Пример #1
0
        private static void generate_castle(
            int Side,
            bool Checks,
            Position pos,
            MoveStack[] ms,
            ref int mpos,
            int us)
        {
            if (pos.castle_impeded(us, Side) || (pos.can_castle_CR(Utils.make_castle_right(us, Side)) == 0))
            {
                return;
            }

            // After castling, the rook and king final positions are the same in Chess960
            // as they would be in standard chess.
            var kfrom = pos.king_square(us);
            var rfrom = pos.castle_rook_square(us, Side);
            var kto = Utils.relative_square(us, Side == CastlingSideC.KING_SIDE ? SquareC.SQ_G1 : SquareC.SQ_C1);

            var enemies = pos.pieces_C(us ^ 1);

            Debug.Assert(!pos.in_check());

            int K = pos.chess960 ? kto > kfrom ? -1 : 1 : Side == CastlingSideC.KING_SIDE ? -1 : 1;
            
            for (Square s = kto; s != kfrom; s += (Square)K)
            {
                if ((pos.attackers_to(s) & enemies) != 0)
                {
                    return;
                }
            }

            // Because we generate only legal castling moves we need to verify that
            // when moving the castling rook we do not discover some hidden checker.
            // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
            if (pos.chess960 && ((pos.attackers_to(kto, Utils.xor_bit(pos.occupied_squares, rfrom)) & enemies) != 0))
            {
                return;
            }

            var m = Utils.make(kfrom, rfrom, MoveTypeC.CASTLING);

            if (Checks)
            {
                var ci = CheckInfoBroker.GetObject();
                ci.CreateCheckInfo(pos);
                var givesCheck = pos.move_gives_check(m, ci);
                CheckInfoBroker.Free();
                if (!givesCheck)
                {
                    return;
                }
            }

            ms[mpos++].move = m;
        }
Пример #2
0
        private static void generate_castle(CastlingSide Side, bool OnlyChecks, Position pos, MoveStack[] ms, ref int mpos, Color us)
        {
            if (pos.castle_impeded(us, Side) || (pos.can_castle_CR(Utils.make_castle_right(us, Side))==0) )
                return;

            // After castling, the rook and king final positions are the same in Chess960
            // as they would be in standard chess.
            Square kfrom = pos.king_square(us);
            Square rfrom = pos.castle_rook_square(us, Side);
            Square kto = Utils.relative_square(us, Side == CastlingSideC.KING_SIDE ? SquareC.SQ_G1 : SquareC.SQ_C1);

            Bitboard enemies = pos.pieces_C(us ^ 1);

            Debug.Assert(!pos.in_check());

            for (Square s = Math.Min(kfrom, kto), e = Math.Max(kfrom, kto); s <= e; s++)
                if (s != kfrom // We are not in check
                    && ((pos.attackers_to(s) & enemies) != 0))
                    return;

            // Because we generate only legal castling moves we need to verify that
            // when moving the castling rook we do not discover some hidden checker.
            // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
            if (pos.chess960
                && ((pos.attackers_to(kto, Utils.xor_bit(pos.occupied_squares, rfrom)) & enemies) != 0))
                return;

            Move m = Utils.make_castle(kfrom, rfrom);

            if (OnlyChecks)
            {
                CheckInfo ci = CheckInfoBroker.GetObject();
                ci.CreateCheckInfo(pos);
                bool givesCheck = pos.move_gives_check(m, ci);
                CheckInfoBroker.Free();
                if (!givesCheck) return;
            }

            ms[mpos++].move = m;
        }
Пример #3
0
        /// 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.
        internal static int Endgame_KQKP(int strongerSide, Position pos)
        {
            var weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.QueenValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 0);
            Debug.Assert(pos.non_pawn_material(weakerSide) == 0);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 1);

            Square winnerKSq = pos.king_square(strongerSide);
            Square loserKSq = pos.king_square(weakerSide);
            Square pawnSq = pos.pieceList[weakerSide][PieceTypeC.PAWN][0];

            var result = Constants.QueenValueEndgame - Constants.PawnValueEndgame + DistanceBonus[Utils.square_distance(winnerKSq, loserKSq)];

            if (    Utils.square_distance(loserKSq, pawnSq) == 1
                 && Utils.relative_rank_CS(weakerSide, pawnSq) == RankC.RANK_7)
            {
                File f = Utils.file_of(pawnSq);

                if (f == FileC.FILE_A || f == FileC.FILE_C || f == FileC.FILE_F || f == FileC.FILE_H)
                {
                    result = DistanceBonus[Utils.square_distance(winnerKSq, loserKSq)];
                }
            }

