Rev 169 | 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 | 
        ||
| 185 | pmbaty | 5 |   Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad | 
        
| 96 | pmbaty | 6 | |
| 7 |   Stockfish is free software: you can redistribute it and/or modify | 
        ||
| 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. | 
        ||
| 185 | pmbaty | 34 | constexpr int PushToEdges[SQUARE_NB] = {  | 
        
| 96 | pmbaty | 35 | 100, 90, 80, 70, 70, 80, 90, 100,  | 
        
| 36 | 90, 70, 60, 50, 50, 60, 70, 90,  | 
        ||
| 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. | 
        ||
| 185 | pmbaty | 47 | constexpr int PushToCorners[SQUARE_NB] = {  | 
        
| 96 | pmbaty | 48 | 200, 190, 180, 170, 160, 150, 140, 130,  | 
        
| 49 | 190, 180, 170, 160, 150, 140, 130, 140,  | 
        ||
| 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 | 
        ||
| 185 | pmbaty | 59 | constexpr int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };  | 
        
| 60 | constexpr int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 };  | 
        ||
| 96 | pmbaty | 61 | |
| 62 |   // Pawn Rank based scaling factors used in KRPPKRP endgame | 
        ||
| 185 | pmbaty | 63 | constexpr int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 };  | 
        
| 96 | pmbaty | 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 | /// Mate with KX vs K. This function is used to evaluate positions with | 
        ||
| 90 | /// king and plenty of material vs a lone king. It simply gives the | 
        ||
| 91 | /// attacking side a bonus for driving the defending king towards the edge | 
        ||
| 92 | /// of the board, and for keeping the distance between the two kings small. | 
        ||
| 93 | template<>  | 
        ||
| 94 | Value Endgame<KXK>::operator()(const Position& pos) const {  | 
        ||
| 95 | |||
| 96 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0));  | 
        ||
| 97 | assert(!pos.checkers()); // Eval is never called when in check  | 
        ||
| 98 | |||
| 99 |   // Stalemate detection with lone king | 
        ||
| 100 | if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())  | 
        ||
| 101 | return VALUE_DRAW;  | 
        ||
| 102 | |||
| 103 | Square winnerKSq = pos.square<KING>(strongSide);  | 
        ||
| 104 | Square loserKSq = pos.square<KING>(weakSide);  | 
        ||
| 105 | |||
| 106 | Value result = pos.non_pawn_material(strongSide)  | 
        ||
| 107 | + pos.count<PAWN>(strongSide) * PawnValueEg  | 
        ||
| 108 | + PushToEdges[loserKSq]  | 
        ||
| 109 | + PushClose[distance(winnerKSq, loserKSq)];  | 
        ||
| 110 | |||
| 111 | if ( pos.count<QUEEN>(strongSide)  | 
        ||
| 112 | || pos.count<ROOK>(strongSide)  | 
        ||
| 113 | ||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))  | 
        ||
| 169 | pmbaty | 114 | || ( (pos.pieces(strongSide, BISHOP) & ~DarkSquares)  | 
        
| 115 | && (pos.pieces(strongSide, BISHOP) & DarkSquares)))  | 
        ||
| 96 | pmbaty | 116 | result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1);  | 
        
| 117 | |||
| 118 | return strongSide == pos.side_to_move() ? result : -result;  | 
        ||
| 119 | } | 
        ||
| 120 | |||
| 121 | |||
| 122 | /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the | 
        ||
| 123 | /// defending king towards a corner square of the right color. | 
        ||
| 124 | template<>  | 
        ||
| 125 | Value Endgame<KBNK>::operator()(const Position& pos) const {  | 
        ||
| 126 | |||
| 127 | assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));  | 
        ||
| 128 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0));  | 
        ||
| 129 | |||
| 130 | Square winnerKSq = pos.square<KING>(strongSide);  | 
        ||
| 131 | Square loserKSq = pos.square<KING>(weakSide);  | 
        ||
| 132 | Square bishopSq = pos.square<BISHOP>(strongSide);  | 
        ||
| 133 | |||
| 134 |   // kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a | 
        ||
| 135 |   // bishop that cannot reach the above squares, we flip the kings in order | 
        ||
| 136 |   // to drive the enemy toward corners A8 or H1. | 
        ||
| 137 | if (opposite_colors(bishopSq, SQ_A1))  | 
        ||
| 138 |   { | 
        ||
| 139 | winnerKSq = ~winnerKSq;  | 
        ||
| 140 | loserKSq = ~loserKSq;  | 
        ||
| 141 |   } | 
        ||
| 142 | |||
| 143 |   Value result =  VALUE_KNOWN_WIN | 
        ||
| 144 | + PushClose[distance(winnerKSq, loserKSq)]  | 
        ||
| 145 | + PushToCorners[loserKSq];  | 
        ||
| 146 | |||
| 147 | return strongSide == pos.side_to_move() ? result : -result;  | 
        ||
| 148 | } | 
        ||
| 149 | |||
| 150 | |||
| 151 | /// KP vs K. This endgame is evaluated with the help of a bitbase. | 
        ||
| 152 | template<>  | 
        ||
| 153 | Value Endgame<KPK>::operator()(const Position& pos) const {  | 
        ||
| 154 | |||
| 155 | assert(verify_material(pos, strongSide, VALUE_ZERO, 1));  | 
        ||
| 156 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0));  | 
        ||
| 157 | |||
| 158 |   // Assume strongSide is white and the pawn is on files A-D | 
        ||
| 159 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));  | 
        ||
| 160 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));  | 
        ||
| 161 | Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));  | 
        ||
| 162 | |||
| 163 | Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;  | 
        ||
| 164 | |||
| 165 | if (!Bitbases::probe(wksq, psq, bksq, us))  | 
        ||
| 166 | return VALUE_DRAW;  | 
        ||
| 167 | |||
| 168 | Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(psq));  | 
        ||
| 169 | |||
| 170 | return strongSide == pos.side_to_move() ? result : -result;  | 
        ||
| 171 | } | 
        ||
| 172 | |||
| 173 | |||
| 174 | /// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without | 
        ||
| 175 | /// a bitbase. The function below returns drawish scores when the pawn is | 
        ||
| 176 | /// far advanced with support of the king, while the attacking king is far | 
        ||
| 177 | /// away. | 
        ||
| 178 | template<>  | 
        ||
| 179 | Value Endgame<KRKP>::operator()(const Position& pos) const {  | 
        ||
| 180 | |||
| 181 | assert(verify_material(pos, strongSide, RookValueMg, 0));  | 
        ||
| 182 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1));  | 
        ||
| 183 | |||
| 184 | Square wksq = relative_square(strongSide, pos.square<KING>(strongSide));  | 
        ||
| 185 | Square bksq = relative_square(strongSide, pos.square<KING>(weakSide));  | 
        ||
| 186 | Square rsq = relative_square(strongSide, pos.square<ROOK>(strongSide));  | 
        ||
| 187 | Square psq = relative_square(strongSide, pos.square<PAWN>(weakSide));  | 
        ||
| 188 | |||
| 189 | Square queeningSq = make_square(file_of(psq), RANK_1);  | 
        ||
| 190 |   Value result; | 
        ||
| 191 | |||
| 192 |   // If the stronger side's king is in front of the pawn, it's a win | 
        ||
| 185 | pmbaty | 193 | if (forward_file_bb(WHITE, wksq) & psq)  | 
        
