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stockfish/src/endgame.cpp

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/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <cassert>
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#include "bitboard.h"
#include "bitcount.h"
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#include "endgame.h"
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#include "movegen.h"
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using std::string;
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namespace {
// Table used to drive the defending king towards the edge of the board
// in KX vs K and KQ vs KR endgames.
const int MateTable[SQUARE_NB] = {
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100, 90, 80, 70, 70, 80, 90, 100,
90, 70, 60, 50, 50, 60, 70, 90,
80, 60, 40, 30, 30, 40, 60, 80,
70, 50, 30, 20, 20, 30, 50, 70,
70, 50, 30, 20, 20, 30, 50, 70,
80, 60, 40, 30, 30, 40, 60, 80,
90, 70, 60, 50, 50, 60, 70, 90,
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100, 90, 80, 70, 70, 80, 90, 100,
};
// Table used to drive the defending king towards a corner square of the
// right color in KBN vs K endgames.
const int KBNKMateTable[SQUARE_NB] = {
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200, 190, 180, 170, 160, 150, 140, 130,
190, 180, 170, 160, 150, 140, 130, 140,
180, 170, 155, 140, 140, 125, 140, 150,
170, 160, 140, 120, 110, 140, 150, 160,
160, 150, 140, 110, 120, 140, 160, 170,
150, 140, 125, 140, 140, 155, 170, 180,
140, 130, 140, 150, 160, 170, 180, 190,
130, 140, 150, 160, 170, 180, 190, 200
};
// The attacking side is given a descending bonus based on distance between
// the two kings in basic endgames.
const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
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// 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.
Key key(const string& code, Color c) {
assert(code.length() > 0 && code.length() < 8);
assert(code[0] == 'K');
string sides[] = { code.substr(code.find('K', 1)), // Weaker
code.substr(0, code.find('K', 1)) }; // Stronger
std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
string fen = sides[0] + char('0' + int(8 - code.length()))
+ sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
return Position(fen, false, NULL).material_key();
}
template<typename M>
void delete_endgame(const typename M::value_type& p) { delete p.second; }
} // namespace
/// Endgames members definitions
Endgames::Endgames() {
add<KPK>("KPK");
add<KNNK>("KNNK");
add<KBNK>("KBNK");
add<KRKP>("KRKP");
add<KRKB>("KRKB");
add<KRKN>("KRKN");
add<KQKP>("KQKP");
add<KQKR>("KQKR");
add<KBBKN>("KBBKN");
add<KNPK>("KNPK");
Add KNPKB endgame In a game vs Junior, SF had the option to trade into a winning pawn endgame, and failed to do so. PGN at bottom. This FEN was one key position: 8/2Nb1k2/6pp/4Pp2/5K1P/5PP1/8/8 w - - 5 62. SF master chooses h5 here, with a fail high, which goes into the drawn KNPKB ending. With the patch, SF correctly chooses Ke3, which maintains chances to win. [Event "nTCEC - Stage 2a - Season 1"] [Site "http://www.tcec-chess.net"] [Date "2013.03.05"] [Round "11.3"] [White "Stockfish 210213"] [Black "Junior 13.3"] [Result "1/2-1/2"] [Variant "normal"] 1. d4 f5 2. g3 Nf6 3. Bg2 e6 4. c4 d5 5. Nh3 c6 6. O-O Bd6 7. Bf4 Be7 8. Nd2 O-O 9. Qb3 a5 10. Rfd1 Ne4 11. Be3 Nd7 12. Nf4 Ndf6 13. f3 a4 14. Qc2 Nxd2 15. Bxd2 dxc4 16. Qxc4 b5 17. Qc3 Qb6 18. Rac1 e5 19. Nd3 exd4 20. Qxc6 Qxc6 21. Rxc6 Bd7 22. Rcc1 Be6 23. Bb4 Rae8 24. Bxe7 Rxe7 25. Nb4 