            return strongerSide == pos.sideToMove ? result : -result;
        }
Пример #4
0
        // check_is_dangerous() tests if a checking move can be pruned in qsearch().
        // bestValue is updated only when returning false because in that case move
        // will be pruned.
        static bool check_is_dangerous(Position pos, Move move, Value futilityBase, Value beta)
        {
            Bitboard b, occ, oldAtt, newAtt, kingAtt;
            Square from, to, ksq;
            Piece pc;
            Color them;

            from = Utils.from_sq(move);
            to = Utils.to_sq(move);
            them = Utils.flip_C(pos.sideToMove);
            ksq = pos.king_square(them);
            kingAtt = Position.attacks_from_KING(ksq);
            pc = pos.piece_moved(move);

            occ = pos.occupied_squares ^ Utils.SquareBB[from] ^ Utils.SquareBB[ksq];
            oldAtt = Position.attacks_from(pc, from, occ);
            newAtt = Position.attacks_from(pc, to, occ);

            // Rule 1. Checks which give opponent's king at most one escape square are dangerous
            b = kingAtt & ~pos.pieces_C(them) & ~newAtt & ~(1UL << to);

            if ((b & (b - 1)) == 0) // Catches also !b
                return true;

            // Rule 2. Queen contact check is very dangerous
            if (Utils.type_of(pc) == PieceTypeC.QUEEN
                && (Utils.bit_is_set(kingAtt, to) != 0))
                return true;

            // Rule 3. Creating new double threats with checks
            b = pos.pieces_C(them) & newAtt & ~oldAtt & ~(1UL << ksq);

            while (b != 0)
            {
                // Note that here we generate illegal "double move"!
                if (futilityBase + Position.PieceValueEndgame[pos.piece_on(Utils.pop_1st_bit(ref b))] >= beta)
                    return true;
            }
            return false;
        }
Пример #5
0
        // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
        // conservative and returns a winning score only when we are very sure that the pawn is winning.
        private static int evaluate_unstoppable_pawns(Position pos, EvalInfo ei)
        {
            ulong b, b2, blockers, supporters, queeningPath, candidates;
            int s, blockSq, queeningSquare;
            int c, winnerSide, loserSide;
            bool pathDefended, opposed;
            int pliesToGo = 0, movesToGo, oppMovesToGo = 0, sacptg, blockersCount, minKingDist, kingptg, d;
            int pliesToQueenWHITE = 256, pliesToQueenBLACK = 256, pliesToQueenWinner = 256;

            // Step 1. Hunt for unstoppable passed pawns. If we find at least one,
            // record how many plies are required for promotion.
            for (c = ColorC.WHITE; c <= ColorC.BLACK; c++)
            {
                // Skip if other side has non-pawn pieces
                if (pos.non_pawn_material(Utils.flip_C(c)) != 0)
                {
                    continue;
                }

                b = ei.pi.passed_pawns(c);

                while (b != 0)
                {
                    s = Utils.pop_lsb(ref b);
                    queeningSquare = Utils.relative_square(c, Utils.make_square(Utils.file_of(s), RankC.RANK_8));
                    queeningPath = Utils.forward_bb(c, s);

                    // Compute plies to queening and check direct advancement
                    movesToGo = Utils.rank_distance(s, queeningSquare)
                                - (Utils.relative_rank_CS(c, s) == RankC.RANK_2 ? 1 : 0);
                    oppMovesToGo = Utils.square_distance(pos.king_square(Utils.flip_C(c)), queeningSquare)
                                   - ((c != pos.sideToMove) ? 1 : 0);
                    pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);

                    if (movesToGo >= oppMovesToGo && !pathDefended)
                    {
                        continue;
                    }

                    // Opponent king cannot block because path is defended and position
                    // is not in check. So only friendly pieces can be blockers.
                    Debug.Assert(!pos.in_check());
                    Debug.Assert((queeningPath & pos.occupied_squares) == (queeningPath & pos.pieces_C(c)));

                    // Add moves needed to free the path from friendly pieces and retest condition
                    movesToGo += Bitcount.popcount_1s_Max15(queeningPath & pos.pieces_C(c));

                    if (movesToGo >= oppMovesToGo && !pathDefended)
                    {
                        continue;
                    }

                    pliesToGo = 2 * movesToGo - ((c == pos.sideToMove) ? 1 : 0);

                    if (c == ColorC.WHITE)
                    {
                        pliesToQueenWHITE = Math.Min(pliesToQueenWHITE, pliesToGo);
                    }
                    else
                    {
                        pliesToQueenBLACK = Math.Min(pliesToQueenBLACK, pliesToGo);
                    }
                }
            }

