/// 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
        /// 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.
        public Value KXK(Position pos)
        {
            Debug.Assert(verify_material(pos, weakSide, ValueS.VALUE_ZERO, 0));
            Debug.Assert(0 == pos.checkers()); // Eval is never called when in check

            // Stalemate detection with lone king
            if (pos.side_to_move() == weakSide && 0 == (new MoveList(pos, GenTypeS.LEGAL)).size())
            {
                return(ValueS.VALUE_DRAW);
            }

            Square winnerKSq = pos.king_square(strongSide);
            Square loserKSq  = pos.king_square(weakSide);

            Value result = pos.non_pawn_material(strongSide)
                           + pos.count(strongSide, PieceTypeS.PAWN) * ValueS.PawnValueEg
                           + PushToEdges[loserKSq]
                           + PushClose[BitBoard.square_distance(winnerKSq, loserKSq)];

            if (pos.count(strongSide, PieceTypeS.QUEEN) != 0 ||
                pos.count(strongSide, PieceTypeS.ROOK) != 0 ||
                (pos.count(strongSide, PieceTypeS.BISHOP) != 0 && pos.count(strongSide, PieceTypeS.KNIGHT) != 0) ||
                pos.bishop_pair(strongSide))
            {
                result += ValueS.VALUE_KNOWN_WIN;
            }

            return(strongSide == pos.side_to_move() ? result : -result);
        }
        public KPKPosition(uint idx)
        {
            wksq   = (Square)((idx >> 0) & 0x3F);
            bksq   = (Square)((idx >> 6) & 0x3F);
            us     = (Color)((idx >> 12) & 0x01);
            psq    = Types.make_square((File)((idx >> 13) & 0x03), (Rank)(RankS.RANK_7 - (idx >> 15)));
            result = Result.UNKNOWN;

            // Check if two pieces are on the same square or if a king can be captured
            if (BitBoard.square_distance(wksq, bksq) <= 1 ||
                wksq == psq ||
                bksq == psq ||
                (us == ColorS.WHITE && (BitBoard.StepAttacksBB[PieceTypeS.PAWN][psq] & BitBoard.SquareBB[bksq]) != 0))
            {
                result = Result.INVALID;
            }

            else if (us == ColorS.WHITE)
            {
                // Immediate win if pawn can be promoted without getting captured
                if (Types.rank_of(psq) == RankS.RANK_7 &&
                    wksq != psq + SquareS.DELTA_N &&
                    (BitBoard.square_distance(bksq, psq + SquareS.DELTA_N) > 1 ||
                     (BitBoard.StepAttacksBB[PieceTypeS.KING][wksq] & BitBoard.SquareBB[psq + SquareS.DELTA_N]) != 0))
                {
                    result = Result.WIN;
                }
            }
            // Immediate draw if it is a stalemate or a king captures undefended pawn
            else if (0 == (BitBoard.StepAttacksBB[PieceTypeS.KING][bksq] & ~(BitBoard.StepAttacksBB[PieceTypeS.KING][wksq] | BitBoard.StepAttacksBB[PieceTypeS.PAWN][psq])) ||
                     (BitBoard.StepAttacksBB[PieceTypeS.KING][bksq] & BitBoard.SquareBB[psq] & ~BitBoard.StepAttacksBB[PieceTypeS.KING][wksq]) != 0)
            {
                result = Result.DRAW;
            }
        }
        /// KBP vs KB. 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.
        public ScaleFactor KBPKB(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.BishopValueMg, 1));
            Debug.Assert(verify_material(pos, weakSide, ValueS.BishopValueMg, 0));

            Square pawnSq           = pos.list(strongSide, PieceTypeS.PAWN)[0];
            Square strongerBishopSq = pos.list(strongSide, PieceTypeS.BISHOP)[0];
            Square weakerBishopSq   = pos.list(weakSide, PieceTypeS.BISHOP)[0];
            Square weakerKingSq     = pos.king_square(weakSide);