Bc4 26. Bf1 Rd7 27. Rd2 Re8 28. Rcd1 Rc7 29. Ra1 Rd8 30. Rc1 Rdd7 31. Rcd1 Re7 32. Ra1 Nd5 33. Nc2 Ne3 34. Nxd4 Bxa2 35. Nxb5 Rc5 36. Nd4 Bf7 37. Kf2 g6 38. Rd3 Nxf1 39. Kxf1 Rc4 40. b3 axb3 41. Nxb3 Kf8 42. Rd8+ Re8 43. Rxe8+ Bxe8 44. Kf2 Ke7 45. Ra7+ Bd7 46. Ke1 Rc3 47. Rb7 Rc2 48. Kd1 Rc4 49. Kd2 Kd6 50. Kd3 Rc7 51. Rxc7 Kxc7 52. Kd4 Kd6 53. Nc5 Bb5 54. e4 Be2 55. e5+ Ke7 56. Ke3 Bd1 57. Kf4 h6 58. h3 Kf7 59. h4 Bc2 60. Na6 Ba4 61. Nc7 Bd7 62. h5 g5+ 63. Ke3 Ba4 64. f4 Bd1 65. fxg5 hxg5 66. h6 Kg6 67. e6 f4+ 68. gxf4 gxf4+ 69. Kxf4 Bh5 70. Ke5 Kh7 71. Kf6 Kxh6 72. Na6 Bg4 73. e7 Bh5 74. Nc7 Bg6 75. Nd5 Be8 76. Ne3 Kh7 77. Nc4 Kh6 78. Nd2 Kh5 79. Nf3 Kg4 80. Nd4 Bh5 81. Ne6 Be8 82. Nc5 Kf3 83. Kf5 Ke3 84. Ke5 Ke2 85. Kf4 Kd2 86. Ne4+ Kd3 87. Ke5 Ke3 88. Nf6 Bf7 89. Nd5+ Kf3 90. Kf5 Ke2 91. Ke4 Be8 92. Nc3+ Kd2 93. Kd4 Kc2 94. Nd5 Kd1 95. Nf6 Bf7 96. Ne4 Be8 97. Ke3 Kc2 98. Nd6 Bd7 99. Kd4 Kd1 100. Kd3 Ba4 101. Nc4 Bb5 102. Kc3 Be8 103. Nb2+ Ke1 104. Kd3 Kf2 105. Nd1+ 1/2-1/2 No functional change (just because bench does not change)
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add<KNPKB>("KNPKB");
add<KRPKR>("KRPKR");
add<KBPKB>("KBPKB");
add<KBPKN>("KBPKN");
add<KBPPKB>("KBPPKB");
add<KRPPKRP>("KRPPKRP");
}
Endgames::~Endgames() {
for_each(m1.begin(), m1.end(), delete_endgame<M1>);
for_each(m2.begin(), m2.end(), delete_endgame<M2>);
}
template<EndgameType E>
void Endgames::add(const string& code) {
map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
}
/// Mate with KX vs K. This function is used to evaluate positions with
/// King and plenty of material vs a lone king. It simply gives the
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/// attacking side a bonus for driving the defending king towards the edge
/// of the board, and for keeping the distance between the two kings small.
template<>
Value Endgame<KXK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
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// Stalemate detection with lone king
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if ( pos.side_to_move() == weakerSide
&& !pos.checkers()
&& !MoveList<LEGAL>(pos).size()) {
return VALUE_DRAW;
}
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Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Value result = pos.non_pawn_material(strongerSide)
+ pos.piece_count(strongerSide, PAWN) * PawnValueEg
+ MateTable[loserKSq]
+ DistanceBonus[square_distance(winnerKSq, loserKSq)];
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if ( pos.piece_count(strongerSide, QUEEN)
|| pos.piece_count(strongerSide, ROOK)
|| pos.bishop_pair(strongerSide)) {
result += VALUE_KNOWN_WIN;
}
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return strongerSide == pos.side_to_move() ? result : -result;
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}
/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
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/// defending king towards a corner square of the right color.
template<>
Value Endgame<KBNK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
assert(pos.non_pawn_material(strongerSide) == KnightValueMg + BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 0);
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Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
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// kbnk_mate_table() tries to drive toward corners A1 or H8,
// if we have a bishop that cannot reach the above squares we
// mirror the kings so to drive enemy toward corners A8 or H1.