            // Step 2. If either side cannot promote at least three plies before the other side then situation
            // becomes too complex and we give up. Otherwise we determine the possibly "winning side"
            if (Math.Abs(pliesToQueenWHITE - pliesToQueenBLACK) < 3)
            {
                return ScoreC.SCORE_ZERO;
            }

            winnerSide = (pliesToQueenWHITE < pliesToQueenBLACK ? ColorC.WHITE : ColorC.BLACK);
            pliesToQueenWinner = (winnerSide == ColorC.WHITE) ? pliesToQueenWHITE : pliesToQueenBLACK;
            loserSide = Utils.flip_C(winnerSide);

            // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
            b = candidates = pos.pieces_PTC(PieceTypeC.PAWN, loserSide);

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

                // Compute plies from queening
                queeningSquare = Utils.relative_square(loserSide, Utils.make_square(Utils.file_of(s), RankC.RANK_8));
                movesToGo = Utils.rank_distance(s, queeningSquare)
                            - ((Utils.relative_rank_CS(loserSide, s) == RankC.RANK_2) ? 1 : 0);
                pliesToGo = 2 * movesToGo - ((loserSide == pos.sideToMove) ? 1 : 0);

                // Check if (without even considering any obstacles) we're too far away or doubled
                if ((pliesToQueenWinner + 3 <= pliesToGo)
                    || ((Utils.forward_bb(loserSide, s) & pos.pieces_PTC(PieceTypeC.PAWN, loserSide)) != 0))
                {
                    Utils.xor_bit(ref candidates, s);
                }
            }

            // If any candidate is already a passed pawn it _may_ promote in time. We give up.
            if ((candidates & ei.pi.passed_pawns(loserSide)) != 0)
            {
                return ScoreC.SCORE_ZERO;
            }

            // Step 4. Check new passed pawn creation through king capturing and pawn sacrifices
            b = candidates;

            while (b != 0)
            {
                s = Utils.pop_lsb(ref b);
                sacptg = blockersCount = 0;
                minKingDist = kingptg = 256;

                // Compute plies from queening
                queeningSquare = Utils.relative_square(loserSide, Utils.make_square(Utils.file_of(s), RankC.RANK_8));
                movesToGo = Utils.rank_distance(s, queeningSquare)
                            - ((Utils.relative_rank_CS(loserSide, s) == RankC.RANK_2) ? 1 : 0);
                pliesToGo = 2 * movesToGo - ((loserSide == pos.sideToMove) ? 1 : 0);

                // Generate list of blocking pawns and supporters
                supporters = Utils.adjacent_files_bb(Utils.file_of(s)) & candidates;
                opposed = (Utils.forward_bb(loserSide, s) & pos.pieces_PTC(PieceTypeC.PAWN, winnerSide)) != 0;
                blockers = Utils.passed_pawn_mask(loserSide, s) & pos.pieces_PTC(PieceTypeC.PAWN, winnerSide);

                Debug.Assert(blockers != 0);

                // How many plies does it take to remove all the blocking pawns?
                while (blockers != 0)
                {
                    blockSq = Utils.pop_lsb(ref blockers);
                    movesToGo = 256;

                    // Check pawns that can give support to overcome obstacle, for instance
                    // black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
                    if (!opposed)
                    {
                        b2 = supporters & Utils.in_front_bb_CS(winnerSide, blockSq + Utils.pawn_push(winnerSide));

                        while (b2 != 0) // This while-loop could be replaced with LSB/MSB (depending on color)
                        {
                            d = Utils.square_distance(blockSq, Utils.pop_lsb(ref b2)) - 2;
                            movesToGo = Math.Min(movesToGo, d);
                        }
                    }

                    // Check pawns that can be sacrificed against the blocking pawn
                    b2 = Utils.attack_span_mask(winnerSide, blockSq) & candidates & ~(1UL << s);

                    while (b2 != 0) // This while-loop could be replaced with LSB/MSB (depending on color)
                    {
                        d = Utils.square_distance(blockSq, Utils.pop_lsb(ref b2)) - 2;
                        movesToGo = Math.Min(movesToGo, d);
                    }

                    // If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
                    // it's not a real obstacle and we have nothing to add to pliesToGo.
                    if (movesToGo <= 0)
                    {
                        continue;
                    }

                    // Plies needed to sacrifice against all the blocking pawns
                    sacptg += movesToGo * 2;
                    blockersCount++;