| 96 | pmbaty | 194 | result = RookValueEg - distance(wksq, psq);  | 
        
| 195 | |||
| 196 |   // If the weaker side's king is too far from the pawn and the rook, | 
        ||
| 197 |   // it's a win. | 
        ||
| 198 | else if ( distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide)  | 
        ||
| 199 | && distance(bksq, rsq) >= 3)  | 
        ||
| 200 | result = RookValueEg - distance(wksq, psq);  | 
        ||
| 201 | |||
| 202 |   // If the pawn is far advanced and supported by the defending king, | 
        ||
| 203 |   // the position is drawish | 
        ||
| 204 | else if ( rank_of(bksq) <= RANK_3  | 
        ||
| 205 | && distance(bksq, psq) == 1  | 
        ||
| 206 | && rank_of(wksq) >= RANK_4  | 
        ||
| 207 | && distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))  | 
        ||
| 208 | result = Value(80) - 8 * distance(wksq, psq);  | 
        ||
| 209 | |||
| 210 |   else | 
        ||
| 154 | pmbaty | 211 | result = Value(200) - 8 * ( distance(wksq, psq + SOUTH)  | 
        
| 212 | - distance(bksq, psq + SOUTH)  | 
        ||
| 96 | pmbaty | 213 | - distance(psq, queeningSq));  | 
        
| 214 | |||
| 215 | return strongSide == pos.side_to_move() ? result : -result;  | 
        ||
| 216 | } | 
        ||
| 217 | |||
| 218 | |||
| 185 | pmbaty | 219 | /// KR vs KB. This is very simple, and always returns drawish scores. The | 
        
| 96 | pmbaty | 220 | /// score is slightly bigger when the defending king is close to the edge. | 
        
