- /* 
-   Stockfish, a UCI chess playing engine derived from Glaurung 2.1 
-   Copyright (C) 2004-2008 Tord Romstad (Glaurung author) 
-   Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad 
-   Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad 
-   
-   Stockfish is free software: you can redistribute it and/or modify 
-   it under the terms of the GNU General Public License as published by 
-   the Free Software Foundation, either version 3 of the License, or 
-   (at your option) any later version. 
-   
-   Stockfish is distributed in the hope that it will be useful, 
-   but WITHOUT ANY WARRANTY; without even the implied warranty of 
-   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
-   GNU General Public License for more details. 
-   
-   You should have received a copy of the GNU General Public License 
-   along with this program.  If not, see <http://www.gnu.org/licenses/>. 
- */ 
-   
- #include <algorithm> 
- #include <cassert> 
-   
- #include "bitboard.h" 
- #include "endgame.h" 
- #include "movegen.h" 
-   
- using std::string; 
-   
- namespace { 
-   
-   // Table used to drive the king towards the edge of the board 
-   // in KX vs K and KQ vs KR endgames. 
-   constexpr int PushToEdges[SQUARE_NB] = { 
-     100, 90, 80, 70, 70, 80, 90, 100, 
-      90, 70, 60, 50, 50, 60, 70,  90, 
-      80, 60, 40, 30, 30, 40, 60,  80, 
-      70, 50, 30, 20, 20, 30, 50,  70, 
-      70, 50, 30, 20, 20, 30, 50,  70, 
-      80, 60, 40, 30, 30, 40, 60,  80, 
-      90, 70, 60, 50, 50, 60, 70,  90, 
-     100, 90, 80, 70, 70, 80, 90, 100 
-   }; 
-   
-   // Table used to drive the king towards a corner square of the 
-   // right color in KBN vs K endgames. 
-   constexpr int PushToCorners[SQUARE_NB] = { 
-     200, 190, 180, 170, 160, 150, 140, 130, 
-     190, 180, 170, 160, 150, 140, 130, 140, 
-     180, 170, 155, 140, 140, 125, 140, 150, 
-     170, 160, 140, 120, 110, 140, 150, 160, 
-     160, 150, 140, 110, 120, 140, 160, 170, 
-     150, 140, 125, 140, 140, 155, 170, 180, 
-     140, 130, 140, 150, 160, 170, 180, 190, 
-     130, 140, 150, 160, 170, 180, 190, 200 
-   }; 
-   
-   // Tables used to drive a piece towards or away from another piece 
-   constexpr int PushClose[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; 
-   constexpr int PushAway [8] = { 0, 5, 20, 40, 60, 80, 90, 100 }; 
-   
-   // Pawn Rank based scaling factors used in KRPPKRP endgame 
-   constexpr int KRPPKRPScaleFactors[RANK_NB] = { 0, 9, 10, 14, 21, 44, 0, 0 }; 
-   
- #ifndef NDEBUG 
-   bool verify_material(const Position& pos, Color c, Value npm, int pawnsCnt) { 
-     return pos.non_pawn_material(c) == npm && pos.count<PAWN>(c) == pawnsCnt; 
-   } 
- #endif 
-   
-   // Map the square as if strongSide is white and strongSide's only pawn 
-   // is on the left half of the board. 
-   Square normalize(const Position& pos, Color strongSide, Square sq) { 
-   
-     assert(pos.count<PAWN>(strongSide) == 1); 
-   
-     if (file_of(pos.square<PAWN>(strongSide)) >= FILE_E) 
-         sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1 
-   
-     if (strongSide == BLACK) 
-         sq = ~sq; 
-   
-     return sq; 
-   } 
-   
- } // namespace 
-   
-   
- /// Mate with KX vs K. This function is used to evaluate positions with 
- /// king and plenty of material vs a lone king. It simply gives the 
- /// attacking side a bonus for driving the defending king towards the edge 
- /// of the board, and for keeping the distance between the two kings small. 