                    // Plies needed for the king to capture all the blocking pawns
                    d = Utils.square_distance(pos.king_square(loserSide), blockSq);
                    minKingDist = Math.Min(minKingDist, d);
                    kingptg = (minKingDist + blockersCount) * 2;
                }

                // Check if pawn sacrifice plan _may_ save the day
                if (pliesToQueenWinner + 3 > pliesToGo + sacptg)
                {
                    return ScoreC.SCORE_ZERO;
                }

                // Check if king capture plan _may_ save the day (contains some false positives)
                if (pliesToQueenWinner + 3 > pliesToGo + kingptg)
                {
                    return ScoreC.SCORE_ZERO;
                }
            }

            // Winning pawn is unstoppable and will promote as first, return big score
            var score = Utils.make_score(0, 0x500 - 0x20 * pliesToQueenWinner);
            return winnerSide == ColorC.WHITE ? score : -score;
        }
Пример #6
0
        /// 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
        /// is actively placed, the position is drawish.
        internal static ScaleFactor Endgame_KRPPKRP(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.RookValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 2);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.RookValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 1);

            Square wpsq1 = pos.pieceList[strongerSide][PieceTypeC.PAWN][0];
            Square wpsq2 = pos.pieceList[strongerSide][PieceTypeC.PAWN][1];
            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 ScaleFactorC.SCALE_FACTOR_NONE;

            Rank r = Math.Max(Utils.relative_rank_CS(strongerSide, wpsq1), Utils.relative_rank_CS(strongerSide, wpsq2));

            if (Utils.file_distance(bksq, wpsq1) <= 1
                && Utils.file_distance(bksq, wpsq2) <= 1
                && Utils.relative_rank_CS(strongerSide, bksq) > r)
            {
                switch (r)
                {
                    case RankC.RANK_2: return (10);
                    case RankC.RANK_3: return (10);
                    case RankC.RANK_4: return (15);
                    case RankC.RANK_5: return (20);
                    case RankC.RANK_6: return (40);
                    default: Debug.Assert(false); break;
                }
            }
            return ScaleFactorC.SCALE_FACTOR_NONE;
        }
Пример #7
0
        /// 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.
        internal static Value Endgame_KRKP(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.RookValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 0);
            Debug.Assert(pos.non_pawn_material(weakerSide) == 0);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 1);

            Square wksq, wrsq, bksq, bpsq;
            int tempo = (pos.sideToMove == strongerSide ? 1 : 0);

            wksq = pos.king_square(strongerSide);
            wrsq = pos.pieceList[strongerSide][PieceTypeC.ROOK][0];
            bksq = pos.king_square(weakerSide);
            bpsq = pos.pieceList[weakerSide][PieceTypeC.PAWN][0];

            if (strongerSide == ColorC.BLACK)
            {
                wksq = Utils.flip_S(wksq);
                wrsq = Utils.flip_S(wrsq);
                bksq = Utils.flip_S(bksq);
                bpsq = Utils.flip_S(bpsq);
            }

            Square queeningSq = Utils.make_square(Utils.file_of(bpsq), RankC.RANK_1);
            Value result;

            // If the stronger side's king is in front of the pawn, it's a win
            if (wksq < bpsq && Utils.file_of(wksq) == Utils.file_of(bpsq))
                result = Constants.RookValueEndgame - (Utils.square_distance(wksq, bpsq));

            // If the weaker side's king is too far from the pawn and the rook,
            // it's a win
            else if (Utils.square_distance(bksq, bpsq) - (tempo ^ 1) >= 3
                     && Utils.square_distance(bksq, wrsq) >= 3)
                result = Constants.RookValueEndgame - (Utils.square_distance(wksq, bpsq));

            // If the pawn is far advanced and supported by the defending king,
            // the position is drawish
            else if (Utils.rank_of(bksq) <= RankC.RANK_3
                     && Utils.square_distance(bksq, bpsq) == 1
                     && Utils.rank_of(wksq) >= RankC.RANK_4
                     && Utils.square_distance(wksq, bpsq) - tempo > 2)
                result = (80 - Utils.square_distance(wksq, bpsq) * 8);

            else
                result = (200)
                        - (Utils.square_distance(wksq, bpsq + SquareC.DELTA_S) * 8)
                        + (Utils.square_distance(bksq, bpsq + SquareC.DELTA_S) * 8)
                        + (Utils.square_distance(bpsq, queeningSq) * 8);

            return strongerSide == pos.sideToMove ? result : -result;
        }
Пример #8
0
        /// KR vs KB. This is very simple, and always returns drawish scores.  The
        /// score is slightly bigger when the defending king is close to the edge.
        internal static Value Endgame_KRKB(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.RookValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 0);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.BISHOP) == 1);