| 221 | template<>  | 
        ||
| 222 | Value Endgame<KRKB>::operator()(const Position& pos) const {  | 
        ||
| 223 | |||
| 224 | assert(verify_material(pos, strongSide, RookValueMg, 0));  | 
        ||
| 225 | assert(verify_material(pos, weakSide, BishopValueMg, 0));  | 
        ||
| 226 | |||
| 227 | Value result = Value(PushToEdges[pos.square<KING>(weakSide)]);  | 
        ||
| 228 | return strongSide == pos.side_to_move() ? result : -result;  | 
        ||
| 229 | } | 
        ||
| 230 | |||
| 231 | |||
| 232 | /// KR vs KN. The attacking side has slightly better winning chances than | 
        ||
| 233 | /// in KR vs KB, particularly if the king and the knight are far apart. | 
        ||
| 234 | template<>  | 
        ||
| 235 | Value Endgame<KRKN>::operator()(const Position& pos) const {  | 
        ||
| 236 | |||
| 237 | assert(verify_material(pos, strongSide, RookValueMg, 0));  | 
        ||
| 238 | assert(verify_material(pos, weakSide, KnightValueMg, 0));  | 
        ||
| 239 | |||
| 240 | Square bksq = pos.square<KING>(weakSide);  | 
        ||
| 241 | Square bnsq = pos.square<KNIGHT>(weakSide);  | 
        ||
| 242 | Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);  | 
        ||
| 243 | return strongSide == pos.side_to_move() ? result : -result;  | 
        ||
| 244 | } | 
        ||
| 245 | |||
| 246 | |||
| 247 | /// KQ vs KP. In general, this is a win for the stronger side, but there are a | 
        ||
| 248 | /// few important exceptions. A pawn on 7th rank and on the A,C,F or H files | 
        ||
| 249 | /// with a king positioned next to it can be a draw, so in that case, we only | 
        ||
| 250 | /// use the distance between the kings. | 
        ||
| 251 | template<>  | 
        ||
| 252 | Value Endgame<KQKP>::operator()(const Position& pos) const {  | 
        ||
| 253 | |||
| 254 | assert(verify_material(pos, strongSide, QueenValueMg, 0));  | 
        ||
| 255 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1));  | 
        ||
| 256 | |||
| 257 | Square winnerKSq = pos.square<KING>(strongSide);  | 
        ||
| 258 | Square loserKSq = pos.square<KING>(weakSide);  | 
        ||
| 259 | Square pawnSq = pos.square<PAWN>(weakSide);  | 
        ||
| 260 | |||
| 261 | Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);  | 
        ||
| 262 | |||
| 263 | if ( relative_rank(weakSide, pawnSq) != RANK_7  | 
        ||
| 264 | || distance(loserKSq, pawnSq) != 1  | 
        ||
| 265 | || !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq))  | 
        ||
| 266 | result += QueenValueEg - PawnValueEg;  | 
        ||
| 267 | |||
| 268 | return strongSide == pos.side_to_move() ? result : -result;  | 
        ||
| 269 | } | 
        ||
| 270 | |||
| 271 | |||
| 272 | /// KQ vs KR.  This is almost identical to KX vs K:  We give the attacking | 
        ||
| 273 | /// king a bonus for having the kings close together, and for forcing the | 
        ||
| 274 | /// defending king towards the edge. If we also take care to avoid null move for | 
        ||
| 275 | /// the defending side in the search, this is usually sufficient to win KQ vs KR. | 
        ||
| 276 | template<>  | 
        ||
| 277 | Value Endgame<KQKR>::operator()(const Position& pos) const {  | 
        ||
| 278 | |||
| 279 | assert(verify_material(pos, strongSide, QueenValueMg, 0));  | 
        ||
| 280 | assert(verify_material(pos, weakSide, RookValueMg, 0));  | 
        ||
| 281 | |||
| 282 | Square winnerKSq = pos.square<KING>(strongSide);  | 
        ||
| 283 | Square loserKSq = pos.square<KING>(weakSide);  | 
        ||
| 284 | |||
| 285 |   Value result =  QueenValueEg | 
        ||
| 286 |                 - RookValueEg | 
        ||
| 287 | + PushToEdges[loserKSq]  | 
        ||
| 288 | + PushClose[distance(winnerKSq, loserKSq)];  | 
        ||
| 289 | |||
| 290 | return strongSide == pos.side_to_move() ? result : -result;  | 
        ||
| 291 | } | 
        ||
| 292 | |||
| 293 | |||
| 294 | /// Some cases of trivial draws | 
        ||
| 295 | template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; }  | 
        ||
| 296 | |||
| 297 | |||
| 298 | /// KB and one or more pawns vs K. It checks for draws with rook pawns and | 
        ||
| 299 | /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW | 
        ||
| 300 | /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling | 
        ||
| 301 | /// will be used. | 
        ||
| 302 | template<>  | 
        ||
| 303 | ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {  | 
        ||
| 304 | |||
| 305 | assert(pos.non_pawn_material(strongSide) == BishopValueMg);  | 
        ||
| 306 | assert(pos.count<PAWN>(strongSide) >= 1);  | 
        ||
| 307 | |||
| 308 |   // No assertions about the material of weakSide, because we want draws to | 
        ||
| 309 |   // be detected even when the weaker side has some pawns. | 
        ||
| 310 | |||
| 311 | Bitboard pawns = pos.pieces(strongSide, PAWN);  | 
        ||
| 312 | File pawnsFile = file_of(lsb(pawns));  | 
        ||
| 313 | |||
| 314 |   // All pawns are on a single rook file? | 
        ||
| 315 | if ( (pawnsFile == FILE_A || pawnsFile == FILE_H)  | 
        ||
| 316 | && !(pawns & ~file_bb(pawnsFile)))  | 
        ||
| 317 |   { | 
        ||
| 318 | Square bishopSq = pos.square<BISHOP>(strongSide);  | 
        ||
| 319 | Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8));  | 
        ||
| 320 | Square kingSq = pos.square<KING>(weakSide);  | 
        ||
| 321 | |||
| 322 | if ( opposite_colors(queeningSq, bishopSq)  | 
        ||
| 323 | && distance(queeningSq, kingSq) <= 1)  | 
        ||
| 324 | return SCALE_FACTOR_DRAW;  | 
        ||
| 325 |   } | 
        ||
| 326 | |||
| 327 |   // If all the pawns are on the same B or G file, then it's potentially a draw | 
        ||
| 328 | if ( (pawnsFile == FILE_B || pawnsFile == FILE_G)  | 
        ||
| 329 | && !(pos.pieces(PAWN) & ~file_bb(pawnsFile))  | 
        ||
| 330 | && pos.non_pawn_material(weakSide) == 0  | 
        ||
| 331 | && pos.count<PAWN>(weakSide) >= 1)  | 
        ||
| 332 |   { | 
        ||
| 333 |       // Get weakSide pawn that is closest to the home rank | 
        ||
| 334 | Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN));  | 
        ||
| 335 | |||
| 336 | Square strongKingSq = pos.square<KING>(strongSide);  | 
        ||