- template<> 
- Value Endgame<KXK>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); 
-   assert(!pos.checkers()); // Eval is never called when in check 
-   
-   // Stalemate detection with lone king 
-   if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size()) 
-       return VALUE_DRAW; 
-   
-   Square winnerKSq = pos.square<KING>(strongSide); 
-   Square loserKSq = pos.square<KING>(weakSide); 
-   
-   Value result =  pos.non_pawn_material(strongSide) 
-                 + pos.count<PAWN>(strongSide) * PawnValueEg 
-                 + PushToEdges[loserKSq] 
-                 + PushClose[distance(winnerKSq, loserKSq)]; 
-   
-   if (   pos.count<QUEEN>(strongSide) 
-       || pos.count<ROOK>(strongSide) 
-       ||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide)) 
-       || (   (pos.pieces(strongSide, BISHOP) & ~DarkSquares) 
-           && (pos.pieces(strongSide, BISHOP) &  DarkSquares))) 
-       result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1); 
-   
-   return strongSide == pos.side_to_move() ? result : -result; 
- } 
-   
-   
- /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the 
- /// defending king towards a corner square of the right color. 
- template<> 
- Value Endgame<KBNK>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0)); 
-   assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); 
-   
-   Square winnerKSq = pos.square<KING>(strongSide); 
-   Square loserKSq = pos.square<KING>(weakSide); 
-   Square bishopSq = pos.square<BISHOP>(strongSide); 
-   
-   // kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a 
-   // bishop that cannot reach the above squares, we flip the kings in order 
-   // to drive the enemy toward corners A8 or H1. 
-   if (opposite_colors(bishopSq, SQ_A1)) 
-   { 
-       winnerKSq = ~winnerKSq; 
-       loserKSq  = ~loserKSq; 
-   } 
-   
-   Value result =  VALUE_KNOWN_WIN 
-                 + PushClose[distance(winnerKSq, loserKSq)] 
-                 + PushToCorners[loserKSq]; 
-   
-   return strongSide == pos.side_to_move() ? result : -result; 
- } 
-   
-   
- /// KP vs K. This endgame is evaluated with the help of a bitbase. 
- template<> 
- Value Endgame<KPK>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, VALUE_ZERO, 1)); 
-   assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); 
-   
-   // Assume strongSide is white and the pawn is on files A-D 
-   Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); 
-   Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); 
-   Square psq  = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); 
-   
-   Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; 
-   
-   if (!Bitbases::probe(wksq, psq, bksq, us)) 
-       return VALUE_DRAW; 
-   
-   Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(psq)); 
-   
-   return strongSide == pos.side_to_move() ? result : -result; 
- } 
-   
-   
- /// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without 
- /// a bitbase. The function below returns drawish scores when the pawn is 
- /// far advanced with support of the king, while the attacking king is far 
- /// away. 
- template<> 
- Value Endgame<KRKP>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, RookValueMg, 0)); 
-   assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); 
-   
-   Square wksq = relative_square(strongSide, pos.square<KING>(strongSide)); 
-   Square bksq = relative_square(strongSide, pos.square<KING>(weakSide)); 
-   Square rsq  = relative_square(strongSide, pos.square<ROOK>(strongSide)); 
-   Square psq  = relative_square(strongSide, pos.square<PAWN>(weakSide)); 
-   
-   Square queeningSq = make_square(file_of(psq), RANK_1); 
-   Value result; 
-   
-   // If the stronger side's king is in front of the pawn, it's a win 
-   if (forward_file_bb(WHITE, wksq) & psq) 
-       result = RookValueEg - distance(wksq, psq); 
-   
-   // If the weaker side's king is too far from the pawn and the rook, 
-   // it's a win. 