            Value result = (MateTable[pos.king_square(weakerSide)]);
            return strongerSide == pos.sideToMove ? result : -result;
        }
Пример #9
0
        /// 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.
        internal static Value Endgame_KQKR(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.QueenValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 0);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.RookValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);

            Square winnerKSq = pos.king_square(strongerSide);
            Square loserKSq = pos.king_square(weakerSide);

            Value result = Constants.QueenValueEndgame
                          - Constants.RookValueEndgame
                          + MateTable[loserKSq]
                          + DistanceBonus[Utils.square_distance(winnerKSq, loserKSq)];

            return strongerSide == pos.sideToMove ? result : -result;
        }
Пример #10
0
        internal static Value Endgame_KBBKN(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.BISHOP) == 2);
            Debug.Assert(pos.non_pawn_material(strongerSide) == 2 * Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.KNIGHT) == 1);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.KnightValueMidgame);
            Debug.Assert(pos.pieces_PT(PieceTypeC.PAWN) == 0);

            Value result = Constants.BishopValueEndgame;
            Square wksq = pos.king_square(strongerSide);
            Square bksq = pos.king_square(weakerSide);
            Square nsq = pos.pieceList[weakerSide][PieceTypeC.KNIGHT][0];

            // Bonus for attacking king close to defending king
            result += (DistanceBonus[Utils.square_distance(wksq, bksq)]);

            // Bonus for driving the defending king and knight apart
            result += (Utils.square_distance(bksq, nsq) * 32);

            // Bonus for restricting the knight's mobility
            result += ((8 - Bitcount.popcount_1s_Max15(Position.attacks_from_KNIGHT(nsq))) * 8);

            return strongerSide == pos.sideToMove ? result : -result;
        }
Пример #11
0
        internal static void generate_evasion(Position pos, MoveStack[] ms, ref int mpos)
        {
            /// generate<EVASIONS> generates all pseudo-legal check evasions when the side
            /// to move is in check. Returns a pointer to the end of the move list.
            Debug.Assert(pos.in_check());

            ulong b;
            int from, checksq;
            var checkersCnt = 0;
            var us = pos.sideToMove;
            var ksq = pos.king_square(us);
            ulong sliderAttacks = 0;
            var checkers = pos.st.checkersBB;

            Debug.Assert(checkers != 0);

            // Find squares attacked by slider checkers, we will remove them from the king
            // evasions so to skip known illegal moves avoiding useless legality check later.
            b = checkers;
            do
            {
                checkersCnt++;
                checksq = Utils.pop_lsb(ref b);

                Debug.Assert(Utils.color_of(pos.piece_on(checksq)) == Utils.flip_C(us));

                switch (Utils.type_of(pos.piece_on(checksq)))
                {
                    case PieceTypeC.BISHOP:
                        sliderAttacks |= Utils.PseudoAttacks[PieceTypeC.BISHOP][checksq];
                        break;
                    case PieceTypeC.ROOK:
                        sliderAttacks |= Utils.PseudoAttacks[PieceTypeC.ROOK][checksq];
                        break;
                    case PieceTypeC.QUEEN:
                        // If queen and king are far or not on a diagonal line we can safely
                        // remove all the squares attacked in the other direction becuase are
                        // not reachable by the king anyway.
                        if ((Utils.between_bb(ksq, checksq) != 0)
                            || ((Utils.bit_is_set(Utils.PseudoAttacks[PieceTypeC.BISHOP][checksq], ksq)) == 0))
                        {
                            sliderAttacks |= Utils.PseudoAttacks[PieceTypeC.QUEEN][checksq];
                        }

                        // Otherwise we need to use real rook attacks to check if king is safe
                        // to move in the other direction. For example: king in B2, queen in A1
                        // a knight in B1, and we can safely move to C1.
                        else
                        {
                            sliderAttacks |= Utils.PseudoAttacks[PieceTypeC.BISHOP][checksq]
                                             | pos.attacks_from_ROOK(checksq);
                        }
                        break;
                    default:
                        break;
                }
            }
            while (b != 0);

            // Generate evasions for king, capture and non capture moves
            b = Position.attacks_from_KING(ksq) & ~pos.pieces_C(us) & ~sliderAttacks;
            from = ksq;
            while (b != 0)
            {
                ms[mpos++].move = Utils.make_move(from, Utils.pop_lsb(ref b));
            }