if (opposite_colors(bishopSq, SQ_A1))
{
winnerKSq = mirror(winnerKSq);
loserKSq = mirror(loserKSq);
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}
Value result = VALUE_KNOWN_WIN
+ DistanceBonus[square_distance(winnerKSq, loserKSq)]
+ KBNKMateTable[loserKSq];
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return strongerSide == pos.side_to_move() ? result : -result;
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}
/// KP vs K. This endgame is evaluated with the help of a bitbase.
template<>
Value Endgame<KPK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square wksq, bksq, wpsq;
Color us;
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if (strongerSide == WHITE)
{
wksq = pos.king_square(WHITE);
bksq = pos.king_square(BLACK);
wpsq = pos.piece_list(WHITE, PAWN)[0];
us = pos.side_to_move();
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}
else
{
wksq = ~pos.king_square(BLACK);
bksq = ~pos.king_square(WHITE);
wpsq = ~pos.piece_list(BLACK, PAWN)[0];
us = ~pos.side_to_move();
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}
if (file_of(wpsq) >= FILE_E)
{
wksq = mirror(wksq);
bksq = mirror(bksq);
wpsq = mirror(wpsq);
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}
if (!Bitbases::probe_kpk(wksq, wpsq, bksq, us))
return VALUE_DRAW;
Value result = VALUE_KNOWN_WIN + PawnValueEg + Value(rank_of(wpsq));
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return strongerSide == pos.side_to_move() ? result : -result;
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}
/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
/// a bitbase. The function below returns drawish scores when the pawn is
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/// far advanced with support of the king, while the attacking king is far
/// away.
template<>
Value Endgame<KRKP>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.non_pawn_material(weakerSide) == 0);
assert(pos.piece_count(weakerSide, PAWN) == 1);
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Square wksq, wrsq, bksq, bpsq;
int tempo = (pos.side_to_move() == strongerSide);
wksq = pos.king_square(strongerSide);
wrsq = pos.piece_list(strongerSide, ROOK)[0];
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bksq = pos.king_square(weakerSide);
bpsq = pos.piece_list(weakerSide, PAWN)[0];
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if (strongerSide == BLACK)
{
wksq = ~wksq;
wrsq = ~wrsq;
bksq = ~bksq;
bpsq = ~bpsq;
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}
Square queeningSq = file_of(bpsq) | RANK_1;
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Value result;
// If the stronger side's king is in front of the pawn, it's a win
if (wksq < bpsq && file_of(wksq) == file_of(bpsq))
result = RookValueEg - Value(square_distance(wksq, bpsq));
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// If the weaker side's king is too far from the pawn and the rook,
// it's a win
else if ( square_distance(bksq, bpsq) - (tempo ^ 1) >= 3
&& square_distance(bksq, wrsq) >= 3)
result = RookValueEg - Value(square_distance(wksq, bpsq));
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// 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, bpsq) == 1
&& rank_of(wksq) >= RANK_4
&& square_distance(wksq, bpsq) - tempo > 2)
result = Value(80 - square_distance(wksq, bpsq) * 8);
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else
result = Value(200)
- Value(square_distance(wksq, bpsq + DELTA_S) * 8)
+ Value(square_distance(bksq, bpsq + DELTA_S) * 8)
+ Value(square_distance(bpsq, queeningSq) * 8);
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return strongerSide == pos.side_to_move() ? result : -result;
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}
/// KR vs KB. This is very simple, and always returns drawish scores. The
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/// score is slightly bigger when the defending king is close to the edge.
template<>
Value Endgame<KRKB>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == BishopValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.piece_count(weakerSide, BISHOP) == 1);
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Value result = Value(MateTable[pos.king_square(weakerSide)]);
return strongerSide == pos.side_to_move() ? result : -result;
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}
/// 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 {
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assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == KnightValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
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const int penalty[8] = { 0, 10, 14, 20, 30, 42, 58, 80 };
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Square bksq = pos.king_square(weakerSide);
Square bnsq = pos.piece_list(weakerSide, KNIGHT)[0];
Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]);
return strongerSide == pos.side_to_move() ? result : -result;
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}
/// KQ vs KP. In general, a win for the stronger side, however, there are a few
/// important exceptions. Pawn on 7th rank, A,C,F or H file, with king next can
/// be a draw, so we scale down to distance between kings only.
