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https://github.com/HChaZZY/Stockfish.git
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Even more spelling fixes
No functional change.
This commit is contained in:
committed by
Marco Costalba
parent
190aea4cdc
commit
431c3ac485
@@ -80,10 +80,10 @@ namespace {
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return sq;
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}
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// Get the material key of a Position out of the given endgame key code
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// like "KBPKN". The trick here is to first forge an ad-hoc fen string
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// and then let a Position object to do the work for us. Note that the
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// fen string could correspond to an illegal position.
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// Get the material key of Position out of the given endgame key code
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// like "KBPKN". The trick here is to first forge an ad-hoc FEN string
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// and then let a Position object do the work for us. Note that the
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// FEN string could correspond to an illegal position.
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Key key(const string& code, Color c) {
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assert(code.length() > 0 && code.length() < 8);
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@@ -187,8 +187,8 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
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Square loserKSq = pos.king_square(weakSide);
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Square bishopSq = pos.list<BISHOP>(strongSide)[0];
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// kbnk_mate_table() tries to drive toward corners A1 or H8, if we have a
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// bishop that cannot reach the above squares we flip the kings in order
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// kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a
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// bishop that cannot reach the above squares, we flip the kings in order
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// to drive the enemy toward corners A8 or H1.
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if (opposite_colors(bishopSq, SQ_A1))
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{
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@@ -286,7 +286,7 @@ Value Endgame<KRKB>::operator()(const Position& pos) const {
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}
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/// KR vs KN. The attacking side has slightly better winning chances than
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/// KR vs KN. The attacking side has slightly better winning chances than
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/// in KR vs KB, particularly if the king and the knight are far apart.
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template<>
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Value Endgame<KRKN>::operator()(const Position& pos) const {
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@@ -328,9 +328,8 @@ Value Endgame<KQKP>::operator()(const Position& pos) const {
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/// KQ vs KR. This is almost identical to KX vs K: We give the attacking
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/// king a bonus for having the kings close together, and for forcing the
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/// defending king towards the edge. If we also take care to avoid null move
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/// for the defending side in the search, this is usually sufficient to be
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/// able to win KQ vs KR.
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/// defending king towards the edge. If we also take care to avoid null move for
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/// the defending side in the search, this is usually sufficient to win KQ vs KR.
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template<>
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Value Endgame<KQKR>::operator()(const Position& pos) const {
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@@ -349,7 +348,7 @@ Value Endgame<KQKR>::operator()(const Position& pos) const {
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}
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/// KBB vs KN. This is almost always a win. We try to push enemy king to a corner
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/// KBB vs KN. This is almost always a win. We try to push the enemy king to a corner
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/// and away from his knight. For a reference of this difficult endgame see:
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/// en.wikipedia.org/wiki/Chess_endgame#Effect_of_tablebases_on_endgame_theory
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@@ -377,7 +376,7 @@ template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE
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template<> Value Endgame<KmmKm>::operator()(const Position&) const { return VALUE_DRAW; }
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/// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and
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/// KB and one or more pawns vs K. It checks for draws with rook pawns and
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/// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
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/// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
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/// will be used.
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@@ -419,7 +418,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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Square weakKingSq = pos.king_square(weakSide);
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Square bishopSq = pos.list<BISHOP>(strongSide)[0];
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// There's potential for a draw if our pawn is blocked on the 7th rank
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// There's potential for a draw if our pawn is blocked on the 7th rank,
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// the bishop cannot attack it or they only have one pawn left
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if ( relative_rank(strongSide, weakPawnSq) == RANK_7
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&& (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide)))
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@@ -445,8 +444,8 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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}
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/// K and queen vs K, rook and one or more pawns. It tests for fortress draws with
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/// a rook on the third rank defended by a pawn.
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/// KQ vs KR and one or more pawns. It tests for fortress draws with a rook on
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/// the third rank defended by a pawn.
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template<>
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ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
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@@ -469,9 +468,9 @@ ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
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}
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/// K, rook and one pawn vs K and a rook. This function knows a handful of the
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/// most important classes of drawn positions, but is far from perfect. It would
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/// probably be a good idea to add more knowledge in the future.
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/// KRP vs KR. This function knows a handful of the most important classes of
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/// drawn positions, but is far from perfect. It would probably be a good idea
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/// to add more knowledge in the future.