            // Generate evasions for other pieces only if not under a double check
            if (checkersCnt > 1)
            {
                return;
            }

            // Blocking evasions or captures of the checking piece
            var target = Utils.between_bb(checksq, ksq) | checkers;

            generate_all(GenType.EVASIONS, pos, ms, ref mpos, us, target, null);
        }
Пример #12
0
        internal static void generate_legal(Position pos, MoveStack[] ms, ref int mpos)
        {
            /// generate<LEGAL> generates all the legal moves in the given position
            var pinned = pos.pinned_pieces();
            Square ksq = pos.king_square(pos.sideToMove);

            if (pos.in_check())
            {
                generate_evasion(pos, ms, ref mpos);
            }
            else
            {
                generate_non_evasion(pos, ms, ref mpos);
            }

            var last = mpos;
            var cur = 0;
            while (cur != last)
            {
                var curMove = ms[cur].move;
                //if (!pos.pl_move_is_legal(ms[cur].move, pinned))
                if ((pinned != 0 || Utils.from_sq(curMove) == ksq || Utils.type_of_move(curMove) == MoveTypeC.ENPASSANT) && !pos.pl_move_is_legal(curMove, pinned))
                {
                    ms[cur].move = ms[--last].move;
                }
                else
                {
                    cur++;
                }
            }
            mpos = last;
        }
Пример #13
0
        private static void generate_all(
            GenType type,
            Position pos,
            MoveStack[] mlist,
            ref int mpos,
            int us,
            ulong target,
            CheckInfo ci)
        {
            var Checks = type == GenType.QUIET_CHECKS;

            generate_pawn_moves(us, type, pos, mlist, ref mpos, target, ci);

            generate_moves(PieceTypeC.KNIGHT, Checks, pos, mlist, ref mpos, us, target, ci);
            generate_moves(PieceTypeC.BISHOP, Checks, pos, mlist, ref mpos, us, target, ci);
            generate_moves(PieceTypeC.ROOK, Checks, pos, mlist, ref mpos, us, target, ci);
            generate_moves(PieceTypeC.QUEEN, Checks, pos, mlist, ref mpos, us, target, ci);

            if (!Checks && type != GenType.EVASIONS)
            {
                Square from = pos.king_square(us);
                Bitboard b = Position.attacks_from_KING(from) & target;
                // SERIALIZE(b);
                while (b != 0)
                {
#if X64
                    Bitboard bb = b;
                    b &= (b - 1);
                 mlist[mpos++].move = ((Utils.BSFTable[((bb & (0xffffffffffffffff - bb + 1)) * DeBruijn_64) >> 58]) | (from << 6));
#else
                    mlist[mpos++].move = Utils.make_move(from, Utils.pop_lsb(ref b));
#endif
                }
            }
            
            if (type != GenType.CAPTURES && type != GenType.EVASIONS && pos.can_castle_C(us) != 0)
            {
                generate_castle(CastlingSideC.KING_SIDE, Checks, pos, mlist, ref mpos, us);
                generate_castle(CastlingSideC.QUEEN_SIDE, Checks, pos, mlist, ref mpos, us);
            }
        }
Пример #14
0
        // allows() tests whether the 'first' move at previous ply somehow makes the
        // 'second' move possible, for instance if the moving piece is the same in
        // both moves. Normally the second move is the threat (the best move returned
        // from a null search that fails low).
        internal static bool allows(Position pos, int first, int second)
        {
            Debug.Assert(Utils.is_ok_M(first));
            Debug.Assert(Utils.is_ok_M(second));
            Debug.Assert(Utils.color_of(pos.piece_on(Utils.from_sq(second))) == 1 - pos.sideToMove);

            Square m1to = Utils.to_sq(first);
            Square m1from = Utils.from_sq(first);
            Square m2to = Utils.to_sq(second);
            Square m2from = Utils.from_sq(second);


            // The piece is the same or second's destination was vacated by the first move
            if (m1to == m2from || m2to == m1from)
            {
                return true;
            }

            // Second one moves through the square vacated by first one
            if (Utils.bit_is_set(Utils.between_bb(m2from, m2to), m1from) != 0)
            {
                return true;
            }

            // Second's destination is defended by the first move's piece
            Bitboard m1att = Position.attacks_from(pos.piece_on(m1to), m1to, pos.occupied_squares ^ (ulong)m2from);
            if (Utils.bit_is_set(m1att, m2to) != 0)
            {
                return true;
            }