| 337 | Square weakKingSq = pos.square<KING>(weakSide);  | 
        ||
| 338 | Square bishopSq = pos.square<BISHOP>(strongSide);  | 
        ||
| 339 | |||
| 340 |       // There's potential for a draw if our pawn is blocked on the 7th rank, | 
        ||
| 341 |       // the bishop cannot attack it or they only have one pawn left | 
        ||
| 342 | if ( relative_rank(strongSide, weakPawnSq) == RANK_7  | 
        ||
| 343 | && (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide)))  | 
        ||
| 344 | && (opposite_colors(bishopSq, weakPawnSq) || pos.count<PAWN>(strongSide) == 1))  | 
        ||
| 345 |       { | 
        ||
| 346 | int strongKingDist = distance(weakPawnSq, strongKingSq);  | 
        ||
| 347 | int weakKingDist = distance(weakPawnSq, weakKingSq);  | 
        ||
| 348 | |||
| 349 |           // It's a draw if the weak king is on its back two ranks, within 2 | 
        ||
| 350 |           // squares of the blocking pawn and the strong king is not | 
        ||
| 351 |           // closer. (I think this rule only fails in practically | 
        ||
| 352 |           // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w | 
        ||
| 353 |           // and positions where qsearch will immediately correct the | 
        ||
| 354 |           // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w) | 
        ||
| 355 | if ( relative_rank(strongSide, weakKingSq) >= RANK_7  | 
        ||
| 356 | && weakKingDist <= 2  | 
        ||
| 357 | && weakKingDist <= strongKingDist)  | 
        ||
| 358 | return SCALE_FACTOR_DRAW;  | 
        ||
| 359 |       } | 
        ||
| 360 |   } | 
        ||
| 361 | |||
| 362 | return SCALE_FACTOR_NONE;  | 
        ||
| 363 | } | 
        ||
| 364 | |||
| 365 | |||
| 366 | /// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on | 
        ||
| 367 | /// the third rank defended by a pawn. | 
        ||
| 368 | template<>  | 
        ||
| 369 | ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {  | 
        ||
| 370 | |||
| 371 | assert(verify_material(pos, strongSide, QueenValueMg, 0));  | 
        ||
| 372 | assert(pos.count<ROOK>(weakSide) == 1);  | 
        ||
| 373 | assert(pos.count<PAWN>(weakSide) >= 1);  | 
        ||
| 374 | |||
| 375 | Square kingSq = pos.square<KING>(weakSide);  | 
        ||
| 376 | Square rsq = pos.square<ROOK>(weakSide);  | 
        ||
| 377 | |||
| 378 | if ( relative_rank(weakSide, kingSq) <= RANK_2  | 
        ||
| 379 | && relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4  | 
        ||
| 380 | && relative_rank(weakSide, rsq) == RANK_3  | 
        ||
| 381 | && ( pos.pieces(weakSide, PAWN)  | 
        ||
| 382 | & pos.attacks_from<KING>(kingSq)  | 
        ||
| 383 | & pos.attacks_from<PAWN>(rsq, strongSide)))  | 
        ||
| 384 | return SCALE_FACTOR_DRAW;  | 
        ||
| 385 | |||
| 386 | return SCALE_FACTOR_NONE;  | 
        ||
| 387 | } | 
        ||
| 388 | |||
| 389 | |||
| 390 | /// KRP vs KR. This function knows a handful of the most important classes of | 
        ||
| 391 | /// drawn positions, but is far from perfect. It would probably be a good idea | 
        ||
| 392 | /// to add more knowledge in the future. | 
        ||
| 393 | /// | 
        ||
| 394 | /// It would also be nice to rewrite the actual code for this function, | 
        ||
| 395 | /// which is mostly copied from Glaurung 1.x, and isn't very pretty. | 
        ||
| 396 | template<>  | 
        ||
| 397 | ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {  | 
        ||
| 398 | |||
| 399 | assert(verify_material(pos, strongSide, RookValueMg, 1));  | 
        ||
| 400 | assert(verify_material(pos, weakSide, RookValueMg, 0));  | 
        ||
| 401 | |||
| 402 |   // Assume strongSide is white and the pawn is on files A-D | 
        ||
| 403 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));  | 
        ||
| 404 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));  | 
        ||
| 405 | Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide));  | 
        ||
| 406 | Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));  | 
        ||
| 407 | Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide));  | 
        ||
| 408 | |||
| 409 | File f = file_of(wpsq);  | 
        ||
| 410 | Rank r = rank_of(wpsq);  | 
        ||
| 411 | Square queeningSq = make_square(f, RANK_8);  | 
        ||
| 412 | int tempo = (pos.side_to_move() == strongSide);  | 
        ||
| 413 | |||
| 414 |   // If the pawn is not too far advanced and the defending king defends the | 
        ||
| 415 |   // queening square, use the third-rank defence. | 
        ||
| 416 | if ( r <= RANK_5  | 
        ||
| 417 | && distance(bksq, queeningSq) <= 1  | 
        ||
| 418 | && wksq <= SQ_H5  | 
        ||
| 419 | && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6)))  | 
        ||
| 420 | return SCALE_FACTOR_DRAW;  | 
        ||
| 421 | |||
| 422 |   // The defending side saves a draw by checking from behind in case the pawn | 
        ||
| 423 |   // has advanced to the 6th rank with the king behind. | 
        ||
| 424 | if ( r == RANK_6  | 
        ||
| 425 | && distance(bksq, queeningSq) <= 1  | 
        ||
| 426 | && rank_of(wksq) + tempo <= RANK_6  | 
        ||
| 427 | && (rank_of(brsq) == RANK_1 || (!tempo && distance<File>(brsq, wpsq) >= 3)))  | 
        ||
| 428 | return SCALE_FACTOR_DRAW;  | 
        ||
| 429 | |||
| 430 | if ( r >= RANK_6  | 
        ||
| 431 | && bksq == queeningSq  | 
        ||
| 432 | && rank_of(brsq) == RANK_1  | 
        ||
| 433 | && (!tempo || distance(wksq, wpsq) >= 2))  | 
        ||
| 434 | return SCALE_FACTOR_DRAW;  | 
        ||
| 435 | |||
| 436 |   // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7 | 
        ||
| 437 |   // and the black rook is behind the pawn. | 
        ||
| 438 | if ( wpsq == SQ_A7  | 
        ||
| 439 | && wrsq == SQ_A8  | 
        ||
| 440 | && (bksq == SQ_H7 || bksq == SQ_G7)  | 
        ||
| 441 | && file_of(brsq) == FILE_A  | 
        ||
| 442 | && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5))  | 
        ||
| 443 | return SCALE_FACTOR_DRAW;  | 
        ||
| 444 | |||
| 445 |   // If the defending king blocks the pawn and the attacking king is too far | 
        ||
| 446 |   // away, it's a draw. | 
        ||
| 447 | if ( r <= RANK_5  | 
        ||
| 154 | pmbaty | 448 | && bksq == wpsq + NORTH  | 
        
