if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push))
539
              return ScaleFactor(24);
540
          else
541
              return ScaleFactor(48);
542
      }
543
 
544
      // When the pawn has moved to the 6th rank we can be fairly sure
545
      // it's drawn if the bishop attacks the square in front of the
546
      // pawn from a reasonable distance and the defending king is near
547
      // the corner
548
      if (   rk == RANK_6
549
          && distance(psq + 2 * push, ksq) <= 1
550
          && (PseudoAttacks[BISHOP][bsq] & (psq + push))
551
          && distance<File>(bsq, psq) >= 2)
552
          return ScaleFactor(8);
553
  }
554
 
555
  return SCALE_FACTOR_NONE;
556
}
557
 
558
/// KRPP vs KRP. There is just a single rule: if the stronger side has no passed
559
/// pawns and the defending king is actively placed, the position is drawish.
560
template<>
561
ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
562
 
563
  assert(verify_material(pos, strongSide, RookValueMg, 2));
564
  assert(verify_material(pos, weakSide,   RookValueMg, 1));
565
 
566
  Square wpsq1 = pos.squares<PAWN>(strongSide)[0];
567
  Square wpsq2 = pos.squares<PAWN>(strongSide)[1];
568
  Square bksq = pos.square<KING>(weakSide);
569
 
570
  // Does the stronger side have a passed pawn?
571
  if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2))
572
      return SCALE_FACTOR_NONE;
573
 
574
  Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2));
575
 
576
  if (   distance<File>(bksq, wpsq1) <= 1
577
      && distance<File>(bksq, wpsq2) <= 1
578
      && relative_rank(strongSide, bksq) > r)
579
  {
580
      assert(r > RANK_1 && r < RANK_7);
581
      return ScaleFactor(KRPPKRPScaleFactors[r]);
582
  }
583
  return SCALE_FACTOR_NONE;
584
}
585
 
586
 
587
/// K and two or more pawns vs K. There is just a single rule here: If all pawns
588
/// are on the same rook file and are blocked by the defending king, it's a draw.
589
template<>
590
ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
591
 
592
  assert(pos.non_pawn_material(strongSide) == VALUE_ZERO);
593
  assert(pos.count<PAWN>(strongSide) >= 2);
594
  assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
595
 
596
  Square ksq = pos.square<KING>(weakSide);
597
  Bitboard pawns = pos.pieces(strongSide, PAWN);
598
 
599
  // If all pawns are ahead of the king, on a single rook file and
600
  // the king is within one file of the pawns, it's a draw.
169 pmbaty 601
  if (   !(pawns & ~forward_ranks_bb(weakSide, ksq))
96 pmbaty 602
      && !((pawns & ~FileABB) && (pawns & ~FileHBB))
603
      &&  distance<File>(ksq, lsb(pawns)) <= 1)
604
      return SCALE_FACTOR_DRAW;
605
 
606
  return SCALE_FACTOR_NONE;
607
}
608
 
609
 
610
/// KBP vs KB. There are two rules: if the defending king is somewhere along the
611
/// path of the pawn, and the square of the king is not of the same color as the
612
/// stronger side's bishop, it's a draw. If the two bishops have opposite color,
613
/// it's almost always a draw.
614
template<>
615
ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
616
 
617
  assert(verify_material(pos, strongSide, BishopValueMg, 1));
618
  assert(verify_material(pos, weakSide,   BishopValueMg, 0));
619
 
620
  Square pawnSq = pos.square<PAWN>(strongSide);
621
  Square strongBishopSq = pos.square<BISHOP>(strongSide);
622
  Square weakBishopSq = pos.square<BISHOP>(weakSide);
623
  Square weakKingSq = pos.square<KING>(weakSide);
624
 
625
  // Case 1: Defending king blocks the pawn, and cannot be driven away
626
  if (   file_of(weakKingSq) == file_of(pawnSq)
627
      && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)
628
      && (   opposite_colors(weakKingSq, strongBishopSq)
629
          || relative_rank(strongSide, weakKingSq) <= RANK_6))
630
      return SCALE_FACTOR_DRAW;
631
 