            // Case 1: Defending king blocks the pawn, and cannot be driven away
            if (Types.file_of(weakerKingSq) == Types.file_of(pawnSq) &&
                Types.relative_rank_square(strongSide, pawnSq) < Types.relative_rank_square(strongSide, weakerKingSq) &&
                (Types.opposite_colors(weakerKingSq, strongerBishopSq) ||
                 Types.relative_rank_square(strongSide, weakerKingSq) <= RankS.RANK_6))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // Case 2: Opposite colored bishops
            if (Types.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 (Types.relative_rank_square(strongSide, pawnSq) <= RankS.RANK_5)
                {
                    return(ScaleFactorS.SCALE_FACTOR_DRAW);
                }
                else
                {
                    Bitboard path = BitBoard.forward_bb(strongSide, pawnSq);

                    if ((path & pos.pieces_color_piecetype(weakSide, PieceTypeS.KING)) != 0)
                    {
                        return(ScaleFactorS.SCALE_FACTOR_DRAW);
                    }

                    if (((pos.attacks_from_square_piecetype(weakerBishopSq, PieceTypeS.BISHOP) & path) != 0) &&
                        BitBoard.square_distance(weakerBishopSq, pawnSq) >= 3)
                    {
                        return(ScaleFactorS.SCALE_FACTOR_DRAW);
                    }
                }
            }

            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
        /// 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.
        public Value KRKN(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.RookValueMg, 0));
            Debug.Assert(verify_material(pos, weakSide, ValueS.KnightValueMg, 0));

            Square bksq   = pos.king_square(weakSide);
            Square bnsq   = pos.list(weakSide, PieceTypeS.KNIGHT)[0];
            Value  result = (PushToEdges[bksq] + PushAway[BitBoard.square_distance(bksq, bnsq)]);

            return(strongSide == pos.side_to_move() ? result : -result);
        }
        /// KNP vs KB. If knight can block bishop from taking pawn, it's a win.
        /// Otherwise the position is drawn.
        public ScaleFactor KNPKB(Position pos)
        {
            Square pawnSq       = pos.list(strongSide, PieceTypeS.PAWN)[0];
            Square bishopSq     = pos.list(weakSide, PieceTypeS.BISHOP)[0];
            Square weakerKingSq = pos.king_square(weakSide);

            // King needs to get close to promoting pawn to prevent knight from blocking.
            // Rules for this are very tricky, so just approximate.
            if ((BitBoard.forward_bb(strongSide, pawnSq) & pos.attacks_from_square_piecetype(bishopSq, PieceTypeS.BISHOP)) != 0)
            {
                return(BitBoard.square_distance(weakerKingSq, pawnSq));
            }

            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
        /// 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 win KQ vs KR.
        public Value KQKR(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.QueenValueMg, 0));
            Debug.Assert(verify_material(pos, weakSide, ValueS.RookValueMg, 0));

            Square winnerKSq = pos.king_square(strongSide);
            Square loserKSq  = pos.king_square(weakSide);

            Value result = ValueS.QueenValueEg
                           - ValueS.RookValueEg
                           + PushToEdges[loserKSq]
                           + PushClose[BitBoard.square_distance(winnerKSq, loserKSq)];

            return(strongSide == pos.side_to_move() ? result : -result);
        }
        public ScaleFactor KRPKB(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.RookValueMg, 1));
            Debug.Assert(verify_material(pos, weakSide, ValueS.BishopValueMg, 0));

            // Test for a rook pawn
            if ((pos.pieces_piecetype(PieceTypeS.PAWN) & (BitBoard.FileABB | BitBoard.FileHBB)) != 0)
            {
                Square ksq  = pos.king_square(weakSide);
                Square bsq  = pos.list(weakSide, PieceTypeS.BISHOP)[0];
                Square psq  = pos.list(strongSide, PieceTypeS.PAWN)[0];
                Rank   rk   = Types.relative_rank_square(strongSide, psq);
                Square push = Types.pawn_push(strongSide);

                // If the pawn is on the 5th rank and the pawn (currently) is on
                // the same color square as the bishop then there is a chance of
                // a fortress. Depending on the king position give a moderate
                // reduction or a stronger one if the defending king is near the
                // corner but not trapped there.
                if (rk == RankS.RANK_5 && !Types.opposite_colors(bsq, psq))
                {
                    int d = BitBoard.square_distance(psq + 3 * push, ksq);

                    if (d <= 2 && !(d == 0 && ksq == pos.king_square(strongSide) + 2 * push))
                    {
                        return(24);
                    }
                    else
                    {
                        return(48);
                    }
                }