-   else if (   distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide) 
-            && distance(bksq, rsq) >= 3) 
-       result = RookValueEg - distance(wksq, psq); 
-   
-   // If the pawn is far advanced and supported by the defending king, 
-   // the position is drawish 
-   else if (   rank_of(bksq) <= RANK_3 
-            && distance(bksq, psq) == 1 
-            && rank_of(wksq) >= RANK_4 
-            && distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide)) 
-       result = Value(80) - 8 * distance(wksq, psq); 
-   
-   else 
-       result =  Value(200) - 8 * (  distance(wksq, psq + SOUTH) 
-                                   - distance(bksq, psq + SOUTH) 
-                                   - distance(psq, queeningSq)); 
-   
-   return strongSide == pos.side_to_move() ? result : -result; 
- } 
-   
-   
- /// KR vs KB. This is very simple, and always returns drawish scores. The 
- /// score is slightly bigger when the defending king is close to the edge. 
- template<> 
- Value Endgame<KRKB>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, RookValueMg, 0)); 
-   assert(verify_material(pos, weakSide, BishopValueMg, 0)); 
-   
-   Value result = Value(PushToEdges[pos.square<KING>(weakSide)]); 
-   return strongSide == pos.side_to_move() ? result : -result; 
- } 
-   
-   
- /// KR vs KN. The attacking side has slightly better winning chances than 
- /// in KR vs KB, particularly if the king and the knight are far apart. 
- template<> 
- Value Endgame<KRKN>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, RookValueMg, 0)); 
-   assert(verify_material(pos, weakSide, KnightValueMg, 0)); 
-   
-   Square bksq = pos.square<KING>(weakSide); 
-   Square bnsq = pos.square<KNIGHT>(weakSide); 
-   Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]); 
-   return strongSide == pos.side_to_move() ? result : -result; 
- } 
-   
-   
- /// KQ vs KP. In general, this is a win for the stronger side, but there are a 
- /// few important exceptions. A pawn on 7th rank and on the A,C,F or H files 
- /// with a king positioned next to it can be a draw, so in that case, we only 
- /// use the distance between the kings. 
- template<> 
- Value Endgame<KQKP>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, QueenValueMg, 0)); 
-   assert(verify_material(pos, weakSide, VALUE_ZERO, 1)); 
-   
-   Square winnerKSq = pos.square<KING>(strongSide); 
-   Square loserKSq = pos.square<KING>(weakSide); 
-   Square pawnSq = pos.square<PAWN>(weakSide); 
-   
-   Value result = Value(PushClose[distance(winnerKSq, loserKSq)]); 
-   
-   if (   relative_rank(weakSide, pawnSq) != RANK_7 
-       || distance(loserKSq, pawnSq) != 1 
-       || !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq)) 
-       result += QueenValueEg - PawnValueEg; 
-   
-   return strongSide == pos.side_to_move() ? result : -result; 
- } 
-   
-   
- /// KQ vs KR.  This is almost identical to KX vs K:  We give the attacking 
- /// king a bonus for having the kings close together, and for forcing the 
- /// defending king towards the edge. If we also take care to avoid null move for 
- /// the defending side in the search, this is usually sufficient to win KQ vs KR. 
- template<> 
- Value Endgame<KQKR>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, QueenValueMg, 0)); 
-   assert(verify_material(pos, weakSide, RookValueMg, 0)); 
-   
-   Square winnerKSq = pos.square<KING>(strongSide); 
-   Square loserKSq = pos.square<KING>(weakSide); 
-   
-   Value result =  QueenValueEg 
-                 - RookValueEg 
-                 + PushToEdges[loserKSq] 
-                 + PushClose[distance(winnerKSq, loserKSq)]; 
-   
-   return strongSide == pos.side_to_move() ? result : -result; 
- } 
-   
-   
- /// Some cases of trivial draws 
- template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; } 
-   
-   
- /// KB and one or more pawns vs K. It checks for draws with rook pawns and 
- /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW 
- /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling 
- /// will be used. 
