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@@ -162,7 +162,7 @@ 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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+ PushClose[square_distance(winnerKSq, loserKSq)];
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+ PushClose[distance(winnerKSq, loserKSq)];
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if ( pos.count<QUEEN>(strongSide)
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|| pos.count<ROOK>(strongSide)
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@@ -196,7 +196,7 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
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}
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Value result = VALUE_KNOWN_WIN
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+ PushClose[square_distance(winnerKSq, loserKSq)]
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+ PushClose[distance(winnerKSq, loserKSq)]
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+ PushToCorners[loserKSq];
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return strongSide == pos.side_to_move() ? result : -result;
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@@ -246,26 +246,26 @@ Value Endgame<KRKP>::operator()(const Position& pos) const {
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// If the stronger side's king is in front of the pawn, it's a win
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if (wksq < psq && file_of(wksq) == file_of(psq))
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result = RookValueEg - square_distance(wksq, psq);
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result = RookValueEg - distance(wksq, psq);
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// If the weaker side's king is too far from the pawn and the rook,
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// it's a win.
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else if ( square_distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide)
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&& square_distance(bksq, rsq) >= 3)
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result = RookValueEg - square_distance(wksq, psq);
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else if ( distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide)
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&& distance(bksq, rsq) >= 3)
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result = RookValueEg - distance(wksq, psq);
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// If the pawn is far advanced and supported by the defending king,
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// the position is drawish
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else if ( rank_of(bksq) <= RANK_3
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&& square_distance(bksq, psq) == 1
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&& distance(bksq, psq) == 1
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&& rank_of(wksq) >= RANK_4
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&& square_distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))
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result = Value(80) - 8 * square_distance(wksq, psq);
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&& distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))
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result = Value(80) - 8 * distance(wksq, psq);
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else
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result = Value(200) - 8 * ( square_distance(wksq, psq + DELTA_S)
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- square_distance(bksq, psq + DELTA_S)
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- square_distance(psq, queeningSq));
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result = Value(200) - 8 * ( distance(wksq, psq + DELTA_S)
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- distance(bksq, psq + DELTA_S)
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- distance(psq, queeningSq));
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return strongSide == pos.side_to_move() ? result : -result;
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}
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@@ -294,7 +294,7 @@ Value Endgame<KRKN>::operator()(const Position& pos) const {
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Square bksq = pos.king_square(weakSide);
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Square bnsq = pos.list<KNIGHT>(weakSide)[0];
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Value result = Value(PushToEdges[bksq] + PushAway[square_distance(bksq, bnsq)]);
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Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);
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return strongSide == pos.side_to_move() ? result : -result;
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}
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@@ -313,10 +313,10 @@ Value Endgame<KQKP>::operator()(const Position& pos) const {
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Square loserKSq = pos.king_square(weakSide);
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Square pawnSq = pos.list<PAWN>(weakSide)[0];
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Value result = Value(PushClose[square_distance(winnerKSq, loserKSq)]);
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Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);
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if ( relative_rank(weakSide, pawnSq) != RANK_7
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|| square_distance(loserKSq, pawnSq) != 1
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|| distance(loserKSq, pawnSq) != 1
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|| !((FileABB | FileCBB | FileFBB | FileHBB) & pawnSq))
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result += QueenValueEg - PawnValueEg;
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@@ -340,7 +340,7 @@ 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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+ PushClose[square_distance(winnerKSq, loserKSq)];
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+ PushClose[distance(winnerKSq, loserKSq)];
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return strongSide == pos.side_to_move() ? result : -result;
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}
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@@ -375,7 +375,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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Square kingSq = pos.king_square(weakSide);
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if ( opposite_colors(queeningSq, bishopSq)
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&& square_distance(queeningSq, kingSq) <= 1)
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&& distance(queeningSq, kingSq) <= 1)
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return SCALE_FACTOR_DRAW;
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}
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@@ -398,8 +398,8 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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&& (pos.pieces(strongSide, PAWN) & (weakPawnSq + pawn_push(weakSide)))
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&& (opposite_colors(bishopSq, weakPawnSq) || pos.count<PAWN>(strongSide) == 1))
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{
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int strongKingDist = square_distance(weakPawnSq, strongKingSq);
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int weakKingDist = square_distance(weakPawnSq, weakKingSq);
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int strongKingDist = distance(weakPawnSq, strongKingSq);
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int weakKingDist = distance(weakPawnSq, weakKingSq);
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// It's a draw if the weak king is on its back two ranks, within 2
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// squares of the blocking pawn and the strong king is not
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@@ -469,7 +469,7 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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// If the pawn is not too far advanced and the defending king defends the
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// queening square, use the third-rank defence.