                // When the pawn has moved to the 6th rank we can be fairly sure
                // it's drawn if the bishop attacks the square in front of the
                // pawn from a reasonable distance and the defending king is near
                // the corner
                if (rk == RankS.RANK_6 &&
                    BitBoard.square_distance(psq + 2 * push, ksq) <= 1 &&
                    (BitBoard.PseudoAttacks[PieceTypeS.BISHOP][bsq] & BitBoard.SquareBB[(psq + push)]) != 0 &&
                    BitBoard.file_distance(bsq, psq) >= 2)
                {
                    return(8);
                }
            }

            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
        /// KNP 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.
        public ScaleFactor KNPK(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.KnightValueMg, 1));
            Debug.Assert(verify_material(pos, weakSide, ValueS.VALUE_ZERO, 0));

            // Assume strongSide is white and the pawn is on files A-D
            Square pawnSq     = normalize(pos, strongSide, pos.list(strongSide, PieceTypeS.PAWN)[0]);
            Square weakKingSq = normalize(pos, strongSide, pos.king_square(weakSide));

            if (pawnSq == SquareS.SQ_A7 && BitBoard.square_distance(SquareS.SQ_A8, weakKingSq) <= 1)
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
        /// 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
        /// far advanced with support of the king, while the attacking king is far
        /// away.
        public Value KRKP(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.RookValueMg, 0));
            Debug.Assert(verify_material(pos, weakSide, ValueS.VALUE_ZERO, 1));

            Square wksq = Types.relative_square(strongSide, pos.king_square(strongSide));
            Square bksq = Types.relative_square(strongSide, pos.king_square(weakSide));
            Square rsq  = Types.relative_square(strongSide, pos.list(strongSide, PieceTypeS.ROOK)[0]);
            Square psq  = Types.relative_square(strongSide, pos.list(weakSide, PieceTypeS.PAWN)[0]);

            Square queeningSq = Types.make_square(Types.file_of(psq), RankS.RANK_1);
            Value  result;

            // If the stronger side's king is in front of the pawn, it's a win
            if (wksq < psq && Types.file_of(wksq) == Types.file_of(psq))
            {
                result = ValueS.RookValueEg - (BitBoard.square_distance(wksq, psq));
            }

            // If the weaker side's king is too far from the pawn and the rook,
            // it's a win
            else if (BitBoard.square_distance(bksq, psq) >= 3 + ((pos.side_to_move() == weakSide)?1:0) &&
                     BitBoard.square_distance(bksq, rsq) >= 3)
            {
                result = ValueS.RookValueEg - (BitBoard.square_distance(wksq, psq));
            }

            // If the pawn is far advanced and supported by the defending king,
            // the position is drawish
            else if (Types.rank_of(bksq) <= RankS.RANK_3 &&
                     BitBoard.square_distance(bksq, psq) == 1 &&
                     Types.rank_of(wksq) >= RankS.RANK_4 &&
                     BitBoard.square_distance(wksq, psq) > 2 + ((pos.side_to_move() == strongSide)?1:0))
            {
                result = 80 - 8 * BitBoard.square_distance(wksq, psq);
            }
            else
            {
                result = (Value)(200) - 8 * (BitBoard.square_distance(wksq, psq + SquareS.DELTA_S)
                                             - BitBoard.square_distance(bksq, psq + SquareS.DELTA_S)
                                             - BitBoard.square_distance(psq, queeningSq));
            }

            return(strongSide == pos.side_to_move() ? result : -result);
        }
        /// KQ vs KP. In general, this is a win for the stronger side, but there are a
        /// few important exceptions. A pawn on 7th rank and on the A,C,F or H files
        /// with a king positioned next to it can be a draw, so in that case, we only
        /// use the distance between the kings.
        public Value KQKP(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.QueenValueMg, 0));
            Debug.Assert(verify_material(pos, weakSide, ValueS.VALUE_ZERO, 1));

            Square winnerKSq = pos.king_square(strongSide);
            Square loserKSq  = pos.king_square(weakSide);
            Square pawnSq    = pos.list(weakSide, PieceTypeS.PAWN)[0];