template<>
Value Endgame<KQKP>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == 0);
assert(pos.piece_count(weakerSide, PAWN) == 1);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Square pawnSq = pos.piece_list(weakerSide, PAWN)[0];
Value result = QueenValueEg
- PawnValueEg
+ DistanceBonus[square_distance(winnerKSq, loserKSq)];
if ( square_distance(loserKSq, pawnSq) == 1
&& relative_rank(weakerSide, pawnSq) == RANK_7)
{
File f = file_of(pawnSq);
if (f == FILE_A || f == FILE_C || f == FILE_F || f == FILE_H)
result = Value(DistanceBonus[square_distance(winnerKSq, loserKSq)]);
}
return strongerSide == pos.side_to_move() ? result : -result;
}
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/// 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.
template<>
Value Endgame<KQKR>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == RookValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Value result = QueenValueEg
- RookValueEg
+ MateTable[loserKSq]
+ DistanceBonus[square_distance(winnerKSq, loserKSq)];
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return strongerSide == pos.side_to_move() ? result : -result;
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}
template<>
Value Endgame<KBBKN>::operator()(const Position& pos) const {
assert(pos.piece_count(strongerSide, BISHOP) == 2);
assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMg);
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
assert(pos.non_pawn_material(weakerSide) == KnightValueMg);
assert(!pos.pieces(PAWN));
Value result = BishopValueEg;
Square wksq = pos.king_square(strongerSide);
Square bksq = pos.king_square(weakerSide);
Square nsq = pos.piece_list(weakerSide, KNIGHT)[0];
// Bonus for attacking king close to defending king
result += Value(DistanceBonus[square_distance(wksq, bksq)]);
// Bonus for driving the defending king and knight apart
result += Value(square_distance(bksq, nsq) * 32);
// Bonus for restricting the knight's mobility
result += Value((8 - popcount<Max15>(pos.attacks_from<KNIGHT>(nsq))) * 8);
return strongerSide == pos.side_to_move() ? result : -result;
}
/// K and two minors vs K and one or two minors or K and two knights against
/// king alone are always draw.
template<>
Value Endgame<KmmKm>::operator()(const Position&) const {
return VALUE_DRAW;
}
template<>
Value Endgame<KNNK>::operator()(const Position&) const {
return VALUE_DRAW;
}
/// K, bishop 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
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/// will be used.
template<>
ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) >= 1);
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// No assertions about the material of weakerSide, because we want draws to
// be detected even when the weaker side has some pawns.
Bitboard pawns = pos.pieces(strongerSide, PAWN);
File pawnFile = file_of(pos.piece_list(strongerSide, PAWN)[0]);
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// All pawns are on a single rook file ?
if ( (pawnFile == FILE_A || pawnFile == FILE_H)
&& !(pawns & ~file_bb(pawnFile)))
{
Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square queeningSq = relative_square(strongerSide, pawnFile | RANK_8);
Square kingSq = pos.king_square(weakerSide);
if ( opposite_colors(queeningSq, bishopSq)
&& abs(file_of(kingSq) - pawnFile) <= 1)
{
// The bishop has the wrong color, and the defending king is on the
// file of the pawn(s) or the adjacent file. Find the rank of the
// frontmost pawn.
Rank rank;
if (strongerSide == WHITE)
{
for (rank = RANK_7; !(rank_bb(rank) & pawns); rank--) {}
assert(rank >= RANK_2 && rank <= RANK_7);
}
else
{
for (rank = RANK_2; !(rank_bb(rank) & pawns); rank++) {}
rank = Rank(rank ^ 7); // HACK to get the relative rank
assert(rank >= RANK_2 && rank <= RANK_7);
}
// If the defending king has distance 1 to the promotion square or
// is placed somewhere in front of the pawn, it's a draw.