            // Second move gives a discovered check through the first's checking piece
            if (Utils.bit_is_set(m1att, pos.king_square(pos.sideToMove)) != 0 &&
                Utils.bit_is_set(Utils.between_bb(m1to, pos.king_square(pos.sideToMove)), m2from) != 0) // TODO: removing condition asserts below
            {
                Debug.Assert(Utils.bit_is_set(Utils.between_bb(m1to, pos.king_square(pos.sideToMove)), m2from) != 0);
                return true;
            }

            return false;
        }
Пример #15
0
        // check_is_dangerous() tests if a checking move can be pruned in qsearch().
        // bestValue is updated only when returning false because in that case move
        // will be pruned.
        private static bool check_is_dangerous(Position pos, int move, int futilityBase, int beta)
        {
            //ulong b, occ, oldAtt, newAtt, kingAtt;
            //int from, to, ksq;
            //int pc;
            //int them;

            //from = Utils.from_sq(move);
            //to = Utils.to_sq(move);
            //them = Utils.flip_C(pos.sideToMove);
            //ksq = pos.king_square(them);
            //kingAtt = Position.attacks_from_KING(ksq);
            //pc = pos.piece_moved(move);

            //occ = pos.occupied_squares ^ Utils.SquareBB[from] ^ Utils.SquareBB[ksq];
            //oldAtt = Position.attacks_from(pc, from, occ);
            //newAtt = Position.attacks_from(pc, to, occ);

            //// Rule 1. Checks which give opponent's king at most one escape square are dangerous
            //b = kingAtt & ~pos.pieces_C(them) & ~newAtt & ~(1UL << to);

            //if ((b & (b - 1)) == 0) // Catches also !b
            Piece pc = pos.piece_moved(move);
            Square from = Utils.from_sq(move);
            Square to = Utils.to_sq(move);
            Color them = pos.sideToMove ^ 1;
            Square ksq = pos.king_square(them);
            Bitboard enemies = pos.pieces_C(them);
            Bitboard kingAtt = Position.attacks_from_KING(ksq);
            Bitboard occ = pos.occupied_squares ^ Utils.SquareBB[from] ^ Utils.SquareBB[ksq];
            Bitboard oldAtt = Position.attacks_from(pc, from, occ);
            Bitboard newAtt = Position.attacks_from(pc, to, occ);

            // Checks which give opponent's king at most one escape square are dangerous
            if (!Utils.more_than_one(kingAtt & ~(enemies | newAtt | (ulong)to)))
            {
                return true;
            }

            // Queen contact check is very dangerous
            if (Utils.type_of(pc) == PieceTypeC.QUEEN && (Utils.bit_is_set(kingAtt, to) != 0))
            {
                return true;
            }

            // Creating new double threats with checks is dangerous
            Bitboard b = (enemies ^ (ulong)ksq) & newAtt & ~oldAtt;
            while (b != 0)
            {
                // Note that here we generate illegal "double move"!
                if (futilityBase + Position.PieceValue[PhaseC.EG][pos.piece_on(Utils.pop_lsb(ref b))] >= beta)
                {
                    return true;
                }
            }
            return false;
        }
Пример #16
0
        /// 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).
        internal static ScaleFactor Endgame_KPKP(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.non_pawn_material(weakerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.piece_count(ColorC.WHITE, PieceTypeC.PAWN) == 1);
            Debug.Assert(pos.piece_count(ColorC.BLACK, PieceTypeC.PAWN) == 1);

            Square wksq = pos.king_square(strongerSide);
            Square bksq = pos.king_square(weakerSide);
            Square wpsq = pos.pieceList[strongerSide][PieceTypeC.PAWN][0];
            Color stm = pos.sideToMove;

            if (strongerSide == ColorC.BLACK)
            {
                wksq = Utils.flip_S(wksq);
                bksq = Utils.flip_S(bksq);
                wpsq = Utils.flip_S(wpsq);
                stm = Utils.flip_C(stm);
            }

            if (Utils.file_of(wpsq) >= FileC.FILE_E)
            {
                wksq = Utils.mirror(wksq);
                bksq = Utils.mirror(bksq);
                wpsq = Utils.mirror(wpsq);
            }

            // 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 (Utils.rank_of(wpsq) >= RankC.RANK_5
                && Utils.file_of(wpsq) != FileC.FILE_A)
                return ScaleFactorC.SCALE_FACTOR_NONE;

            // 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 (KPKPosition.probe_kpk_bitbase(wksq, wpsq, bksq, stm) != 0) ? ScaleFactorC.SCALE_FACTOR_NONE : ScaleFactorC.SCALE_FACTOR_DRAW;
        }
Пример #17
0
        /// 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.
        internal static ScaleFactor Endgame_KPsK(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) >= 2);
            Debug.Assert(pos.non_pawn_material(weakerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);