            Value result = (PushClose[BitBoard.square_distance(winnerKSq, loserKSq)]);

            if (Types.relative_rank_square(weakSide, pawnSq) != RankS.RANK_7 ||
                BitBoard.square_distance(loserKSq, pawnSq) != 1 ||
                0 == ((BitBoard.FileABB | BitBoard.FileCBB | BitBoard.FileFBB | BitBoard.FileHBB) & BitBoard.SquareBB[pawnSq]))
            {
                result += ValueS.QueenValueEg - ValueS.PawnValueEg;
            }

            return(strongSide == pos.side_to_move() ? result : -result);
        }
        public static Bitboard sliding_attack(Square[] deltas, Square sq, Bitboard occupied)
        {
            Bitboard attack = 0;

            for (int i = 0; i < 4; ++i)
            {
                for (Square s = sq + deltas[i];
                     Types.is_ok_square(s) && BitBoard.square_distance(s, s - deltas[i]) == 1;
                     s += deltas[i])
                {
                    attack |= SquareBB[s];

                    if ((occupied & SquareBB[s]) != 0)
                    {
                        break;
                    }
                }
            }

            return(attack);
        }
        /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
        /// defending king towards a corner square of the right color.
        public Value KBNK(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.KnightValueMg + ValueS.BishopValueMg, 0));
            Debug.Assert(verify_material(pos, weakSide, ValueS.VALUE_ZERO, 0));

            Square winnerKSq = pos.king_square(strongSide);
            Square loserKSq  = pos.king_square(weakSide);
            Square bishopSq  = pos.list(strongSide, PieceTypeS.BISHOP)[0];

            // kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a
            // bishop that cannot reach the above squares, we flip the kings in order
            // to drive the enemy toward corners A8 or H1.
            if (Types.opposite_colors(bishopSq, SquareS.SQ_A1))
            {
                winnerKSq = Types.notSquare(winnerKSq);
                loserKSq  = Types.notSquare(loserKSq);
            }

            Value result = ValueS.VALUE_KNOWN_WIN
                           + PushClose[BitBoard.square_distance(winnerKSq, loserKSq)]
                           + PushToCorners[loserKSq];

            return(strongSide == pos.side_to_move() ? result : -result);
        }
        /// Bitboards::init() initializes various bitboard tables. It is called at
        /// startup and relies on global objects to be already zero-initialized.
        public static void init()
        {
            for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
            {
                BSFTable[bsf_index(SquareBB[s] = 1UL << s)] = s;
            }

            for (Bitboard b = 1; b < 256; ++b)
            {
                MS1BTable[b] = more_than_one(b) ? MS1BTable[b - 1] : lsb(b);
            }

            for (File f = FileS.FILE_A; f <= FileS.FILE_H; ++f)
            {
                FileBB[f] = f > FileS.FILE_A ? FileBB[f - 1] << 1 : FileABB;
            }

            for (Rank r = RankS.RANK_1; r <= RankS.RANK_8; ++r)
            {
                RankBB[r] = r > RankS.RANK_1 ? RankBB[r - 1] << 8 : Rank1BB;
            }

            for (File f = FileS.FILE_A; f <= FileS.FILE_H; ++f)
            {
                AdjacentFilesBB[f] = (f > FileS.FILE_A ? FileBB[f - 1] : 0) | (f < FileS.FILE_H ? FileBB[f + 1] : 0);
            }

            for (int c = ColorS.WHITE; c <= ColorS.BLACK; c++)
            {
                InFrontBB[c] = new Bitboard[RankS.RANK_NB];
            }

            for (Rank r = RankS.RANK_1; r < RankS.RANK_8; ++r)
            {
                InFrontBB[ColorS.WHITE][r] = ~(InFrontBB[ColorS.BLACK][r + 1] = InFrontBB[ColorS.BLACK][r] | RankBB[r]);
            }

            for (int c = ColorS.WHITE; c <= ColorS.BLACK; c++)
            {
                ForwardBB[c]      = new Bitboard[SquareS.SQUARE_NB];
                PawnAttackSpan[c] = new Bitboard[SquareS.SQUARE_NB];
                PassedPawnMask[c] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Color c = ColorS.WHITE; c <= ColorS.BLACK; ++c)
            {
                for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
                {
                    ForwardBB[c][s]      = InFrontBB[c][Types.rank_of(s)] & FileBB[Types.file_of(s)];
                    PawnAttackSpan[c][s] = InFrontBB[c][Types.rank_of(s)] & AdjacentFilesBB[Types.file_of(s)];
                    PassedPawnMask[c][s] = ForwardBB[c][s] | PawnAttackSpan[c][s];
                }
            }