- template<> 
- ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const { 
-   
-   assert(pos.non_pawn_material(strongSide) == BishopValueMg); 
-   assert(pos.count<PAWN>(strongSide) >= 1); 
-   
-   // No assertions about the material of weakSide, because we want draws to 
-   // be detected even when the weaker side has some pawns. 
-   
-   Bitboard pawns = pos.pieces(strongSide, PAWN); 
-   File pawnsFile = file_of(lsb(pawns)); 
-   
-   // All pawns are on a single rook file? 
-   if (    (pawnsFile == FILE_A || pawnsFile == FILE_H) 
-       && !(pawns & ~file_bb(pawnsFile))) 
-   { 
-       Square bishopSq = pos.square<BISHOP>(strongSide); 
-       Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8)); 
-       Square kingSq = pos.square<KING>(weakSide); 
-   
-       if (   opposite_colors(queeningSq, bishopSq) 
-           && distance(queeningSq, kingSq) <= 1) 
-           return SCALE_FACTOR_DRAW; 
-   } 
-   
-   // If all the pawns are on the same B or G file, then it's potentially a draw 
-   if (    (pawnsFile == FILE_B || pawnsFile == FILE_G) 
-       && !(pos.pieces(PAWN) & ~file_bb(pawnsFile)) 
-       && pos.non_pawn_material(weakSide) == 0 
-       && pos.count<PAWN>(weakSide) >= 1) 
-   { 
-       // Get weakSide pawn that is closest to the home rank 
-       Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN)); 
-   
-       Square strongKingSq = pos.square<KING>(strongSide); 
-       Square weakKingSq = pos.square<KING>(weakSide); 
-       Square bishopSq = pos.square<BISHOP>(strongSide); 
-   
-       // There's potential for a draw if our pawn is blocked on the 7th rank, 
-       // the bishop cannot attack it or they only have one pawn left 
-       if (   relative_rank(strongSide, weakPawnSq) == RANK_7 
-           && (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide))) 
-           && (opposite_colors(bishopSq, weakPawnSq) || pos.count<PAWN>(strongSide) == 1)) 
-       { 
-           int strongKingDist = distance(weakPawnSq, strongKingSq); 
-           int weakKingDist = distance(weakPawnSq, weakKingSq); 
-   
-           // It's a draw if the weak king is on its back two ranks, within 2 
-           // squares of the blocking pawn and the strong king is not 
-           // closer. (I think this rule only fails in practically 
-           // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w 
-           // and positions where qsearch will immediately correct the 
-           // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w) 
-           if (   relative_rank(strongSide, weakKingSq) >= RANK_7 
-               && weakKingDist <= 2 
-               && weakKingDist <= strongKingDist) 
-               return SCALE_FACTOR_DRAW; 
-       } 
-   } 
-   
-   return SCALE_FACTOR_NONE; 
- } 
-   
-   
- /// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on 
- /// the third rank defended by a pawn. 
- template<> 
- ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, QueenValueMg, 0)); 
-   assert(pos.count<ROOK>(weakSide) == 1); 
-   assert(pos.count<PAWN>(weakSide) >= 1); 
-   
-   Square kingSq = pos.square<KING>(weakSide); 
-   Square rsq = pos.square<ROOK>(weakSide); 
-   
-   if (    relative_rank(weakSide, kingSq) <= RANK_2 
-       &&  relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4 
-       &&  relative_rank(weakSide, rsq) == RANK_3 
-       && (  pos.pieces(weakSide, PAWN) 
-           & pos.attacks_from<KING>(kingSq) 
-           & pos.attacks_from<PAWN>(rsq, strongSide))) 
-           return SCALE_FACTOR_DRAW; 
-   
-   return SCALE_FACTOR_NONE; 
- } 
-   
-   
- /// KRP vs KR. This function knows a handful of the most important classes of 
- /// drawn positions, but is far from perfect. It would probably be a good idea 
- /// to add more knowledge in the future. 
- /// 
- /// It would also be nice to rewrite the actual code for this function, 
- /// which is mostly copied from Glaurung 1.x, and isn't very pretty. 