| 96 | pmbaty | 449 | && distance(wksq, wpsq) - tempo >= 2  | 
        
| 450 | && distance(wksq, brsq) - tempo >= 2)  | 
        ||
| 451 | return SCALE_FACTOR_DRAW;  | 
        ||
| 452 | |||
| 453 |   // Pawn on the 7th rank supported by the rook from behind usually wins if the | 
        ||
| 454 |   // attacking king is closer to the queening square than the defending king, | 
        ||
| 455 |   // and the defending king cannot gain tempi by threatening the attacking rook. | 
        ||
| 456 | if ( r == RANK_7  | 
        ||
| 457 | && f != FILE_A  | 
        ||
| 458 | && file_of(wrsq) == f  | 
        ||
| 459 | && wrsq != queeningSq  | 
        ||
| 460 | && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)  | 
        ||
| 461 | && (distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo))  | 
        ||
| 462 | return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(wksq, queeningSq));  | 
        ||
| 463 | |||
| 464 |   // Similar to the above, but with the pawn further back | 
        ||
| 465 | if ( f != FILE_A  | 
        ||
| 466 | && file_of(wrsq) == f  | 
        ||
| 467 | && wrsq < wpsq  | 
        ||
| 468 | && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)  | 
        ||
| 154 | pmbaty | 469 | && (distance(wksq, wpsq + NORTH) < distance(bksq, wpsq + NORTH) - 2 + tempo)  | 
        
| 96 | pmbaty | 470 | && ( distance(bksq, wrsq) + tempo >= 3  | 
        
| 471 | || ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo  | 
        ||
| 154 | pmbaty | 472 | && (distance(wksq, wpsq + NORTH) < distance(bksq, wrsq) + tempo))))  | 
        
| 96 | pmbaty | 473 | return ScaleFactor( SCALE_FACTOR_MAX  | 
        
| 474 | - 8 * distance(wpsq, queeningSq)  | 
        ||
| 475 | - 2 * distance(wksq, queeningSq));  | 
        ||
| 476 | |||
| 477 |   // If the pawn is not far advanced and the defending king is somewhere in | 
        ||
| 478 |   // the pawn's path, it's probably a draw. | 
        ||
| 479 | if (r <= RANK_4 && bksq > wpsq)  | 
        ||
| 480 |   { | 
        ||
| 481 | if (file_of(bksq) == file_of(wpsq))  | 
        ||
| 482 | return ScaleFactor(10);  | 
        ||
| 483 | if ( distance<File>(bksq, wpsq) == 1  | 
        ||
| 484 | && distance(wksq, bksq) > 2)  | 
        ||
| 485 | return ScaleFactor(24 - 2 * distance(wksq, bksq));  | 
        ||
| 486 |   } | 
        ||
| 487 | return SCALE_FACTOR_NONE;  | 
        ||
| 488 | } | 
        ||
| 489 | |||
| 490 | template<>  | 
        ||
| 491 | ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {  | 
        ||
| 492 | |||
| 493 | assert(verify_material(pos, strongSide, RookValueMg, 1));  | 
        ||
| 494 | assert(verify_material(pos, weakSide, BishopValueMg, 0));  | 
        ||
| 495 | |||
| 496 |   // Test for a rook pawn | 
        ||
| 497 | if (pos.pieces(PAWN) & (FileABB | FileHBB))  | 
        ||
| 498 |   { | 
        ||
| 499 | Square ksq = pos.square<KING>(weakSide);  | 
        ||
| 500 | Square bsq = pos.square<BISHOP>(weakSide);  | 
        ||
| 501 | Square psq = pos.square<PAWN>(strongSide);  | 
        ||
| 502 | Rank rk = relative_rank(strongSide, psq);  | 
        ||
| 169 | pmbaty | 503 | Direction push = pawn_push(strongSide);  | 
        