            for (Square c = 0; c < SquareS.SQUARE_NB; c++)
            {
                SquareDistance[c]  = new int[SquareS.SQUARE_NB];
                DistanceRingsBB[c] = new Bitboard[8];
            }

            for (Square s1 = SquareS.SQ_A1; s1 <= SquareS.SQ_H8; ++s1)
            {
                for (Square s2 = SquareS.SQ_A1; s2 <= SquareS.SQ_H8; ++s2)
                {
                    if (s1 != s2)
                    {
                        SquareDistance[s1][s2] = Math.Max(file_distance(s1, s2), rank_distance(s1, s2));
                        DistanceRingsBB[s1][SquareDistance[s1][s2] - 1] |= SquareBB[s2];
                    }
                }
            }

            int[][] steps = new int[7][];
            steps[0] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[1] = new int[] { 7, 9, 0, 0, 0, 0, 0, 0, 0 };
            steps[2] = new int[] { 17, 15, 10, 6, -6, -10, -15, -17, 0 };
            steps[3] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[4] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[5] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[6] = new int[] { 9, 7, -7, -9, 8, 1, -1, -8, 0 };

            for (Piece p = PieceS.NO_PIECE; p < PieceS.PIECE_NB; p++)
            {
                StepAttacksBB[p] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Color c = ColorS.WHITE; c <= ColorS.BLACK; ++c)
            {
                for (PieceType pt = PieceTypeS.PAWN; pt <= PieceTypeS.KING; ++pt)
                {
                    for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
                    {
                        for (int i = 0; steps[pt][i] != 0; ++i)
                        {
                            Square to = s + (Square)(c == ColorS.WHITE ? steps[pt][i] : -steps[pt][i]);

                            if (Types.is_ok_square(to) && BitBoard.square_distance(s, to) < 3)
                            {
                                StepAttacksBB[Types.make_piece(c, pt)][s] |= SquareBB[to];
                            }
                        }
                    }
                }
            }


            Square[] RDeltas = new Square[] { SquareS.DELTA_N, SquareS.DELTA_E, SquareS.DELTA_S, SquareS.DELTA_W };
            Square[] BDeltas = new Square[] { SquareS.DELTA_NE, SquareS.DELTA_SE, SquareS.DELTA_SW, SquareS.DELTA_NW };

            init_magics(PieceTypeS.ROOK, RAttacks, RMagics, RMasks, RShifts, RDeltas, magic_index);
            init_magics(PieceTypeS.BISHOP, BAttacks, BMagics, BMasks, BShifts, BDeltas, magic_index);

            for (PieceType pt = PieceTypeS.NO_PIECE_TYPE; pt < PieceTypeS.PIECE_TYPE_NB; pt++)
            {
                PseudoAttacks[pt] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; s++)
            {
                BetweenBB[s] = new Bitboard[SquareS.SQUARE_NB];
                LineBB[s]    = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Square s1 = SquareS.SQ_A1; s1 <= SquareS.SQ_H8; ++s1)
            {
                PseudoAttacks[PieceTypeS.QUEEN][s1]  = PseudoAttacks[PieceTypeS.BISHOP][s1] = attacks_bb_SBBPT(s1, 0, PieceTypeS.BISHOP);
                PseudoAttacks[PieceTypeS.QUEEN][s1] |= PseudoAttacks[PieceTypeS.ROOK][s1] = attacks_bb_SBBPT(s1, 0, PieceTypeS.ROOK);

                for (Square s2 = SquareS.SQ_A1; s2 <= SquareS.SQ_H8; ++s2)
                {
                    Piece pc = (PseudoAttacks[PieceTypeS.BISHOP][s1] & SquareBB[s2]) != 0 ? PieceS.W_BISHOP :
                               (PseudoAttacks[PieceTypeS.ROOK][s1] & SquareBB[s2]) != 0 ? PieceS.W_ROOK : PieceS.NO_PIECE;

                    if (pc == PieceS.NO_PIECE)
                    {
                        continue;
                    }