- template<> 
- ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, RookValueMg, 1)); 
-   assert(verify_material(pos, weakSide,   RookValueMg, 0)); 
-   
-   // Assume strongSide is white and the pawn is on files A-D 
-   Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); 
-   Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); 
-   Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide)); 
-   Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); 
-   Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide)); 
-   
-   File f = file_of(wpsq); 
-   Rank r = rank_of(wpsq); 
-   Square queeningSq = make_square(f, RANK_8); 
-   int tempo = (pos.side_to_move() == strongSide); 
-   
-   // If the pawn is not too far advanced and the defending king defends the 
-   // queening square, use the third-rank defence. 
-   if (   r <= RANK_5 
-       && distance(bksq, queeningSq) <= 1 
-       && wksq <= SQ_H5 
-       && (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6))) 
-       return SCALE_FACTOR_DRAW; 
-   
-   // The defending side saves a draw by checking from behind in case the pawn 
-   // has advanced to the 6th rank with the king behind. 
-   if (   r == RANK_6 
-       && distance(bksq, queeningSq) <= 1 
-       && rank_of(wksq) + tempo <= RANK_6 
-       && (rank_of(brsq) == RANK_1 || (!tempo && distance<File>(brsq, wpsq) >= 3))) 
-       return SCALE_FACTOR_DRAW; 
-   
-   if (   r >= RANK_6 
-       && bksq == queeningSq 
-       && rank_of(brsq) == RANK_1 
-       && (!tempo || distance(wksq, wpsq) >= 2)) 
-       return SCALE_FACTOR_DRAW; 
-   
-   // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7 
-   // and the black rook is behind the pawn. 
-   if (   wpsq == SQ_A7 
-       && wrsq == SQ_A8 
-       && (bksq == SQ_H7 || bksq == SQ_G7) 
-       && file_of(brsq) == FILE_A 
-       && (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5)) 
-       return SCALE_FACTOR_DRAW; 
-   
-   // If the defending king blocks the pawn and the attacking king is too far 
-   // away, it's a draw. 
-   if (   r <= RANK_5 
-       && bksq == wpsq + NORTH 
-       && distance(wksq, wpsq) - tempo >= 2 
-       && distance(wksq, brsq) - tempo >= 2) 
-       return SCALE_FACTOR_DRAW; 
-   
-   // Pawn on the 7th rank supported by the rook from behind usually wins if the 
-   // attacking king is closer to the queening square than the defending king, 
-   // and the defending king cannot gain tempi by threatening the attacking rook. 
-   if (   r == RANK_7 
-       && f != FILE_A 
-       && file_of(wrsq) == f 
-       && wrsq != queeningSq 
-       && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) 
-       && (distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo)) 
-       return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(wksq, queeningSq)); 
-   
-   // Similar to the above, but with the pawn further back 
-   if (   f != FILE_A 
-       && file_of(wrsq) == f 
-       && wrsq < wpsq 
-       && (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo) 
-       && (distance(wksq, wpsq + NORTH) < distance(bksq, wpsq + NORTH) - 2 + tempo) 
-       && (  distance(bksq, wrsq) + tempo >= 3 
-           || (    distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo 
-               && (distance(wksq, wpsq + NORTH) < distance(bksq, wrsq) + tempo)))) 
-       return ScaleFactor(  SCALE_FACTOR_MAX 
-                          - 8 * distance(wpsq, queeningSq) 
-                          - 2 * distance(wksq, queeningSq)); 
-   
-   // If the pawn is not far advanced and the defending king is somewhere in 
-   // the pawn's path, it's probably a draw. 