632
  // Case 2: Opposite colored bishops
633
  if (opposite_colors(strongBishopSq, weakBishopSq))
634
  {
635
      // We assume that the position is drawn in the following three situations:
636
      //
637
      //   a. The pawn is on rank 5 or further back.
638
      //   b. The defending king is somewhere in the pawn's path.
639
      //   c. The defending bishop attacks some square along the pawn's path,
640
      //      and is at least three squares away from the pawn.
641
      //
642
      // These rules are probably not perfect, but in practice they work
643
      // reasonably well.
644
 
645
      if (relative_rank(strongSide, pawnSq) <= RANK_5)
646
          return SCALE_FACTOR_DRAW;
647
 
169 pmbaty 648
      Bitboard path = forward_file_bb(strongSide, pawnSq);
96 pmbaty 649
 
169 pmbaty 650
      if (path & pos.pieces(weakSide, KING))
651
          return SCALE_FACTOR_DRAW;
652
 
653
      if (  (pos.attacks_from<BISHOP>(weakBishopSq) & path)
654
          && distance(weakBishopSq, pawnSq) >= 3)
655
          return SCALE_FACTOR_DRAW;
96 pmbaty 656
  }
657
  return SCALE_FACTOR_NONE;
658
}
659
 
660
 
661
/// KBPP vs KB. It detects a few basic draws with opposite-colored bishops
662
template<>
663
ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
664
 
665
  assert(verify_material(pos, strongSide, BishopValueMg, 2));
666
  assert(verify_material(pos, weakSide,   BishopValueMg, 0));
667
 
668
  Square wbsq = pos.square<BISHOP>(strongSide);
669
  Square bbsq = pos.square<BISHOP>(weakSide);
670
 
671
  if (!opposite_colors(wbsq, bbsq))
672
      return SCALE_FACTOR_NONE;
673
 
674
  Square ksq = pos.square<KING>(weakSide);
675
  Square psq1 = pos.squares<PAWN>(strongSide)[0];
676
  Square psq2 = pos.squares<PAWN>(strongSide)[1];
677
  Rank r1 = rank_of(psq1);
678
  Rank r2 = rank_of(psq2);
679
  Square blockSq1, blockSq2;
680
 
681
  if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2))
682
  {
683
      blockSq1 = psq1 + pawn_push(strongSide);
684
      blockSq2 = make_square(file_of(psq2), rank_of(psq1));
685
  }
686
  else
687
  {
688
      blockSq1 = psq2 + pawn_push(strongSide);
689
      blockSq2 = make_square(file_of(psq1), rank_of(psq2));
690
  }
691
 
692
  switch (distance<File>(psq1, psq2))
693
  {
694
  case 0:
695
    // Both pawns are on the same file. It's an easy draw if the defender firmly
696
    // controls some square in the frontmost pawn's path.
697
    if (   file_of(ksq) == file_of(blockSq1)
698
        && relative_rank(strongSide, ksq) >= relative_rank(strongSide, blockSq1)
699
        && opposite_colors(ksq, wbsq))
700
        return SCALE_FACTOR_DRAW;
701
    else
702
        return SCALE_FACTOR_NONE;
703
 
704
  case 1:
705
    // Pawns on adjacent files. It's a draw if the defender firmly controls the
706
    // square in front of the frontmost pawn's path, and the square diagonally
707
    // behind this square on the file of the other pawn.
708
    if (   ksq == blockSq1
709
        && opposite_colors(ksq, wbsq)
710
        && (   bbsq == blockSq2
711
            || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakSide, BISHOP))
712
            || distance(r1, r2) >= 2))
713
        return SCALE_FACTOR_DRAW;
714
 