                    LineBB[s1][s2]    = (attacks_bb_PSBB(pc, s1, 0) & attacks_bb_PSBB(pc, s2, 0)) | SquareBB[s1] | SquareBB[s2];
                    BetweenBB[s1][s2] = attacks_bb_PSBB(pc, s1, SquareBB[s2]) & attacks_bb_PSBB(pc, s2, SquareBB[s1]);
                }
            }
        }
        /// KRP vs KR. 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.
        ///
        /// It would also be nice to rewrite the actual code for this function,
        /// which is mostly copied from Glaurung 1.x, and isn't very pretty.
        public ScaleFactor KRPKR(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.RookValueMg, 1));
            Debug.Assert(verify_material(pos, weakSide, ValueS.RookValueMg, 0));

            // Assume strongSide is white and the pawn is on files A-D
            Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
            Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
            Square wrsq = normalize(pos, strongSide, pos.list(strongSide, PieceTypeS.ROOK)[0]);
            Square wpsq = normalize(pos, strongSide, pos.list(strongSide, PieceTypeS.PAWN)[0]);
            Square brsq = normalize(pos, strongSide, pos.list(weakSide, PieceTypeS.ROOK)[0]);

            File   f          = Types.file_of(wpsq);
            Rank   r          = Types.rank_of(wpsq);
            Square queeningSq = Types.make_square(f, RankS.RANK_8);
            int    tempo      = (pos.side_to_move() == strongSide ? 1 : 0);

            // If the pawn is not too far advanced and the defending king defends the
            // queening square, use the third-rank defence.
            if (r <= RankS.RANK_5 &&
                BitBoard.square_distance(bksq, queeningSq) <= 1 &&
                wksq <= SquareS.SQ_H5 &&
                (Types.rank_of(brsq) == RankS.RANK_6 || (r <= RankS.RANK_3 && Types.rank_of(wrsq) != RankS.RANK_6)))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // 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 == RankS.RANK_6 &&
                BitBoard.square_distance(bksq, queeningSq) <= 1 &&
                Types.rank_of(wksq) + tempo <= RankS.RANK_6 &&
                (Types.rank_of(brsq) == RankS.RANK_1 || (0 == tempo && Math.Abs(Types.file_of(brsq) - f) >= 3)))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            if (r >= RankS.RANK_6 &&
                bksq == queeningSq &&
                Types.rank_of(brsq) == RankS.RANK_1 &&
                (0 == tempo || BitBoard.square_distance(wksq, wpsq) >= 2))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // 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 == SquareS.SQ_A7 &&
                wrsq == SquareS.SQ_A8 &&
                (bksq == SquareS.SQ_H7 || bksq == SquareS.SQ_G7) &&
                Types.file_of(brsq) == FileS.FILE_A &&
                (Types.rank_of(brsq) <= RankS.RANK_3 || Types.file_of(wksq) >= FileS.FILE_D || Types.rank_of(wksq) <= RankS.RANK_5))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // If the defending king blocks the pawn and the attacking king is too far
            // away, it's a draw.
            if (r <= RankS.RANK_5 &&
                bksq == wpsq + SquareS.DELTA_N &&
                BitBoard.square_distance(wksq, wpsq) - tempo >= 2 &&
                BitBoard.square_distance(wksq, brsq) - tempo >= 2)
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // 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 == RankS.RANK_7 &&
                f != FileS.FILE_A &&
                Types.file_of(wrsq) == f &&
                wrsq != queeningSq &&
                (BitBoard.square_distance(wksq, queeningSq) < BitBoard.square_distance(bksq, queeningSq) - 2 + tempo) &&
                (BitBoard.square_distance(wksq, queeningSq) < BitBoard.square_distance(bksq, wrsq) + tempo))
            {
                return((ScaleFactor)(ScaleFactorS.SCALE_FACTOR_MAX - 2 * BitBoard.square_distance(wksq, queeningSq)));
            }

