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Scale down endgames with pawns on one or two adjacent files
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@@ -197,6 +197,7 @@ namespace {
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// scores, indexed by a calculated integer number.
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// scores, indexed by a calculated integer number.
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Score KingDanger[128];
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Score KingDanger[128];
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const int ScalePawnSpan[2] = { 38, 56 };
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// apply_weight() weighs score 'v' by weight 'w' trying to prevent overflow
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// apply_weight() weighs score 'v' by weight 'w' trying to prevent overflow
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Score apply_weight(Score v, const Weight& w) {
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Score apply_weight(Score v, const Weight& w) {
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@@ -726,29 +727,33 @@ namespace {
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}
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}
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// Scale winning side if position is more drawish than it appears
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// Scale winning side if position is more drawish than it appears
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ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
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Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
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: ei.mi->scale_factor(pos, BLACK);
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ScaleFactor sf = ei.mi->scale_factor(pos, strongSide);
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// If we don't already have an unusual scale factor, check for opposite
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// If we don't already have an unusual scale factor, check for certain
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// colored bishop endgames, and use a lower scale for those.
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// types of endgames, and use a lower scale for those.
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if ( ei.mi->game_phase() < PHASE_MIDGAME
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if ( ei.mi->game_phase() < PHASE_MIDGAME
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&& pos.opposite_bishops()
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&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
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&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
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{
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{
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// Ignoring any pawns, do both sides only have a single bishop and no
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if (pos.opposite_bishops()) {
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// other pieces?
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// Ignoring any pawns, do both sides only have a single bishop and no
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if ( pos.non_pawn_material(WHITE) == BishopValueMg
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// other pieces?
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&& pos.non_pawn_material(BLACK) == BishopValueMg)
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if ( pos.non_pawn_material(WHITE) == BishopValueMg
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{
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&& pos.non_pawn_material(BLACK) == BishopValueMg)
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// Check for KBP vs KB with only a single pawn that is almost
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{
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// certainly a draw or at least two pawns.
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// Check for KBP vs KB with only a single pawn that is almost
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bool one_pawn = (pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK) == 1);
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// certainly a draw or at least two pawns.
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sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
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bool one_pawn = (pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK) == 1);
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sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
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}
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else
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// Endgame with opposite-colored bishops, but also other pieces. Still
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// a bit drawish, but not as drawish as with only the two bishops.
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sf = ScaleFactor(50 * sf / SCALE_FACTOR_NORMAL);
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} else if ( ei.pi->pawn_span(strongSide) <= 1 &&
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!pos.pawn_passed(~strongSide, pos.king_square(~strongSide))) {
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sf = ScaleFactor(ScalePawnSpan[ei.pi->pawn_span(strongSide)]);
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}
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}
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else
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// Endgame with opposite-colored bishops, but also other pieces. Still
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// a bit drawish, but not as drawish as with only the two bishops.
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sf = ScaleFactor(50 * sf / SCALE_FACTOR_NORMAL);
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}
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}
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// Interpolate between a middlegame and a (scaled by 'sf') endgame score
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// Interpolate between a middlegame and a (scaled by 'sf') endgame score
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@@ -204,13 +204,12 @@ namespace {
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}
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}
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}
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}
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b = e->semiopenFiles[Us] ^ 0xFF;
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e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0;
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// In endgame it's better to have pawns on both wings. So give a bonus according
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// In endgame it's better to have pawns on both wings. So give a bonus according
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// to file distance between left and right outermost pawns.
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// to file distance between left and right outermost pawns.
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if (pos.count<PAWN>(Us) > 1)
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value += PawnsFileSpan * e->pawnSpan[Us];
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{
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b = e->semiopenFiles[Us] ^ 0xFF;
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value += PawnsFileSpan * int(msb(b) - lsb(b));
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}
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return value;
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return value;
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}
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}
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@@ -45,6 +45,10 @@ struct Entry {
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return semiopenFiles[c] & (leftSide ? (1 << f) - 1 : ~((1 << (f + 1)) - 1));
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return semiopenFiles[c] & (leftSide ? (1 << f) - 1 : ~((1 << (f + 1)) - 1));
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}
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}
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int pawn_span(Color c) const {
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return pawnSpan[c];
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}
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int pawns_on_same_color_squares(Color c, Square s) const {
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int pawns_on_same_color_squares(Color c, Square s) const {
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return pawnsOnSquares[c][!!(DarkSquares & s)];
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return pawnsOnSquares[c][!!(DarkSquares & s)];
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}
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}
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@@ -71,6 +75,7 @@ struct Entry {
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int minKPdistance[COLOR_NB];
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int minKPdistance[COLOR_NB];
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int castlingRights[COLOR_NB];
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int castlingRights[COLOR_NB];
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int semiopenFiles[COLOR_NB];
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int semiopenFiles[COLOR_NB];
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int pawnSpan[COLOR_NB];
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int pawnsOnSquares[COLOR_NB][COLOR_NB]; // [color][light/dark squares]
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int pawnsOnSquares[COLOR_NB][COLOR_NB]; // [color][light/dark squares]
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};
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};
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