Rev 154 | Go to most recent revision | Details | Compare with Previous | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
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 | } |