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if ( r <= RANK_5
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&& square_distance(bksq, queeningSq) <= 1
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&& distance(bksq, queeningSq) <= 1
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&& wksq <= SQ_H5
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&& (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6)))
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return SCALE_FACTOR_DRAW;
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@@ -477,15 +477,15 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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// The defending side saves a draw by checking from behind in case the pawn
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// has advanced to the 6th rank with the king behind.
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if ( r == RANK_6
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&& square_distance(bksq, queeningSq) <= 1
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&& distance(bksq, queeningSq) <= 1
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&& rank_of(wksq) + tempo <= RANK_6
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&& (rank_of(brsq) == RANK_1 || (!tempo && dist(file_of(brsq), f) >= 3)))
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&& (rank_of(brsq) == RANK_1 || (!tempo && distance(file_of(brsq), f) >= 3)))
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return SCALE_FACTOR_DRAW;
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if ( r >= RANK_6
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&& bksq == queeningSq
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&& rank_of(brsq) == RANK_1
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&& (!tempo || square_distance(wksq, wpsq) >= 2))
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&& (!tempo || distance(wksq, wpsq) >= 2))
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return SCALE_FACTOR_DRAW;
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// White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7
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@@ -501,8 +501,8 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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// away, it's a draw.
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if ( r <= RANK_5
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&& bksq == wpsq + DELTA_N
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&& square_distance(wksq, wpsq) - tempo >= 2
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&& square_distance(wksq, brsq) - tempo >= 2)
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&& distance(wksq, wpsq) - tempo >= 2
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&& distance(wksq, brsq) - tempo >= 2)
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return SCALE_FACTOR_DRAW;
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// Pawn on the 7th rank supported by the rook from behind usually wins if the
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@@ -512,22 +512,22 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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&& f != FILE_A
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&& file_of(wrsq) == f
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&& wrsq != queeningSq
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&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
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&& (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo))
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return ScaleFactor(SCALE_FACTOR_MAX - 2 * square_distance(wksq, queeningSq));
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&& (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)
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&& (distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo))
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return ScaleFactor(SCALE_FACTOR_MAX - 2 * distance(wksq, queeningSq));
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// Similar to the above, but with the pawn further back
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if ( f != FILE_A
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&& file_of(wrsq) == f
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&& wrsq < wpsq
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&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
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&& (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wpsq + DELTA_N) - 2 + tempo)
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&& ( square_distance(bksq, wrsq) + tempo >= 3
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|| ( square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo
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&& (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wrsq) + tempo))))
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&& (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)
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&& (distance(wksq, wpsq + DELTA_N) < distance(bksq, wpsq + DELTA_N) - 2 + tempo)
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&& ( distance(bksq, wrsq) + tempo >= 3
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|| ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo
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&& (distance(wksq, wpsq + DELTA_N) < distance(bksq, wrsq) + tempo))))
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return ScaleFactor( SCALE_FACTOR_MAX
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- 8 * square_distance(wpsq, queeningSq)
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- 2 * square_distance(wksq, queeningSq));
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- 8 * distance(wpsq, queeningSq)
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- 2 * 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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// the pawn's path, it's probably a draw.