if ( square_distance(kingSq, queeningSq) <= 1
|| relative_rank(strongerSide, kingSq) >= rank)
return SCALE_FACTOR_DRAW;
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}
}
// All pawns on same B or G file? Then potential draw
if ( (pawnFile == FILE_B || pawnFile == FILE_G)
&& !(pos.pieces(PAWN) & ~file_bb(pawnFile))
&& pos.non_pawn_material(weakerSide) == 0
&& pos.piece_count(weakerSide, PAWN) >= 1)
{
// Get weaker pawn closest to opponent's queening square
Bitboard wkPawns = pos.pieces(weakerSide, PAWN);
Square weakerPawnSq = strongerSide == WHITE ? msb(wkPawns) : lsb(wkPawns);
Square strongerKingSq = pos.king_square(strongerSide);
Square weakerKingSq = pos.king_square(weakerSide);
Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
// Draw if weaker pawn is on rank 7, bishop can't attack the pawn, and
// weaker king can stop opposing opponent's king from penetrating.
if ( relative_rank(strongerSide, weakerPawnSq) == RANK_7
&& opposite_colors(bishopSq, weakerPawnSq)
&& square_distance(weakerPawnSq, weakerKingSq) <= square_distance(weakerPawnSq, strongerKingSq))
return SCALE_FACTOR_DRAW;
}
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return SCALE_FACTOR_NONE;
}
/// 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.
template<>
ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
assert(pos.piece_count(strongerSide, QUEEN) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.piece_count(weakerSide, ROOK) == 1);
assert(pos.piece_count(weakerSide, PAWN) >= 1);
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Square kingSq = pos.king_square(weakerSide);
if ( relative_rank(weakerSide, kingSq) <= RANK_2
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
&& (pos.pieces(weakerSide, ROOK) & rank_bb(relative_rank(weakerSide, RANK_3)))
&& (pos.pieces(weakerSide, PAWN) & rank_bb(relative_rank(weakerSide, RANK_2)))
&& (pos.attacks_from<KING>(kingSq) & pos.pieces(weakerSide, PAWN)))
{
Square rsq = pos.piece_list(weakerSide, ROOK)[0];
if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(weakerSide, PAWN))
return SCALE_FACTOR_DRAW;
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}
return SCALE_FACTOR_NONE;
}
/// 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.
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///
/// It would also be nice to rewrite the actual code for this function,
/// which is mostly copied from Glaurung 1.x, and not very pretty.
template<>
ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == RookValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square wksq = pos.king_square(strongerSide);
Square wrsq = pos.piece_list(strongerSide, ROOK)[0];
Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
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Square bksq = pos.king_square(weakerSide);
Square brsq = pos.piece_list(weakerSide, ROOK)[0];
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// Orient the board in such a way that the stronger side is white, and the
// pawn is on the left half of the board.
if (strongerSide == BLACK)
{
wksq = ~wksq;
wrsq = ~wrsq;
wpsq = ~wpsq;
bksq = ~bksq;
brsq = ~brsq;
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}
if (file_of(wpsq) > FILE_D)
{
wksq = mirror(wksq);
wrsq = mirror(wrsq);
wpsq = mirror(wpsq);
bksq = mirror(bksq);
brsq = mirror(brsq);
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}
File f = file_of(wpsq);
Rank r = rank_of(wpsq);
Square queeningSq = f | RANK_8;
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int tempo = (pos.side_to_move() == strongerSide);
// 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
&& wksq <= SQ_H5
&& (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6)))
return SCALE_FACTOR_DRAW;
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// 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
&& rank_of(wksq) + tempo <= RANK_6
&& (rank_of(brsq) == RANK_1 || (!tempo && abs(file_of(brsq) - f) >= 3)))
return SCALE_FACTOR_DRAW;
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if ( r >= RANK_6
&& bksq == queeningSq
&& rank_of(brsq) == RANK_1
&& (!tempo || square_distance(wksq, wpsq) >= 2))
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
// and the black rook is behind the pawn.
if ( wpsq == SQ_A7
&& wrsq == SQ_A8
&& (bksq == SQ_H7 || bksq == SQ_G7)
&& file_of(brsq) == FILE_A
&& (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5))
return SCALE_FACTOR_DRAW;
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// If the defending king blocks the pawn and the attacking king is too far
// 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)
return SCALE_FACTOR_DRAW;
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// Pawn on the 7th rank supported by the rook from behind usually wins if the
// attacking king is closer to the queening square than the defending king,
// and the defending king cannot gain tempi by threatening the attacking rook.
