Introduce distance() and unify some API

Original work by Lucas.

No functional change.
This commit is contained in:
Marco Costalba
2014-11-08 14:04:14 +01:00
parent 8631b08d97
commit 6fb0a1bc40
7 changed files with 63 additions and 69 deletions

View File

@@ -162,7 +162,7 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
Value result = pos.non_pawn_material(strongSide)
+ pos.count<PAWN>(strongSide) * PawnValueEg
+ PushToEdges[loserKSq]
+ PushClose[square_distance(winnerKSq, loserKSq)];
+ PushClose[distance(winnerKSq, loserKSq)];
if ( pos.count<QUEEN>(strongSide)
|| pos.count<ROOK>(strongSide)
@@ -196,7 +196,7 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
}
Value result = VALUE_KNOWN_WIN
+ PushClose[square_distance(winnerKSq, loserKSq)]
+ PushClose[distance(winnerKSq, loserKSq)]
+ PushToCorners[loserKSq];
return strongSide == pos.side_to_move() ? result : -result;
@@ -246,26 +246,26 @@ Value Endgame<KRKP>::operator()(const Position& pos) const {
// If the stronger side's king is in front of the pawn, it's a win
if (wksq < psq && file_of(wksq) == file_of(psq))
result = RookValueEg - square_distance(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 ( square_distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide)
&& square_distance(bksq, rsq) >= 3)
result = RookValueEg - square_distance(wksq, psq);
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
&& square_distance(bksq, psq) == 1
&& distance(bksq, psq) == 1
&& rank_of(wksq) >= RANK_4
&& square_distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))
result = Value(80) - 8 * square_distance(wksq, psq);
&& distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))
result = Value(80) - 8 * distance(wksq, psq);
else
result = Value(200) - 8 * ( square_distance(wksq, psq + DELTA_S)
- square_distance(bksq, psq + DELTA_S)
- square_distance(psq, queeningSq));
result = Value(200) - 8 * ( distance(wksq, psq + DELTA_S)
- distance(bksq, psq + DELTA_S)
- distance(psq, queeningSq));
return strongSide == pos.side_to_move() ? result : -result;
}
@@ -294,7 +294,7 @@ Value Endgame<KRKN>::operator()(const Position& pos) const {
Square bksq = pos.king_square(weakSide);
Square bnsq = pos.list<KNIGHT>(weakSide)[0];
Value result = Value(PushToEdges[bksq] + PushAway[square_distance(bksq, bnsq)]);
Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);
return strongSide == pos.side_to_move() ? result : -result;
}
@@ -313,10 +313,10 @@ Value Endgame<KQKP>::operator()(const Position& pos) const {
Square loserKSq = pos.king_square(weakSide);
Square pawnSq = pos.list<PAWN>(weakSide)[0];
Value result = Value(PushClose[square_distance(winnerKSq, loserKSq)]);
Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);
if ( relative_rank(weakSide, pawnSq) != RANK_7
|| square_distance(loserKSq, pawnSq) != 1
|| distance(loserKSq, pawnSq) != 1
|| !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq))
result += QueenValueEg - PawnValueEg;
@@ -340,7 +340,7 @@ Value Endgame<KQKR>::operator()(const Position& pos) const {
Value result = QueenValueEg
- RookValueEg
+ PushToEdges[loserKSq]
+ PushClose[square_distance(winnerKSq, loserKSq)];
+ PushClose[distance(winnerKSq, loserKSq)];
return strongSide == pos.side_to_move() ? result : -result;
}
@@ -375,7 +375,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
Square kingSq = pos.king_square(weakSide);
if ( opposite_colors(queeningSq, bishopSq)
&& square_distance(queeningSq, kingSq) <= 1)
&& distance(queeningSq, kingSq) <= 1)
return SCALE_FACTOR_DRAW;
}
@@ -398,8 +398,8 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
&& (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide)))
&& (opposite_colors(bishopSq, weakPawnSq) || pos.count<PAWN>(strongSide) == 1))
{
int strongKingDist = square_distance(weakPawnSq, strongKingSq);
int weakKingDist = square_distance(weakPawnSq, weakKingSq);
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
@@ -469,7 +469,7 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
// 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
&& square_distance(bksq, queeningSq) <= 1
&& distance(bksq, queeningSq) <= 1
&& wksq <= SQ_H5
&& (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6)))
return SCALE_FACTOR_DRAW;
@@ -477,15 +477,15 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
// 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
&& square_distance(bksq, queeningSq) <= 1
&& distance(bksq, queeningSq) <= 1
&& rank_of(wksq) + tempo <= RANK_6
&& (rank_of(brsq) == RANK_1 || (!tempo && dist(file_of(brsq), f) >= 3)))
&& (rank_of(brsq) == RANK_1 || (!tempo && distance(file_of(brsq), f) >= 3)))
return SCALE_FACTOR_DRAW;
if ( r >= RANK_6
&& bksq == queeningSq
&& rank_of(brsq) == RANK_1
&& (!tempo || square_distance(wksq, wpsq) >= 2))
&& (!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