| 96 | pmbaty | 504 | |
| 505 |       // If the pawn is on the 5th rank and the pawn (currently) is on | 
        ||
| 506 |       // the same color square as the bishop then there is a chance of | 
        ||
| 507 |       // a fortress. Depending on the king position give a moderate | 
        ||
| 508 |       // reduction or a stronger one if the defending king is near the | 
        ||
| 509 |       // corner but not trapped there. | 
        ||
| 510 | if (rk == RANK_5 && !opposite_colors(bsq, psq))  | 
        ||
| 511 |       { | 
        ||
| 512 | int d = distance(psq + 3 * push, ksq);  | 
        ||
| 513 | |||
| 514 | if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push))  | 
        ||
| 515 | return ScaleFactor(24);  | 
        ||
| 516 |           else | 
        ||
| 517 | return ScaleFactor(48);  | 
        ||
| 518 |       } | 
        ||
| 519 | |||
| 520 |       // When the pawn has moved to the 6th rank we can be fairly sure | 
        ||
| 521 |       // it's drawn if the bishop attacks the square in front of the | 
        ||
| 522 |       // pawn from a reasonable distance and the defending king is near | 
        ||
| 523 |       // the corner | 
        ||
| 524 | if ( rk == RANK_6  | 
        ||
| 525 | && distance(psq + 2 * push, ksq) <= 1  | 
        ||
| 526 | && (PseudoAttacks[BISHOP][bsq] & (psq + push))  | 
        ||
| 527 | && distance<File>(bsq, psq) >= 2)  | 
        ||
| 528 | return ScaleFactor(8);  | 
        ||
| 529 |   } | 
        ||
| 530 | |||
| 531 | return SCALE_FACTOR_NONE;  | 
        ||
| 532 | } | 
        ||
| 533 | |||
| 534 | /// KRPP vs KRP. There is just a single rule: if the stronger side has no passed | 
        ||
| 535 | /// pawns and the defending king is actively placed, the position is drawish. | 
        ||
| 536 | template<>  | 
        ||
| 537 | ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {  | 
        ||
| 538 | |||
| 539 | assert(verify_material(pos, strongSide, RookValueMg, 2));  | 
        ||
| 540 | assert(verify_material(pos, weakSide, RookValueMg, 1));  | 
        ||
| 541 | |||
| 542 | Square wpsq1 = pos.squares<PAWN>(strongSide)[0];  | 
        ||
| 543 | Square wpsq2 = pos.squares<PAWN>(strongSide)[1];  | 
        ||
| 544 | Square bksq = pos.square<KING>(weakSide);  | 
        ||
| 545 | |||
| 546 |   // Does the stronger side have a passed pawn? | 
        ||
| 547 | if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2))  | 
        ||
| 548 | return SCALE_FACTOR_NONE;  | 
        ||
| 549 | |||
| 550 | Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2));  | 
        ||
| 551 | |||
| 552 | if ( distance<File>(bksq, wpsq1) <= 1  | 
        ||
| 553 | && distance<File>(bksq, wpsq2) <= 1  | 
        ||
| 554 | && relative_rank(strongSide, bksq) > r)  | 
        ||
| 555 |   { | 
        ||
| 556 | assert(r > RANK_1 && r < RANK_7);  | 
        ||
| 557 | return ScaleFactor(KRPPKRPScaleFactors[r]);  | 
        ||
| 558 |   } | 
        ||
| 559 | return SCALE_FACTOR_NONE;  | 
        ||
| 560 | } | 
        ||
| 561 | |||
| 562 | |||
| 563 | /// K and two or more pawns vs K. There is just a single rule here: If all pawns | 
        ||
| 564 | /// are on the same rook file and are blocked by the defending king, it's a draw. | 
        ||
| 565 | template<>  | 
        ||
| 566 | ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {  | 
        ||
| 567 | |||
| 568 | assert(pos.non_pawn_material(strongSide) == VALUE_ZERO);  | 
        ||
| 569 | assert(pos.count<PAWN>(strongSide) >= 2);  | 
        ||
| 570 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0));  | 
        ||
| 571 | |||
| 572 | Square ksq = pos.square<KING>(weakSide);  | 
        ||
| 573 | Bitboard pawns = pos.pieces(strongSide, PAWN);  | 
        ||
| 574 | |||
| 575 |   // If all pawns are ahead of the king, on a single rook file and | 
        ||
| 576 |   // the king is within one file of the pawns, it's a draw. | 
        ||
| 169 | pmbaty | 577 | if ( !(pawns & ~forward_ranks_bb(weakSide, ksq))  | 
        