if ( r == RANK_7
&& 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));
// 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))))
return ScaleFactor( SCALE_FACTOR_MAX
- 8 * square_distance(wpsq, queeningSq)
- 2 * square_distance(wksq, queeningSq));
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// 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)
{
if (file_of(bksq) == file_of(wpsq))
return ScaleFactor(10);
if ( abs(file_of(bksq) - file_of(wpsq)) == 1
&& square_distance(wksq, bksq) > 2)
return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
}
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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
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/// is actively placed, the position is drawish.
template<>
ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 2);
assert(pos.non_pawn_material(weakerSide) == RookValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 1);
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Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0];
Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1];
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Square bksq = pos.king_square(weakerSide);
// Does the stronger side have a passed pawn?
if ( pos.pawn_is_passed(strongerSide, wpsq1)
|| pos.pawn_is_passed(strongerSide, wpsq2))
return SCALE_FACTOR_NONE;
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Rank r = std::max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2));
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if ( file_distance(bksq, wpsq1) <= 1
&& file_distance(bksq, wpsq2) <= 1
&& relative_rank(strongerSide, bksq) > r)
{
switch (r) {
case RANK_2: return ScaleFactor(10);
case RANK_3: return ScaleFactor(10);
case RANK_4: return ScaleFactor(15);
case RANK_5: return ScaleFactor(20);
case RANK_6: return ScaleFactor(40);
default: assert(false);
}
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}
return SCALE_FACTOR_NONE;
}
/// K and two or more pawns vs K. There is just a single rule here: If all pawns
/// are on the same rook file and are blocked by the defending king, it's a draw.
template<>
ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.piece_count(strongerSide, PAWN) >= 2);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square ksq = pos.king_square(weakerSide);
Bitboard pawns = pos.pieces(strongerSide, PAWN);
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// Are all pawns on the 'a' file?
if (!(pawns & ~FileABB))
{
// Does the defending king block the pawns?
if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1
|| ( file_of(ksq) == FILE_A
&& !(in_front_bb(strongerSide, ksq) & pawns)))
return SCALE_FACTOR_DRAW;
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}
// Are all pawns on the 'h' file?
else if (!(pawns & ~FileHBB))
{
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// Does the defending king block the pawns?
if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1
|| ( file_of(ksq) == FILE_H
&& !(in_front_bb(strongerSide, ksq) & pawns)))
return SCALE_FACTOR_DRAW;
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}
return SCALE_FACTOR_NONE;
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}
/// 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.
template<>
ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == BishopValueMg);
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0];
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Square weakerKingSq = pos.king_square(weakerSide);
// Case 1: Defending king blocks the pawn, and cannot be driven away
if ( file_of(weakerKingSq) == file_of(pawnSq)
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
&& ( opposite_colors(weakerKingSq, strongerBishopSq)
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
return SCALE_FACTOR_DRAW;
// Case 2: Opposite colored bishops
if (opposite_colors(strongerBishopSq, weakerBishopSq))
{
// We assume that the position is drawn in the following three situations:
//
// a. The pawn is on rank 5 or further back.
// b. The defending king is somewhere in the pawn's path.
// c. The defending bishop attacks some square along the pawn's path,
// and is at least three squares away from the pawn.
//
// These rules are probably not perfect, but in practice they work
// reasonably well.
if (relative_rank(strongerSide, pawnSq) <= RANK_5)
return SCALE_FACTOR_DRAW;
else
{
Bitboard path = forward_bb(strongerSide, pawnSq);
if (path & pos.pieces(weakerSide, KING))
return SCALE_FACTOR_DRAW;
if ( (pos.attacks_from<BISHOP>(weakerBishopSq) & path)
&& square_distance(weakerBishopSq, pawnSq) >= 3)
return SCALE_FACTOR_DRAW;
}
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}
return SCALE_FACTOR_NONE;
}
/// K, bishop and two pawns vs K and bishop. It detects a few basic draws with
/// opposite-colored bishops.