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@@ -535,9 +535,9 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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{
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if (file_of(bksq) == file_of(wpsq))
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return ScaleFactor(10);
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if ( dist(file_of(bksq), file_of(wpsq)) == 1
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&& square_distance(wksq, bksq) > 2)
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return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
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if ( distance<File>(bksq, wpsq) == 1
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&& distance(wksq, bksq) > 2)
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return ScaleFactor(24 - 2 * distance(wksq, bksq));
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}
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return SCALE_FACTOR_NONE;
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}
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@@ -564,7 +564,7 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
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// corner but not trapped there.
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if (rk == RANK_5 && !opposite_colors(bsq, psq))
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{
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int d = square_distance(psq + 3 * push, ksq);
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int d = distance(psq + 3 * push, ksq);
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if (d <= 2 && !(d == 0 && ksq == pos.king_square(strongSide) + 2 * push))
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return ScaleFactor(24);
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@@ -577,9 +577,9 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
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// pawn from a reasonable distance and the defending king is near
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// the corner
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if ( rk == RANK_6
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&& square_distance(psq + 2 * push, ksq) <= 1
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&& distance(psq + 2 * push, ksq) <= 1
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&& (PseudoAttacks[BISHOP][bsq] & (psq + push))
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&& file_distance(bsq, psq) >= 2)
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&& distance<File>(bsq, psq) >= 2)
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return ScaleFactor(8);
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}
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@@ -604,8 +604,8 @@ ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
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Rank r = std::max(relative_rank(strongSide, wpsq1), relative_rank(strongSide, wpsq2));
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if ( file_distance(bksq, wpsq1) <= 1
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&& file_distance(bksq, wpsq2) <= 1
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if ( distance<File>(bksq, wpsq1) <= 1
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&& distance<File>(bksq, wpsq2) <= 1
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&& relative_rank(strongSide, bksq) > r)
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{
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switch (r) {
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@@ -638,7 +638,7 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
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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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&& distance<File>(ksq, psq) <= 1)
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return SCALE_FACTOR_DRAW;
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return SCALE_FACTOR_NONE;
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@@ -690,7 +690,7 @@ ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
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return SCALE_FACTOR_DRAW;
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if ( (pos.attacks_from<BISHOP>(weakBishopSq) & path)
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&& square_distance(weakBishopSq, pawnSq) >= 3)
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&& distance(weakBishopSq, pawnSq) >= 3)
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return SCALE_FACTOR_DRAW;
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}
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}
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@@ -729,7 +729,7 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
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blockSq2 = make_square(file_of(psq1), rank_of(psq2));
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}
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switch (file_distance(psq1, psq2))
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switch (distance<File>(psq1, psq2))
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{
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case 0:
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// Both pawns are on the same file. It's an easy draw if the defender firmly
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@@ -749,7 +749,7 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
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&& opposite_colors(ksq, wbsq)
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&& ( bbsq == blockSq2
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|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakSide, BISHOP))
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|| dist(r1, r2) >= 2))
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|| distance(r1, r2) >= 2))
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return SCALE_FACTOR_DRAW;
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else if ( ksq == blockSq2
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@@ -802,7 +802,7 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
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Square pawnSq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
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Square weakKingSq = normalize(pos, strongSide, pos.king_square(weakSide));
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if (pawnSq == SQ_A7 && square_distance(SQ_A8, weakKingSq) <= 1)
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if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1)
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return SCALE_FACTOR_DRAW;
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return SCALE_FACTOR_NONE;
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@@ -821,7 +821,7 @@ ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
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// King needs to get close to promoting pawn to prevent knight from blocking.
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// Rules for this are very tricky, so just approximate.
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if (forward_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))
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return ScaleFactor(square_distance(weakKingSq, pawnSq));
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return ScaleFactor(distance(weakKingSq, pawnSq));
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return SCALE_FACTOR_NONE;
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}
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