-   if (r <= RANK_4 && bksq > wpsq) 
-   { 
-       if (file_of(bksq) == file_of(wpsq)) 
-           return ScaleFactor(10); 
-       if (   distance<File>(bksq, wpsq) == 1 
-           && distance(wksq, bksq) > 2) 
-           return ScaleFactor(24 - 2 * distance(wksq, bksq)); 
-   } 
-   return SCALE_FACTOR_NONE; 
- } 
-   
- template<> 
- ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, RookValueMg, 1)); 
-   assert(verify_material(pos, weakSide, BishopValueMg, 0)); 
-   
-   // Test for a rook pawn 
-   if (pos.pieces(PAWN) & (FileABB | FileHBB)) 
-   { 
-       Square ksq = pos.square<KING>(weakSide); 
-       Square bsq = pos.square<BISHOP>(weakSide); 
-       Square psq = pos.square<PAWN>(strongSide); 
-       Rank rk = relative_rank(strongSide, psq); 
-       Direction push = pawn_push(strongSide); 
-   
-       // If the pawn is on the 5th rank and the pawn (currently) is on 
-       // the same color square as the bishop then there is a chance of 
-       // a fortress. Depending on the king position give a moderate 
-       // reduction or a stronger one if the defending king is near the 
-       // corner but not trapped there. 
-       if (rk == RANK_5 && !opposite_colors(bsq, psq)) 
-       { 
-           int d = distance(psq + 3 * push, ksq); 
-   
-           if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push)) 
-               return ScaleFactor(24); 
-           else 
-               return ScaleFactor(48); 
-       } 
-   
-       // When the pawn has moved to the 6th rank we can be fairly sure 
-       // it's drawn if the bishop attacks the square in front of the 
-       // pawn from a reasonable distance and the defending king is near 
-       // the corner 
-       if (   rk == RANK_6 
-           && distance(psq + 2 * push, ksq) <= 1 
-           && (PseudoAttacks[BISHOP][bsq] & (psq + push)) 
-           && distance<File>(bsq, psq) >= 2) 
-           return ScaleFactor(8); 
-   } 
-   
-   return SCALE_FACTOR_NONE; 
- } 
-   
- /// KRPP vs KRP. There is just a single rule: if the stronger side has no passed 
- /// pawns and the defending king is actively placed, the position is drawish. 
- template<> 
- ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, RookValueMg, 2)); 
-   assert(verify_material(pos, weakSide,   RookValueMg, 1)); 
-   
-   Square wpsq1 = pos.squares<PAWN>(strongSide)[0]; 
-   Square wpsq2 = pos.squares<PAWN>(strongSide)[1]; 
-   Square bksq = pos.square<KING>(weakSide); 
-   
-   // Does the stronger side have a passed pawn? 
-   if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2)) 
-       return SCALE_FACTOR_NONE; 
-   
-   Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2)); 
-   
-   if (   distance<File>(bksq, wpsq1) <= 1 
-       && distance<File>(bksq, wpsq2) <= 1 
-       && relative_rank(strongSide, bksq) > r) 
-   { 
-       assert(r > RANK_1 && r < RANK_7); 
-       return ScaleFactor(KRPPKRPScaleFactors[r]); 
-   } 
-   return SCALE_FACTOR_NONE; 
- } 
-   
-   
- /// K and two or more pawns vs K. There is just a single rule here: If all pawns 
- /// are on the same rook file and are blocked by the defending king, it's a draw. 
- template<> 
- ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const { 
-   
-   assert(pos.non_pawn_material(strongSide) == VALUE_ZERO); 
-   assert(pos.count<PAWN>(strongSide) >= 2); 
-   assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); 
-   
-   Square ksq = pos.square<KING>(weakSide); 
-   Bitboard pawns = pos.pieces(strongSide, PAWN); 
-   
-   // If all pawns are ahead of the king, on a single rook file and 
-   // the king is within one file of the pawns, it's a draw. 
-   if (   !(pawns & ~forward_ranks_bb(weakSide, ksq)) 
-       && !((pawns & ~FileABB) && (pawns & ~FileHBB)) 
-       &&  distance<File>(ksq, lsb(pawns)) <= 1) 
-       return SCALE_FACTOR_DRAW; 
-   
-   return SCALE_FACTOR_NONE; 
- } 
-   
-   
- /// KBP vs KB. There are two rules: if the defending king is somewhere along the 
- /// path of the pawn, and the square of the king is not of the same color as the 
- /// stronger side's bishop, it's a draw. If the two bishops have opposite color, 
- /// it's almost always a draw. 