| 96 | pmbaty | 578 | && !((pawns & ~FileABB) && (pawns & ~FileHBB))  | 
        
| 579 | && distance<File>(ksq, lsb(pawns)) <= 1)  | 
        ||
| 580 | return SCALE_FACTOR_DRAW;  | 
        ||
| 581 | |||
| 582 | return SCALE_FACTOR_NONE;  | 
        ||
| 583 | } | 
        ||
| 584 | |||
| 585 | |||
| 586 | /// KBP vs KB. There are two rules: if the defending king is somewhere along the | 
        ||
| 587 | /// path of the pawn, and the square of the king is not of the same color as the | 
        ||
| 588 | /// stronger side's bishop, it's a draw. If the two bishops have opposite color, | 
        ||
| 589 | /// it's almost always a draw. | 
        ||
| 590 | template<>  | 
        ||
| 591 | ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {  | 
        ||
| 592 | |||
| 593 | assert(verify_material(pos, strongSide, BishopValueMg, 1));  | 
        ||
| 594 | assert(verify_material(pos, weakSide, BishopValueMg, 0));  | 
        ||
| 595 | |||
| 596 | Square pawnSq = pos.square<PAWN>(strongSide);  | 
        ||
| 597 | Square strongBishopSq = pos.square<BISHOP>(strongSide);  | 
        ||
| 598 | Square weakBishopSq = pos.square<BISHOP>(weakSide);  | 
        ||
| 599 | Square weakKingSq = pos.square<KING>(weakSide);  | 
        ||
| 600 | |||
| 601 |   // Case 1: Defending king blocks the pawn, and cannot be driven away | 
        ||
| 602 | if ( file_of(weakKingSq) == file_of(pawnSq)  | 
        ||
| 603 | && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)  | 
        ||
| 604 | && ( opposite_colors(weakKingSq, strongBishopSq)  | 
        ||
| 605 | || relative_rank(strongSide, weakKingSq) <= RANK_6))  | 
        ||
| 606 | return SCALE_FACTOR_DRAW;  | 
        ||
| 607 | |||
| 608 |   // Case 2: Opposite colored bishops | 
        ||
| 609 | if (opposite_colors(strongBishopSq, weakBishopSq))  | 
        ||
| 185 | pmbaty | 610 | return SCALE_FACTOR_DRAW;  | 
        
| 96 | pmbaty | 611 | |
| 612 | return SCALE_FACTOR_NONE;  | 
        ||
| 613 | } | 
        ||
| 614 | |||
| 615 | |||
| 616 | /// KBPP vs KB. It detects a few basic draws with opposite-colored bishops | 
        ||
| 617 | template<>  | 
        ||
| 618 | ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {  | 
        ||
| 619 | |||
| 620 | assert(verify_material(pos, strongSide, BishopValueMg, 2));  | 
        ||
| 621 | assert(verify_material(pos, weakSide, BishopValueMg, 0));  | 
        ||
| 622 | |||
| 623 | Square wbsq = pos.square<BISHOP>(strongSide);  | 
        ||
| 624 | Square bbsq = pos.square<BISHOP>(weakSide);  | 
        ||
| 625 | |||
| 626 | if (!opposite_colors(wbsq, bbsq))  | 
        ||
| 627 | return SCALE_FACTOR_NONE;  | 
        ||
| 628 | |||
| 629 | Square ksq = pos.square<KING>(weakSide);  | 
        ||
| 630 | Square psq1 = pos.squares<PAWN>(strongSide)[0];  | 
        ||
| 631 | Square psq2 = pos.squares<PAWN>(strongSide)[1];  | 
        ||
| 632 | Rank r1 = rank_of(psq1);  | 
        ||
| 633 | Rank r2 = rank_of(psq2);  | 
        ||
| 634 |   Square blockSq1, blockSq2; | 
        ||
| 635 | |||
| 636 | if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2))  | 
        ||
| 637 |   { | 
        ||
| 638 | blockSq1 = psq1 + pawn_push(strongSide);  | 
        ||
| 639 | blockSq2 = make_square(file_of(psq2), rank_of(psq1));  | 
        ||
| 640 |   } | 
        ||
| 641 |   else | 
        ||
| 642 |   { | 
        ||
| 643 | blockSq1 = psq2 + pawn_push(strongSide);  | 
        ||
| 644 | blockSq2 = make_square(file_of(psq1), rank_of(psq2));  | 
        ||
| 645 |   } | 
        ||
| 646 | |||
| 647 | switch (distance<File>(psq1, psq2))  | 
        ||
| 648 |   { | 
        ||
| 649 | case 0:  | 
        ||
| 650 |     // Both pawns are on the same file. It's an easy draw if the defender firmly | 
        ||
| 651 |     // controls some square in the frontmost pawn's path. | 
        ||
| 652 | if ( file_of(ksq) == file_of(blockSq1)  | 
        ||
| 653 | && relative_rank(strongSide, ksq) >= relative_rank(strongSide, blockSq1)  | 
        ||
| 654 | && opposite_colors(ksq, wbsq))  | 
        ||
| 655 | return SCALE_FACTOR_DRAW;  | 
        ||
| 656 |     else | 
        ||
| 657 | return SCALE_FACTOR_NONE;  | 
        ||
| 658 | |||
| 659 | case 1:  | 
        ||
| 660 |     // Pawns on adjacent files. It's a draw if the defender firmly controls the | 
        ||
| 661 |     // square in front of the frontmost pawn's path, and the square diagonally | 
        ||
| 662 |     // behind this square on the file of the other pawn. | 
        ||
| 663 | if ( ksq == blockSq1  | 
        ||
| 664 | && opposite_colors(ksq, wbsq)  | 
        ||
| 665 | && ( bbsq == blockSq2  | 
        ||
| 666 | || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakSide, BISHOP))  | 
        ||
| 667 | || distance(r1, r2) >= 2))  | 
        ||
| 668 | return SCALE_FACTOR_DRAW;  | 
        ||
| 669 | |||
| 670 | else if ( ksq == blockSq2  | 
        ||
| 671 | && opposite_colors(ksq, wbsq)  | 
        ||
| 672 | && ( bbsq == blockSq1  | 
        ||
| 673 | || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakSide, BISHOP))))  | 
        ||
| 674 | return SCALE_FACTOR_DRAW;  | 
        ||
| 675 |     else | 
        ||
| 676 | return SCALE_FACTOR_NONE;  | 
        ||
| 677 | |||
| 678 | default:  | 
        ||
| 679 |     // The pawns are not on the same file or adjacent files. No scaling. | 
        ||
| 680 | return SCALE_FACTOR_NONE;  | 
        ||
| 681 |   } | 
        ||
| 682 | } | 
        ||
| 683 | |||
| 684 | |||
| 685 | /// KBP vs KN. There is a single rule: If the defending king is somewhere along | 
        ||
| 686 | /// the path of the pawn, and the square of the king is not of the same color as | 
        ||
| 687 | /// the stronger side's bishop, it's a draw. | 
        ||
| 688 | template<>  | 
        ||
| 689 | ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {  | 
        ||
| 690 | |||
| 691 | assert(verify_material(pos, strongSide, BishopValueMg, 1));  | 
        ||
| 692 | assert(verify_material(pos, weakSide, KnightValueMg, 0));  | 
        ||
| 693 | |||
| 694 | Square pawnSq = pos.square<PAWN>(strongSide);  | 
        ||
| 695 | Square strongBishopSq = pos.square<BISHOP>(strongSide);  | 
        ||
| 696 | Square weakKingSq = pos.square<KING>(weakSide);  | 
        ||
| 697 | |||
| 698 | if ( file_of(weakKingSq) == file_of(pawnSq)  | 
        ||
| 699 | && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)  | 
        ||
| 700 | && ( opposite_colors(weakKingSq, strongBishopSq)  | 
        ||
| 701 | || relative_rank(strongSide, weakKingSq) <= RANK_6))  | 
        ||
| 702 | return SCALE_FACTOR_DRAW;  | 
        ||
| 703 | |||
| 704 | return SCALE_FACTOR_NONE;  | 
        ||
| 705 | } | 
        ||
| 706 | |||
| 707 | |||
| 708 | /// KNP vs K. There is a single rule: if the pawn is a rook pawn on the 7th rank | 
        ||
| 709 | /// and the defending king prevents the pawn from advancing, the position is drawn. | 
        ||
| 710 | template<>  | 
        ||
| 711 | ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {  | 
        ||
| 712 | |||
| 713 | assert(verify_material(pos, strongSide, KnightValueMg, 1));  | 
        ||
| 714 | assert(verify_material(pos, weakSide, VALUE_ZERO, 0));  | 
        ||
| 715 | |||
| 716 |   // Assume strongSide is white and the pawn is on files A-D | 
        ||
| 717 | Square pawnSq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));  | 
        ||
| 718 | Square weakKingSq = normalize(pos, strongSide, pos.square<KING>(weakSide));  | 
        ||
| 719 | |||
| 720 | if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1)  | 
        ||
| 721 | return SCALE_FACTOR_DRAW;  | 
        ||
| 722 | |||
| 723 | return SCALE_FACTOR_NONE;  | 
        ||
| 724 | } | 
        ||
| 725 | |||
| 726 | |||
| 727 | /// KNP vs KB. If knight can block bishop from taking pawn, it's a win. | 
        ||
| 728 | /// Otherwise the position is drawn. | 
        ||
| 729 | template<>  | 
        ||
| 730 | ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {  | 
        ||
| 731 | |||
| 732 | Square pawnSq = pos.square<PAWN>(strongSide);  | 
        ||
| 733 | Square bishopSq = pos.square<BISHOP>(weakSide);  | 
        ||
| 734 | Square weakKingSq = pos.square<KING>(weakSide);  | 
        ||
| 735 | |||
| 736 |   // King needs to get close to promoting pawn to prevent knight from blocking. | 
        ||
| 737 |   // Rules for this are very tricky, so just approximate. | 
        ||
| 169 | pmbaty | 738 | if (forward_file_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))  | 
        