715
    else if (   ksq == blockSq2
716
             && opposite_colors(ksq, wbsq)
717
             && (   bbsq == blockSq1
718
                 || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakSide, BISHOP))))
719
        return SCALE_FACTOR_DRAW;
720
    else
721
        return SCALE_FACTOR_NONE;
722
 
723
  default:
724
    // The pawns are not on the same file or adjacent files. No scaling.
725
    return SCALE_FACTOR_NONE;
726
  }
727
}
728
 
729
 
730
/// KBP vs KN. There is a single rule: If the defending king is somewhere along
731
/// the path of the pawn, and the square of the king is not of the same color as
732
/// the stronger side's bishop, it's a draw.
733
template<>
734
ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
735
 
736
  assert(verify_material(pos, strongSide, BishopValueMg, 1));
737
  assert(verify_material(pos, weakSide, KnightValueMg, 0));
738
 
739
  Square pawnSq = pos.square<PAWN>(strongSide);
740
  Square strongBishopSq = pos.square<BISHOP>(strongSide);
741
  Square weakKingSq = pos.square<KING>(weakSide);
742
 
743
  if (   file_of(weakKingSq) == file_of(pawnSq)
744
      && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)
745
      && (   opposite_colors(weakKingSq, strongBishopSq)
746
          || relative_rank(strongSide, weakKingSq) <= RANK_6))
747
      return SCALE_FACTOR_DRAW;
748
 
749
  return SCALE_FACTOR_NONE;
750
}
751
 
752
 
753
/// KNP vs K. There is a single rule: if the pawn is a rook pawn on the 7th rank
754
/// and the defending king prevents the pawn from advancing, the position is drawn.
755
template<>
756
ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
757
 
758
  assert(verify_material(pos, strongSide, KnightValueMg, 1));
759
  assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
760
 
761
  // Assume strongSide is white and the pawn is on files A-D
762
  Square pawnSq     = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
763
  Square weakKingSq = normalize(pos, strongSide, pos.square<KING>(weakSide));
764
 
765
  if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1)
766
      return SCALE_FACTOR_DRAW;
767
 
768
  return SCALE_FACTOR_NONE;
769
}
770
 
771
 
772
/// KNP vs KB. If knight can block bishop from taking pawn, it's a win.
773
/// Otherwise the position is drawn.
774
template<>
775
ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
776
 
777
  Square pawnSq = pos.square<PAWN>(strongSide);
778
  Square bishopSq = pos.square<BISHOP>(weakSide);
779
  Square weakKingSq = pos.square<KING>(weakSide);
780
 
781
  // King needs to get close to promoting pawn to prevent knight from blocking.
782
  // Rules for this are very tricky, so just approximate.
169 pmbaty 783
  if (forward_file_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))
96 pmbaty 784
      return ScaleFactor(distance(weakKingSq, pawnSq));
785
 
786
  return SCALE_FACTOR_NONE;
787
}
788
 
789
 
790
/// KP vs KP. This is done by removing the weakest side's pawn and probing the
791
/// KP vs K bitbase: If the weakest side has a draw without the pawn, it probably
792
/// has at least a draw with the pawn as well. The exception is when the stronger
793
/// side's pawn is far advanced and not on a rook file; in this case it is often
794
/// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
795
template<>
796
ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
797
 
798
  assert(verify_material(pos, strongSide, VALUE_ZERO, 1));
799
  assert(verify_material(pos, weakSide,   VALUE_ZERO, 1));
800
 
801
  // Assume strongSide is white and the pawn is on files A-D
802
  Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
803
  Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
804
  Square psq  = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
805
 
806
  Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
807
 
808
  // If the pawn has advanced to the fifth rank or further, and is not a
809
  // rook pawn, it's too dangerous to assume that it's at least a draw.
810
  if (rank_of(psq) >= RANK_5 && file_of(psq) != FILE_A)
811
      return SCALE_FACTOR_NONE;
812
 
813
  // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw,
814
  // it's probably at least a draw even with the pawn.
815
  return Bitbases::probe(wksq, psq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;
816
}