- template<> 
- ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, BishopValueMg, 1)); 
-   assert(verify_material(pos, weakSide,   BishopValueMg, 0)); 
-   
-   Square pawnSq = pos.square<PAWN>(strongSide); 
-   Square strongBishopSq = pos.square<BISHOP>(strongSide); 
-   Square weakBishopSq = pos.square<BISHOP>(weakSide); 
-   Square weakKingSq = pos.square<KING>(weakSide); 
-   
-   // Case 1: Defending king blocks the pawn, and cannot be driven away 
-   if (   file_of(weakKingSq) == file_of(pawnSq) 
-       && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) 
-       && (   opposite_colors(weakKingSq, strongBishopSq) 
-           || relative_rank(strongSide, weakKingSq) <= RANK_6)) 
-       return SCALE_FACTOR_DRAW; 
-   
-   // Case 2: Opposite colored bishops 
-   if (opposite_colors(strongBishopSq, weakBishopSq)) 
-       return SCALE_FACTOR_DRAW; 
-   
-   return SCALE_FACTOR_NONE; 
- } 
-   
-   
- /// KBPP vs KB. It detects a few basic draws with opposite-colored bishops 
- template<> 
- ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, BishopValueMg, 2)); 
-   assert(verify_material(pos, weakSide,   BishopValueMg, 0)); 
-   
-   Square wbsq = pos.square<BISHOP>(strongSide); 
-   Square bbsq = pos.square<BISHOP>(weakSide); 
-   
-   if (!opposite_colors(wbsq, bbsq)) 
-       return SCALE_FACTOR_NONE; 
-   
-   Square ksq = pos.square<KING>(weakSide); 
-   Square psq1 = pos.squares<PAWN>(strongSide)[0]; 
-   Square psq2 = pos.squares<PAWN>(strongSide)[1]; 
-   Rank r1 = rank_of(psq1); 
-   Rank r2 = rank_of(psq2); 
-   Square blockSq1, blockSq2; 
-   
-   if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2)) 
-   { 
-       blockSq1 = psq1 + pawn_push(strongSide); 
-       blockSq2 = make_square(file_of(psq2), rank_of(psq1)); 
-   } 
-   else 
-   { 
-       blockSq1 = psq2 + pawn_push(strongSide); 
-       blockSq2 = make_square(file_of(psq1), rank_of(psq2)); 
-   } 
-   
-   switch (distance<File>(psq1, psq2)) 
-   { 
-   case 0: 
-     // Both pawns are on the same file. It's an easy draw if the defender firmly 
-     // controls some square in the frontmost pawn's path. 
-     if (   file_of(ksq) == file_of(blockSq1) 
-         && relative_rank(strongSide, ksq) >= relative_rank(strongSide, blockSq1) 
-         && opposite_colors(ksq, wbsq)) 
-         return SCALE_FACTOR_DRAW; 
-     else 
-         return SCALE_FACTOR_NONE; 
-   
-   case 1: 
-     // Pawns on adjacent files. It's a draw if the defender firmly controls the 
-     // square in front of the frontmost pawn's path, and the square diagonally 
-     // behind this square on the file of the other pawn. 
-     if (   ksq == blockSq1 
-         && opposite_colors(ksq, wbsq) 
-         && (   bbsq == blockSq2 
-             || (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakSide, BISHOP)) 
-             || distance(r1, r2) >= 2)) 
-         return SCALE_FACTOR_DRAW; 
-   
-     else if (   ksq == blockSq2 
-              && opposite_colors(ksq, wbsq) 
-              && (   bbsq == blockSq1 
-                  || (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakSide, BISHOP)))) 
-         return SCALE_FACTOR_DRAW; 
-     else 
-         return SCALE_FACTOR_NONE; 
-   
-   default: 
-     // The pawns are not on the same file or adjacent files. No scaling. 
