Even more spelling fixes

No functional change.
This commit is contained in:
Arjun Temurnikar
2013-12-05 07:18:12 +01:00
committed by Marco Costalba
parent 190aea4cdc
commit 431c3ac485
18 changed files with 109 additions and 113 deletions

View File

@@ -80,10 +80,10 @@ namespace {
return sq;
}
// Get the material key of a Position out of the given endgame key code
// like "KBPKN". The trick here is to first forge an ad-hoc fen string
// and then let a Position object to do the work for us. Note that the
// fen string could correspond to an illegal position.
// Get the material key of Position out of the given endgame key code
// like "KBPKN". The trick here is to first forge an ad-hoc FEN string
// and then let a Position object do the work for us. Note that the
// FEN string could correspond to an illegal position.
Key key(const string& code, Color c) {
assert(code.length() > 0 && code.length() < 8);
@@ -187,8 +187,8 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
Square loserKSq = pos.king_square(weakSide);
Square bishopSq = pos.list<BISHOP>(strongSide)[0];
// 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
// 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))
{
@@ -286,7 +286,7 @@ Value Endgame<KRKB>::operator()(const Position& pos) const {
}
/// KR vs KN. The attacking side has slightly better winning chances than
/// 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 {
@@ -328,9 +328,8 @@ Value Endgame<KQKP>::operator()(const Position& pos) const {
/// 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 be
/// able to win KQ vs KR.
/// 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 {
@@ -349,7 +348,7 @@ Value Endgame<KQKR>::operator()(const Position& pos) const {
}
/// KBB vs KN. This is almost always a win. We try to push enemy king to a corner
/// KBB vs KN. This is almost always a win. We try to push the enemy king to a corner
/// and away from his knight. For a reference of this difficult endgame see:
/// en.wikipedia.org/wiki/Chess_endgame#Effect_of_tablebases_on_endgame_theory
@@ -377,7 +376,7 @@ template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE
template<> Value Endgame<KmmKm>::operator()(const Position&) const { return VALUE_DRAW; }
/// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and
/// 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.
@@ -419,7 +418,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
Square weakKingSq = pos.king_square(weakSide);
Square bishopSq = pos.list<BISHOP>(strongSide)[0];
// There's potential for a draw if our pawn is blocked on the 7th rank
// 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)))
@@ -445,8 +444,8 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
}
/// K and queen vs K, rook and one or more pawns. It tests for fortress draws with
/// a rook on the third rank defended by a pawn.
/// 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 {
@@ -469,9 +468,9 @@ ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
}
/// K, rook and one pawn vs K and a rook. 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.
/// 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.
@@ -556,7 +555,7 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
- 8 * square_distance(wpsq, queeningSq)
- 2 * square_distance(wksq, queeningSq));
// If the pawn is not far advanced, and the defending king is somewhere in
// 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)
{
@@ -613,9 +612,8 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
return SCALE_FACTOR_NONE;
}
/// K, rook and two pawns vs K, rook and one pawn. There is only a single
/// pattern: If the stronger side has no passed pawns and the defending king
/// is actively placed, the position is drawish.
/// 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 {
@@ -662,8 +660,8 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
Bitboard pawns = pos.pieces(strongSide, PAWN);
Square psq = pos.list<PAWN>(strongSide)[0];
// If all pawns are ahead of the king, all pawns are on a single
// rook file and the king is within one file of the pawns then draw.
// 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 & ~in_front_bb(weakSide, rank_of(ksq)))
&& !((pawns & ~FileABB) && (pawns & ~FileHBB))
&& file_distance(ksq, psq) <= 1)
@@ -673,10 +671,10 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
}
/// K, bishop and a pawn vs K and a bishop. 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.
/// 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 {
@@ -726,8 +724,7 @@ ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
}
/// K, bishop and two pawns vs K and bishop. It detects a few basic draws with
/// opposite-colored bishops.
/// KBPP vs KB. It detects a few basic draws with opposite-colored bishops
template<>
ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
@@ -796,9 +793,9 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
}
/// K, bisop and a pawn vs K and knight. 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.
/// 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 {
@@ -819,9 +816,8 @@ ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
}
/// K, knight and a pawn 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.
/// 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 {
@@ -839,8 +835,8 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
}
/// K, knight and a pawn vs K and bishop. If knight can block bishop from taking
/// pawn, it's a win. Otherwise, drawn.
/// 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 {
@@ -857,11 +853,11 @@ ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
}
/// K and a pawn vs K and a pawn. 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, she 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).
/// 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 {