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///
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/// It would also be nice to rewrite the actual code for this function,
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/// which is mostly copied from Glaurung 1.x, and isn't very pretty.
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@@ -556,7 +555,7 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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- 8 * square_distance(wpsq, queeningSq)
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- 2 * square_distance(wksq, queeningSq));
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// If the pawn is not far advanced, and the defending king is somewhere in
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// If the pawn is not far advanced and the defending king is somewhere in
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// the pawn's path, it's probably a draw.
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if (r <= RANK_4 && bksq > wpsq)
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{
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@@ -613,9 +612,8 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
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return SCALE_FACTOR_NONE;
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}
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/// K, rook and two pawns vs K, rook and one pawn. There is only a single
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/// pattern: If the stronger side has no passed pawns and the defending king
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/// is actively placed, the position is drawish.
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/// KRPP vs KRP. There is just a single rule: if the stronger side has no passed
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/// pawns and the defending king is actively placed, the position is drawish.
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template<>
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ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
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@@ -662,8 +660,8 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
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Bitboard pawns = pos.pieces(strongSide, PAWN);
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Square psq = pos.list<PAWN>(strongSide)[0];
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// If all pawns are ahead of the king, all pawns are on a single
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// rook file and the king is within one file of the pawns then draw.
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// If all pawns are ahead of the king, on a single rook file and
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// the king is within one file of the pawns, it's a draw.
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if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq)))
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&& !((pawns & ~FileABB) && (pawns & ~FileHBB))
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&& file_distance(ksq, psq) <= 1)
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@@ -673,10 +671,10 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
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}
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/// K, bishop and a pawn vs K and a bishop. There are two rules: If the defending
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/// king is somewhere along the path of the pawn, and the square of the king is
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/// not of the same color as the stronger side's bishop, it's a draw. If the two
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/// bishops have opposite color, it's almost always a draw.
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/// KBP vs KB. There are two rules: if the defending king is somewhere along the
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/// path of the pawn, and the square of the king is not of the same color as the
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/// stronger side's bishop, it's a draw. If the two bishops have opposite color,
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/// it's almost always a draw.
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template<>
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ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
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@@ -726,8 +724,7 @@ ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
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}
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/// K, bishop and two pawns vs K and bishop. It detects a few basic draws with
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/// opposite-colored bishops.
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/// KBPP vs KB. It detects a few basic draws with opposite-colored bishops
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template<>
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ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
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@@ -796,9 +793,9 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
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}
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/// K, bisop and a pawn vs K and knight. There is a single rule: If the defending
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/// king is somewhere along the path of the pawn, and the square of the king is
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/// not of the same color as the stronger side's bishop, it's a draw.
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/// KBP vs KN. There is a single rule: If the defending king is somewhere along
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/// the path of the pawn, and the square of the king is not of the same color as
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/// the stronger side's bishop, it's a draw.
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template<>
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ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
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@@ -819,9 +816,8 @@ ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
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}
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/// K, knight and a pawn vs K. There is a single rule: If the pawn is a rook pawn
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/// on the 7th rank and the defending king prevents the pawn from advancing, the
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/// position is drawn.
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/// KNP vs K. There is a single rule: if the pawn is a rook pawn on the 7th rank
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/// and the defending king prevents the pawn from advancing the position is drawn.
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template<>
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ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
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@@ -839,8 +835,8 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
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}
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/// K, knight and a pawn vs K and bishop. If knight can block bishop from taking
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/// pawn, it's a win. Otherwise, drawn.
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/// KNP vs KB. If knight can block bishop from taking pawn, it's a win.
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/// Otherwise the position is drawn.
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template<>
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ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
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@@ -857,11 +853,11 @@ ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
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}
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/// K and a pawn vs K and a pawn. This is done by removing the weakest side's
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/// pawn and probing the KP vs K bitbase: If the weakest side has a draw without
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/// the pawn, she probably has at least a draw with the pawn as well. The exception
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/// is when the stronger side's pawn is far advanced and not on a rook file; in
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/// this case it is often possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
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/// KP vs KP. This is done by removing the weakest side's pawn and probing the
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/// KP vs K bitbase: If the weakest side has a draw without the pawn, it probably
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/// has at least a draw with the pawn as well. The exception is when the stronger
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/// side's pawn is far advanced and not on a rook file; in this case it is often
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/// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
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template<>
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ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
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