@@ -501,8 +501,8 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
// away, it's a draw.
if ( r <= RANK_5
&& bksq == wpsq + DELTA_N
&& square_distance(wksq, wpsq) - tempo >= 2
&& square_distance(wksq, brsq) - tempo >= 2)
&& 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
@@ -512,22 +512,22 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
&& f != FILE_A
&& file_of(wrsq) == f
&& wrsq != queeningSq
&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
&& (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo))
return ScaleFactor(SCALE_FACTOR_MAX - 2 * square_distance(wksq, 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
&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
&& (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wpsq + DELTA_N) - 2 + tempo)
&& ( square_distance(bksq, wrsq) + tempo >= 3
|| ( square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo
&& (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wrsq) + tempo))))
&& (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)
&& (distance(wksq, wpsq + DELTA_N) < distance(bksq, wpsq + DELTA_N) - 2 + tempo)
&& ( distance(bksq, wrsq) + tempo >= 3
|| ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo
&& (distance(wksq, wpsq + DELTA_N) < distance(bksq, wrsq) + tempo))))
return ScaleFactor( SCALE_FACTOR_MAX
- 8 * square_distance(wpsq, queeningSq)
- 2 * square_distance(wksq, queeningSq));
- 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.
@@ -535,9 +535,9 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
{
if (file_of(bksq) == file_of(wpsq))
return ScaleFactor(10);
if ( dist(file_of(bksq), file_of(wpsq)) == 1
&& square_distance(wksq, bksq) > 2)
return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
if ( distance<File>(bksq, wpsq) == 1
&& distance(wksq, bksq) > 2)
return ScaleFactor(24 - 2 * distance(wksq, bksq));
}
return SCALE_FACTOR_NONE;
}
@@ -564,7 +564,7 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
// corner but not trapped there.
if (rk == RANK_5 && !opposite_colors(bsq, psq))
{
int d = square_distance(psq + 3 * push, ksq);
int d = distance(psq + 3 * push, ksq);
if (d <= 2 && !(d == 0 && ksq == pos.king_square(strongSide) + 2 * push))
return ScaleFactor(24);
@@ -577,9 +577,9 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
// pawn from a reasonable distance and the defending king is near
// the corner
if ( rk == RANK_6
&& square_distance(psq + 2 * push, ksq) <= 1
&& distance(psq + 2 * push, ksq) <= 1
&& (PseudoAttacks[BISHOP][bsq] & (psq + push))
&& file_distance(bsq, psq) >= 2)
&& distance<File>(bsq, psq) >= 2)
return ScaleFactor(8);
}
@@ -604,8 +604,8 @@ ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2));
if ( file_distance(bksq, wpsq1) <= 1
&& file_distance(bksq, wpsq2) <= 1
if ( distance<File>(bksq, wpsq1) <= 1
&& distance<File>(bksq, wpsq2) <= 1
&& relative_rank(strongSide, bksq) > r)
{
switch (r) {
@@ -638,7 +638,7 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
// 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)
&& distance<File>(ksq, psq) <= 1)
return SCALE_FACTOR_DRAW;
return SCALE_FACTOR_NONE;
@@ -690,7 +690,7 @@ ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
return SCALE_FACTOR_DRAW;
if ( (pos.attacks_from<BISHOP>(weakBishopSq) & path)
&& square_distance(weakBishopSq, pawnSq) >= 3)
&& distance(weakBishopSq, pawnSq) >= 3)
return SCALE_FACTOR_DRAW;
}
}
@@ -729,7 +729,7 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
blockSq2 = make_square(file_of(psq1), rank_of(psq2));
}
switch (file_distance(psq1, psq2))
switch (distance<File>(psq1, psq2))
{
case 0:
// Both pawns are on the same file. It's an easy draw if the defender firmly
@@ -749,7 +749,7 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
&& opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq2
|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakSide, BISHOP))
|| dist(r1, r2) >= 2))
|| distance(r1, r2) >= 2))
return SCALE_FACTOR_DRAW;
else if ( ksq == blockSq2
@@ -802,7 +802,7 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
Square pawnSq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
Square weakKingSq = normalize(pos, strongSide, pos.king_square(weakSide));
if (pawnSq == SQ_A7 && square_distance(SQ_A8, weakKingSq) <= 1)
if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1)
return SCALE_FACTOR_DRAW;
return SCALE_FACTOR_NONE;
@@ -821,7 +821,7 @@ ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
// King needs to get close to promoting pawn to prevent knight from blocking.
// Rules for this are very tricky, so just approximate.
if (forward_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))
return ScaleFactor(square_distance(weakKingSq, pawnSq));
return ScaleFactor(distance(weakKingSq, pawnSq));
return SCALE_FACTOR_NONE;
}