template<>
ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 2);
assert(pos.non_pawn_material(weakerSide) == BishopValueMg);
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square wbsq = pos.piece_list(strongerSide, BISHOP)[0];
Square bbsq = pos.piece_list(weakerSide, BISHOP)[0];
if (!opposite_colors(wbsq, bbsq))
return SCALE_FACTOR_NONE;
Square ksq = pos.king_square(weakerSide);
Square psq1 = pos.piece_list(strongerSide, PAWN)[0];
Square psq2 = pos.piece_list(strongerSide, PAWN)[1];
Rank r1 = rank_of(psq1);
Rank r2 = rank_of(psq2);
Square blockSq1, blockSq2;
if (relative_rank(strongerSide, psq1) > relative_rank(strongerSide, psq2))
{
blockSq1 = psq1 + pawn_push(strongerSide);
blockSq2 = file_of(psq2) | rank_of(psq1);
}
else
{
blockSq1 = psq2 + pawn_push(strongerSide);
blockSq2 = file_of(psq1) | rank_of(psq2);
}
switch (file_distance(psq1, psq2))
{
case 0:
// Both pawns are on the same file. Easy draw if defender firmly controls
// some square in the frontmost pawn's path.
if ( file_of(ksq) == file_of(blockSq1)
&& relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1)
&& opposite_colors(ksq, wbsq))
return SCALE_FACTOR_DRAW;
else
return SCALE_FACTOR_NONE;
case 1:
// Pawns on adjacent files. Draw if defender firmly controls the square
// in front of the frontmost pawn's path, and the square diagonally behind
// this square on the file of the other pawn.
if ( ksq == blockSq1
&& opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq2
|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakerSide, BISHOP))
|| abs(r1 - r2) >= 2))
return SCALE_FACTOR_DRAW;
else if ( ksq == blockSq2
&& opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq1
|| (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakerSide, BISHOP))))
return SCALE_FACTOR_DRAW;
else
return SCALE_FACTOR_NONE;
default:
// The pawns are not on the same file or adjacent files. No scaling.
return SCALE_FACTOR_NONE;
}
}
/// 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.
template<>
ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == KnightValueMg);
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
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Square weakerKingSq = pos.king_square(weakerSide);
if ( file_of(weakerKingSq) == file_of(pawnSq)
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
&& ( opposite_colors(weakerKingSq, strongerBishopSq)
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
return SCALE_FACTOR_DRAW;
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return SCALE_FACTOR_NONE;
}
/// 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.
template<>
ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == KnightValueMg);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
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Square weakerKingSq = pos.king_square(weakerSide);
if ( pawnSq == relative_square(strongerSide, SQ_A7)
&& square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1)
return SCALE_FACTOR_DRAW;
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if ( pawnSq == relative_square(strongerSide, SQ_H7)
&& square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1)
return SCALE_FACTOR_DRAW;
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return SCALE_FACTOR_NONE;
}
