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Equations for edges and corners.
This is a functional simplification that removes the large arrays in endgames.cpp.
It also fixes a recently introduced bug (960d59d541) in KNBvK,
now using flip_file() instead of ~.
One fen added to bench to increase endgame coverage.
STC
LLR: 2.94 (-2.94,2.94) {-1.50,0.50}
Total: 174724 W: 33325 L: 33404 D: 107995
Ptnml(0-2): 2503, 19607, 43181, 19608, 2463
http://tests.stockfishchess.org/tests/view/5e6448ffe42a5c3b3ca2e287
LTC
LLR: 2.95 (-2.94,2.94) {-1.50,0.50}
Total: 35640 W: 4679 L: 4621 D: 26340
Ptnml(0-2): 189, 2991, 11424, 3005, 211
http://tests.stockfishchess.org/tests/view/5e650b24e42a5c3b3ca2e2d8
closes https://github.com/official-stockfish/Stockfish/pull/2577
Bench: 5527957
This commit is contained in:
committed by
Joost VandeVondele
parent
37e3863927
commit
47be966d30
@@ -28,31 +28,17 @@ using std::string;
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namespace {
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// Table used to drive the king towards the edge of the board
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// Used to drive the king towards the edge of the board
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// in KX vs K and KQ vs KR endgames.
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constexpr int PushToEdges[SQUARE_NB] = {
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100, 90, 80, 70, 70, 80, 90, 100,
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90, 70, 60, 50, 50, 60, 70, 90,
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80, 60, 40, 30, 30, 40, 60, 80,
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70, 50, 30, 20, 20, 30, 50, 70,
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70, 50, 30, 20, 20, 30, 50, 70,
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80, 60, 40, 30, 30, 40, 60, 80,
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90, 70, 60, 50, 50, 60, 70, 90,
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100, 90, 80, 70, 70, 80, 90, 100
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};
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inline int push_to_edge(Square s) {
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int rd = edge_distance(rank_of(s)), fd = edge_distance(file_of(s));
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return 90 - (7 * fd * fd / 2 + 7 * rd * rd / 2);
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}
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// Table used to drive the king towards a corner square of the
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// right color in KBN vs K endgames.
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constexpr int PushToCorners[SQUARE_NB] = {
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6400, 6080, 5760, 5440, 5120, 4800, 4480, 4160,
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6080, 5760, 5440, 5120, 4800, 4480, 4160, 4480,
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5760, 5440, 4960, 4480, 4480, 4000, 4480, 4800,
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5440, 5120, 4480, 3840, 3520, 4480, 4800, 5120,
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5120, 4800, 4480, 3520, 3840, 4480, 5120, 5440,
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4800, 4480, 4000, 4480, 4480, 4960, 5440, 5760,
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4480, 4160, 4480, 4800, 5120, 5440, 5760, 6080,
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4160, 4480, 4800, 5120, 5440, 5760, 6080, 6400
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};
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// Used to drive the king towards A1H8 corners in KBN vs K endgames.
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inline int push_to_corner(Square s) {
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return abs(7 - rank_of(s) - file_of(s));
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}
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// Drive a piece close to or away from another piece
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inline int push_close(Square s1, Square s2) { return 140 - 20 * distance(s1, s2); }
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@@ -126,7 +112,7 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
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Value result = pos.non_pawn_material(strongSide)
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+ pos.count<PAWN>(strongSide) * PawnValueEg
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+ PushToEdges[loserKSq]
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+ push_to_edge(loserKSq)
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+ push_close(winnerKSq, loserKSq);
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if ( pos.count<QUEEN>(strongSide)
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@@ -155,9 +141,9 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
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// If our bishop does not attack A1/H8, we flip the enemy king square
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// to drive to opposite corners (A8/H1).
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Value result = VALUE_KNOWN_WIN
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Value result = (VALUE_KNOWN_WIN + 3520)
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+ push_close(winnerKSq, loserKSq)
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+ PushToCorners[opposite_colors(bishopSq, SQ_A1) ? ~loserKSq : loserKSq];
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+ 420 * push_to_corner(opposite_colors(bishopSq, SQ_A1) ? flip_file(loserKSq) : loserKSq);
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assert(abs(result) < VALUE_TB_WIN_IN_MAX_PLY);
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return strongSide == pos.side_to_move() ? result : -result;
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@@ -240,7 +226,7 @@ Value Endgame<KRKB>::operator()(const Position& pos) const {
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assert(verify_material(pos, strongSide, RookValueMg, 0));
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assert(verify_material(pos, weakSide, BishopValueMg, 0));
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Value result = Value(PushToEdges[pos.square<KING>(weakSide)]);
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Value result = Value(push_to_edge(pos.square<KING>(weakSide)));
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return strongSide == pos.side_to_move() ? result : -result;
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}
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@@ -255,7 +241,7 @@ Value Endgame<KRKN>::operator()(const Position& pos) const {
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Square bksq = pos.square<KING>(weakSide);
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Square bnsq = pos.square<KNIGHT>(weakSide);
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Value result = Value(PushToEdges[bksq] + push_away(bksq, bnsq));
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Value result = Value(push_to_edge(bksq) + push_away(bksq, bnsq));
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return strongSide == pos.side_to_move() ? result : -result;
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}
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@@ -300,7 +286,7 @@ Value Endgame<KQKR>::operator()(const Position& pos) const {
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Value result = QueenValueEg
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- RookValueEg
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+ PushToEdges[loserKSq]
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+ push_to_edge(loserKSq)
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+ push_close(winnerKSq, loserKSq);
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return strongSide == pos.side_to_move() ? result : -result;
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@@ -316,7 +302,7 @@ Value Endgame<KNNKP>::operator()(const Position& pos) const {
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assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
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Value result = PawnValueEg
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+ 2 * PushToEdges[pos.square<KING>(weakSide)]
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+ 2 * push_to_edge(pos.square<KING>(weakSide))
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- 10 * relative_rank(weakSide, pos.square<PAWN>(weakSide));
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return strongSide == pos.side_to_move() ? result : -result;
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