            // Similar to the above, but with the pawn further back
            if (f != FileS.FILE_A &&
                Types.file_of(wrsq) == f &&
                wrsq < wpsq &&
                (BitBoard.square_distance(wksq, queeningSq) < BitBoard.square_distance(bksq, queeningSq) - 2 + tempo) &&
                (BitBoard.square_distance(wksq, wpsq + SquareS.DELTA_N) < BitBoard.square_distance(bksq, wpsq + SquareS.DELTA_N) - 2 + tempo) &&
                (BitBoard.square_distance(bksq, wrsq) + tempo >= 3 ||
                 (BitBoard.square_distance(wksq, queeningSq) < BitBoard.square_distance(bksq, wrsq) + tempo &&
                  (BitBoard.square_distance(wksq, wpsq + SquareS.DELTA_N) < BitBoard.square_distance(bksq, wrsq) + tempo))))
            {
                return((ScaleFactor)(ScaleFactorS.SCALE_FACTOR_MAX
                                     - 8 * BitBoard.square_distance(wpsq, queeningSq)
                                     - 2 * BitBoard.square_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.
            if (r <= RankS.RANK_4 && bksq > wpsq)
            {
                if (Types.file_of(bksq) == Types.file_of(wpsq))
                {
                    return(10);
                }
                if (Math.Abs(Types.file_of(bksq) - Types.file_of(wpsq)) == 1 &&
                    BitBoard.square_distance(wksq, bksq) > 2)
                {
                    return(24 - 2 * BitBoard.square_distance(wksq, bksq));
                }
            }
            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
        /// KB 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
        /// will be used.
        public ScaleFactor KBPsK(Position pos)
        {
            Debug.Assert(pos.non_pawn_material(strongSide) == ValueS.BishopValueMg);
            Debug.Assert(pos.count(strongSide, PieceTypeS.PAWN) >= 1);

            // No assertions about the material of weakSide, because we want draws to
            // be detected even when the weaker side has some pawns.

            Bitboard pawns    = pos.pieces_color_piecetype(strongSide, PieceTypeS.PAWN);
            File     pawnFile = Types.file_of(pos.list(strongSide, PieceTypeS.PAWN)[0]);

            // All pawns are on a single rook file ?
            if ((pawnFile == FileS.FILE_A || pawnFile == FileS.FILE_H) &&
                0 == (pawns & ~BitBoard.file_bb_file(pawnFile)))
            {
                Square bishopSq   = pos.list(strongSide, PieceTypeS.BISHOP)[0];
                Square queeningSq = Types.relative_square(strongSide, Types.make_square(pawnFile, RankS.RANK_8));
                Square kingSq     = pos.king_square(weakSide);

                if (Types.opposite_colors(queeningSq, bishopSq) &&
                    BitBoard.square_distance(queeningSq, kingSq) <= 1)
                {
                    return(ScaleFactorS.SCALE_FACTOR_DRAW);
                }
            }

            // If all the pawns are on the same B or G file, then it's potentially a draw
            if ((pawnFile == FileS.FILE_B || pawnFile == FileS.FILE_G) &&
                0 == (pos.pieces_piecetype(PieceTypeS.PAWN) & ~BitBoard.file_bb_file(pawnFile)) &&
                pos.non_pawn_material(weakSide) == 0 &&
                pos.count(weakSide, PieceTypeS.PAWN) >= 1)
            {
                // Get weakSide pawn that is closest to the home rank
                Square weakPawnSq = BitBoard.backmost_sq(weakSide, pos.pieces_color_piecetype(weakSide, PieceTypeS.PAWN));

                Square strongKingSq = pos.king_square(strongSide);
                Square weakKingSq   = pos.king_square(weakSide);
                Square bishopSq     = pos.list(strongSide, PieceTypeS.BISHOP)[0];

                // There's potential for a draw if our pawn is blocked on the 7th rank,
                // the bishop cannot attack it or they only have one pawn left
                if (Types.relative_rank_square(strongSide, weakPawnSq) == RankS.RANK_7 &&
                    (pos.pieces_color_piecetype(strongSide, PieceTypeS.PAWN) & BitBoard.SquareBB[(weakPawnSq + Types.pawn_push(weakSide))]) != 0 &&
                    (Types.opposite_colors(bishopSq, weakPawnSq) || pos.count(strongSide, PieceTypeS.PAWN) == 1))
                {
                    int strongKingDist = BitBoard.square_distance(weakPawnSq, strongKingSq);
                    int weakKingDist   = BitBoard.square_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
                    // closer. (I think this rule only fails in practically
                    // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w
                    // and positions where qsearch will immediately correct the
                    // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w)
                    if (Types.relative_rank_square(strongSide, weakKingSq) >= RankS.RANK_7 &&
                        weakKingDist <= 2 &&
                        weakKingDist <= strongKingDist)
                    {
                        return(ScaleFactorS.SCALE_FACTOR_DRAW);
                    }
                }
            }

            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
Beispiel #16
0
        // evaluate_passed_pawns() evaluates the passed pawns of the given color
        public static Score evaluate_passed_pawns(Position pos, EvalInfo ei, Color Us, bool Trace)
        {
            Color Them = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE);