-     return SCALE_FACTOR_NONE; 
-   } 
- } 
-   
-   
- /// KBP vs KN. There is a single rule: If the defending king is somewhere along 
- /// the path of the pawn, and the square of the king is not of the same color as 
- /// the stronger side's bishop, it's a draw. 
- template<> 
- ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, BishopValueMg, 1)); 
-   assert(verify_material(pos, weakSide, KnightValueMg, 0)); 
-   
-   Square pawnSq = pos.square<PAWN>(strongSide); 
-   Square strongBishopSq = pos.square<BISHOP>(strongSide); 
-   Square weakKingSq = pos.square<KING>(weakSide); 
-   
-   if (   file_of(weakKingSq) == file_of(pawnSq) 
-       && relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq) 
-       && (   opposite_colors(weakKingSq, strongBishopSq) 
-           || relative_rank(strongSide, weakKingSq) <= RANK_6)) 
-       return SCALE_FACTOR_DRAW; 
-   
-   return SCALE_FACTOR_NONE; 
- } 
-   
-   
- /// KNP vs K. There is a single rule: if the pawn is a rook pawn on the 7th rank 
- /// and the defending king prevents the pawn from advancing, the position is drawn. 
- template<> 
- ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, KnightValueMg, 1)); 
-   assert(verify_material(pos, weakSide, VALUE_ZERO, 0)); 
-   
-   // Assume strongSide is white and the pawn is on files A-D 
-   Square pawnSq     = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); 
-   Square weakKingSq = normalize(pos, strongSide, pos.square<KING>(weakSide)); 
-   
-   if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1) 
-       return SCALE_FACTOR_DRAW; 
-   
-   return SCALE_FACTOR_NONE; 
- } 
-   
-   
- /// KNP vs KB. If knight can block bishop from taking pawn, it's a win. 
- /// Otherwise the position is drawn. 
- template<> 
- ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const { 
-   
-   Square pawnSq = pos.square<PAWN>(strongSide); 
-   Square bishopSq = pos.square<BISHOP>(weakSide); 
-   Square weakKingSq = pos.square<KING>(weakSide); 
-   
-   // King needs to get close to promoting pawn to prevent knight from blocking. 
-   // Rules for this are very tricky, so just approximate. 
-   if (forward_file_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq)) 
-       return ScaleFactor(distance(weakKingSq, pawnSq)); 
-   
-   return SCALE_FACTOR_NONE; 
- } 
-   
-   
- /// KP vs KP. This is done by removing the weakest side's pawn and probing the 
- /// KP vs K bitbase: If the weakest side has a draw without the pawn, it probably 
- /// has at least a draw with the pawn as well. The exception is when the stronger 
- /// side's pawn is far advanced and not on a rook file; in this case it is often 
- /// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). 
- template<> 
- ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const { 
-   
-   assert(verify_material(pos, strongSide, VALUE_ZERO, 1)); 
-   assert(verify_material(pos, weakSide,   VALUE_ZERO, 1)); 
-   
-   // Assume strongSide is white and the pawn is on files A-D 
-   Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide)); 
-   Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide)); 
-   Square psq  = normalize(pos, strongSide, pos.square<PAWN>(strongSide)); 
-   
-   Color us = strongSide == pos.side_to_move() ? WHITE : BLACK; 
-   
-   // If the pawn has advanced to the fifth rank or further, and is not a 
-   // rook pawn, it's too dangerous to assume that it's at least a draw. 
-   if (rank_of(psq) >= RANK_5 && file_of(psq) != FILE_A) 
-       return SCALE_FACTOR_NONE; 
-   
-   // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw, 
-   // it's probably at least a draw even with the pawn. 
-   return Bitbases::probe(wksq, psq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW; 
- } 
-