Add KNPKB endgame In a game vs Junior, SF had the option to trade into a winning pawn endgame, and failed to do so. PGN at bottom. This FEN was one key position: 8/2Nb1k2/6pp/4Pp2/5K1P/5PP1/8/8 w - - 5 62. SF master chooses h5 here, with a fail high, which goes into the drawn KNPKB ending. With the patch, SF correctly chooses Ke3, which maintains chances to win. [Event "nTCEC - Stage 2a - Season 1"] [Site "http://www.tcec-chess.net"] [Date "2013.03.05"] [Round "11.3"] [White "Stockfish 210213"] [Black "Junior 13.3"] [Result "1/2-1/2"] [Variant "normal"] 1. d4 f5 2. g3 Nf6 3. Bg2 e6 4. c4 d5 5. Nh3 c6 6. O-O Bd6 7. Bf4 Be7 8. Nd2 O-O 9. Qb3 a5 10. Rfd1 Ne4 11. Be3 Nd7 12. Nf4 Ndf6 13. f3 a4 14. Qc2 Nxd2 15. Bxd2 dxc4 16. Qxc4 b5 17. Qc3 Qb6 18. Rac1 e5 19. Nd3 exd4 20. Qxc6 Qxc6 21. Rxc6 Bd7 22. Rcc1 Be6 23. Bb4 Rae8 24. Bxe7 Rxe7 25. Nb4 Bc4 26. Bf1 Rd7 27. Rd2 Re8 28. Rcd1 Rc7 29. Ra1 Rd8 30. Rc1 Rdd7 31. Rcd1 Re7 32. Ra1 Nd5 33. Nc2 Ne3 34. Nxd4 Bxa2 35. Nxb5 Rc5 36. Nd4 Bf7 37. Kf2 g6 38. Rd3 Nxf1 39. Kxf1 Rc4 40. b3 axb3 41. Nxb3 Kf8 42. Rd8+ Re8 43. Rxe8+ Bxe8 44. Kf2 Ke7 45. Ra7+ Bd7 46. Ke1 Rc3 47. Rb7 Rc2 48. Kd1 Rc4 49. Kd2 Kd6 50. Kd3 Rc7 51. Rxc7 Kxc7 52. Kd4 Kd6 53. Nc5 Bb5 54. e4 Be2 55. e5+ Ke7 56. Ke3 Bd1 57. Kf4 h6 58. h3 Kf7 59. h4 Bc2 60. Na6 Ba4 61. Nc7 Bd7 62. h5 g5+ 63. Ke3 Ba4 64. f4 Bd1 65. fxg5 hxg5 66. h6 Kg6 67. e6 f4+ 68. gxf4 gxf4+ 69. Kxf4 Bh5 70. Ke5 Kh7 71. Kf6 Kxh6 72. Na6 Bg4 73. e7 Bh5 74. Nc7 Bg6 75. Nd5 Be8 76. Ne3 Kh7 77. Nc4 Kh6 78. Nd2 Kh5 79. Nf3 Kg4 80. Nd4 Bh5 81. Ne6 Be8 82. Nc5 Kf3 83. Kf5 Ke3 84. Ke5 Ke2 85. Kf4 Kd2 86. Ne4+ Kd3 87. Ke5 Ke3 88. Nf6 Bf7 89. Nd5+ Kf3 90. Kf5 Ke2 91. Ke4 Be8 92. Nc3+ Kd2 93. Kd4 Kc2 94. Nd5 Kd1 95. Nf6 Bf7 96. Ne4 Be8 97. Ke3 Kc2 98. Nd6 Bd7 99. Kd4 Kd1 100. Kd3 Ba4 101. Nc4 Bb5 102. Kc3 Be8 103. Nb2+ Ke1 104. Kd3 Kf2 105. Nd1+ 1/2-1/2 No functional change (just because bench does not change)
2013-03-18 09:35:19 -06:00
/// K, knight and a pawn vs K and bishop. If knight can block bishop from taking
/// pawn, it's a win. Otherwise, drawn.
template<>
ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square bishopSq = pos.piece_list(weakerSide, BISHOP)[0];
Square weakerKingSq = pos.king_square(weakerSide);
// 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(strongerSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))
return ScaleFactor(square_distance(weakerKingSq, pawnSq));
return SCALE_FACTOR_NONE;
}
/// 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).
template<>
ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(WHITE, PAWN) == 1);
assert(pos.piece_count(BLACK, PAWN) == 1);
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Square wksq = pos.king_square(strongerSide);
Square bksq = pos.king_square(weakerSide);
Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
Color us = pos.side_to_move();
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if (strongerSide == BLACK)
{
wksq = ~wksq;
bksq = ~bksq;
wpsq = ~wpsq;
us = ~us;
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}
if (file_of(wpsq) >= FILE_E)
{
wksq = mirror(wksq);
bksq = mirror(bksq);
wpsq = mirror(wpsq);
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}
// If the pawn has advanced to the fifth rank or further, and is not a
// rook pawn, it's too dangerous to assume that it's at least a draw.
if ( rank_of(wpsq) >= RANK_5
&& file_of(wpsq) != FILE_A)
return SCALE_FACTOR_NONE;
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// Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw,
// it's probably at least a draw even with the pawn.
return Bitbases::probe_kpk(wksq, wpsq, bksq, us) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;
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}