            Bitboard b, squaresToQueen, defendedSquares, unsafeSquares;
            Score    score = ScoreS.SCORE_ZERO;

            b = ei.pi.passed_pawns(Us);

            while (b != 0)
            {
                Square s = BitBoard.pop_lsb(ref b);

                Debug.Assert(pos.pawn_passed(Us, s));

                int r  = (int)(Types.relative_rank_square(Us, s) - RankS.RANK_2);
                int rr = r * (r - 1);

                // Base bonus based on rank
                Value mbonus = (17 * rr), ebonus = (7 * (rr + r + 1));

                if (rr != 0)
                {
                    Square blockSq = s + Types.pawn_push(Us);

                    // Adjust bonus based on kings proximity
                    ebonus += (BitBoard.square_distance(pos.king_square(Them), blockSq) * 5 * rr)
                              - (BitBoard.square_distance(pos.king_square(Us), blockSq) * 2 * rr);

                    // If blockSq is not the queening square then consider also a second push
                    if (Types.relative_rank_square(Us, blockSq) != RankS.RANK_8)
                    {
                        ebonus -= (BitBoard.square_distance(pos.king_square(Us), blockSq + Types.pawn_push(Us)) * rr);
                    }

                    // If the pawn is free to advance, increase bonus
                    if (pos.empty(blockSq))
                    {
                        squaresToQueen = BitBoard.forward_bb(Us, s);

                        // If there is an enemy rook or queen attacking the pawn from behind,
                        // add all X-ray attacks by the rook or queen. Otherwise consider only
                        // the squares in the pawn's path attacked or occupied by the enemy.
                        if ((BitBoard.forward_bb(Them, s) & pos.pieces_color_piecetype(Them, PieceTypeS.ROOK, PieceTypeS.QUEEN)) != 0 &&
                            (BitBoard.forward_bb(Them, s) & pos.pieces_color_piecetype(Them, PieceTypeS.ROOK, PieceTypeS.QUEEN) & pos.attacks_from_square_piecetype(s, PieceTypeS.ROOK)) != 0)
                        {
                            unsafeSquares = squaresToQueen;
                        }
                        else
                        {
                            unsafeSquares = squaresToQueen & (ei.attackedBy[Them][PieceTypeS.ALL_PIECES] | pos.pieces_color(Them));
                        }

                        if ((BitBoard.forward_bb(Them, s) & pos.pieces_color_piecetype(Us, PieceTypeS.ROOK, PieceTypeS.QUEEN)) != 0 &&
                            (BitBoard.forward_bb(Them, s) & pos.pieces_color_piecetype(Us, PieceTypeS.ROOK, PieceTypeS.QUEEN) & pos.attacks_from_square_piecetype(s, PieceTypeS.ROOK)) != 0)
                        {
                            defendedSquares = squaresToQueen;
                        }
                        else
                        {
                            defendedSquares = squaresToQueen & ei.attackedBy[Us][PieceTypeS.ALL_PIECES];
                        }

                        // If there aren't any enemy attacks, assign a big bonus. Otherwise
                        // assign a smaller bonus if the block square isn't attacked.
                        int k = 0 == unsafeSquares? 15 : 0 == (unsafeSquares & BitBoard.SquareBB[blockSq]) ? 9 : 0;


                        // If the path to queen is fully defended, assign a big bonus.
                        // Otherwise assign a smaller bonus if the block square is defended.
                        if (defendedSquares == squaresToQueen)
                        {
                            k += 6;
                        }

                        else if ((defendedSquares & BitBoard.SquareBB[blockSq]) != 0)
                        {
                            k += 4;
                        }

                        mbonus += (k * rr); ebonus += (k * rr);
                    }
                } // rr != 0

                if (pos.count(Us, PieceTypeS.PAWN) < pos.count(Them, PieceTypeS.PAWN))
                {
                    ebonus += ebonus / 4;
                }

                score += Types.make_score(mbonus, ebonus);
            }

            if (Trace)
            {
                Tracing.terms[Us][TermsS.PASSED] = apply_weight(score, Weights[EvalWeightS.PassedPawns]);
            }

            // Add the scores to the middle game and endgame eval
            return(Eval.apply_weight(score, Weights[EvalWeightS.PassedPawns]));
        }