| 96 | pmbaty | 739 | return ScaleFactor(distance(weakKingSq, pawnSq));  | 
        
| 740 | |||
| 741 | return SCALE_FACTOR_NONE;  | 
        ||
| 742 | } | 
        ||
| 743 | |||
| 744 | |||
| 745 | /// KP vs KP. This is done by removing the weakest side's pawn and probing the | 
        ||
| 746 | /// KP vs K bitbase: If the weakest side has a draw without the pawn, it probably | 
        ||
| 747 | /// has at least a draw with the pawn as well. The exception is when the stronger | 
        ||
| 748 | /// side's pawn is far advanced and not on a rook file; in this case it is often | 
        ||
| 749 | /// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). | 
        ||
| 750 | template<>  | 
        ||
| 751 | ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {  | 
        ||
| 752 | |||
| 753 | assert(verify_material(pos, strongSide, VALUE_ZERO, 1));  | 
        ||
| 754 | assert(verify_material(pos, weakSide, VALUE_ZERO, 1));  | 
        ||
| 755 | |||
| 756 |   // Assume strongSide is white and the pawn is on files A-D | 
        ||
| 757 | Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));  | 
        ||
| 758 | Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));  | 
        ||
| 759 | Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));  | 
        ||
| 760 | |||
| 761 | Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;  | 
        ||
| 762 | |||
| 763 |   // If the pawn has advanced to the fifth rank or further, and is not a | 
        ||
| 764 |   // rook pawn, it's too dangerous to assume that it's at least a draw. | 
        ||
| 765 | if (rank_of(psq) >= RANK_5 && file_of(psq) != FILE_A)  | 
        ||
| 766 | return SCALE_FACTOR_NONE;  | 
        ||
| 767 | |||
| 768 |   // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw, | 
        ||
| 769 |   // it's probably at least a draw even with the pawn. | 
        ||
| 770 | return Bitbases::probe(wksq, psq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;  | 
        ||
| 771 | } |