            Square ksq = pos.king_square(weakerSide);
            Bitboard pawns = pos.pieces_PTC(PieceTypeC.PAWN, strongerSide);

            // Are all pawns on the 'a' file?
            if ((pawns & ~Constants.FileABB) == 0)
            {
                // Does the defending king block the pawns?
                if (Utils.square_distance(ksq, Utils.relative_square(strongerSide, SquareC.SQ_A8)) <= 1
                    || (Utils.file_of(ksq) == FileC.FILE_A
                        && ((Utils.in_front_bb_CS(strongerSide, ksq)) & pawns) == 0))
                    return ScaleFactorC.SCALE_FACTOR_DRAW;
            }
            // Are all pawns on the 'h' file?
            else if ((pawns & ~Constants.FileHBB) == 0)
            {
                // Does the defending king block the pawns?
                if (Utils.square_distance(ksq, Utils.relative_square(strongerSide, SquareC.SQ_H8)) <= 1
                    || (Utils.file_of(ksq) == FileC.FILE_H
                        && ((Utils.in_front_bb_CS(strongerSide, ksq)) & pawns) == 0))
                    return ScaleFactorC.SCALE_FACTOR_DRAW;
            }
            return ScaleFactorC.SCALE_FACTOR_NONE;
        }
Пример #18
0
        /// 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.
        internal static Value Endgame_KBNK(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(weakerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.KnightValueMidgame + Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.BISHOP) == 1);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.KNIGHT) == 1);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 0);

            Square winnerKSq = pos.king_square(strongerSide);
            Square loserKSq = pos.king_square(weakerSide);
            Square bishopSquare = pos.pieceList[strongerSide][PieceTypeC.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
            // mirror the kings so to drive enemy toward corners A8 or H1.
            if (Utils.opposite_colors(bishopSquare, SquareC.SQ_A1))
            {
                winnerKSq = Utils.mirror(winnerKSq);
                loserKSq = Utils.mirror(loserKSq);
            }

            Value result = ValueC.VALUE_KNOWN_WIN
                          + DistanceBonus[Utils.square_distance(winnerKSq, loserKSq)]
                          + KBNKMateTable[loserKSq];

            return strongerSide == pos.sideToMove ? result : -result;
        }
Пример #19
0
        /// 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.
        internal static ScaleFactor Endgame_KQKRPs(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.QueenValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.QUEEN) == 1);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 0);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.ROOK) == 1);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) >= 1);

            Square kingSq = pos.king_square(weakerSide);
            if (Utils.relative_rank_CS(weakerSide, kingSq) <= RankC.RANK_2
                && Utils.relative_rank_CS(weakerSide, pos.king_square(strongerSide)) >= RankC.RANK_4
                && ((pos.pieces_PTC(PieceTypeC.ROOK, weakerSide) & Utils.rank_bb_R(Utils.relative_rank_CR(weakerSide, RankC.RANK_3))) != 0)
                && ((pos.pieces_PTC(PieceTypeC.PAWN, weakerSide) & Utils.rank_bb_R(Utils.relative_rank_CR(weakerSide, RankC.RANK_2))) != 0)
                && ((Position.attacks_from_KING(kingSq) & pos.pieces_PTC(PieceTypeC.PAWN, weakerSide)) != 0)
                )
            {
                Square rsq = pos.pieceList[weakerSide][PieceTypeC.ROOK][0];
                if ((Position.attacks_from_PAWN(rsq, strongerSide) & pos.pieces_PTC(PieceTypeC.PAWN, weakerSide)) != 0)
                    return ScaleFactorC.SCALE_FACTOR_DRAW;
            }
            return ScaleFactorC.SCALE_FACTOR_NONE;
        }
Пример #20
0
        /// 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.
        internal static ScaleFactor Endgame_KBPKB(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.BISHOP) == 1);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 1);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.BISHOP) == 1);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);

            Square pawnSq = pos.pieceList[strongerSide][PieceTypeC.PAWN][0];
            Square strongerBishopSq = pos.pieceList[strongerSide][PieceTypeC.BISHOP][0];
            Square weakerBishopSq = pos.pieceList[weakerSide][PieceTypeC.BISHOP][0];
            Square weakerKingSq = pos.king_square(weakerSide);

            // Case 1: Defending king blocks the pawn, and cannot be driven away
            if (Utils.file_of(weakerKingSq) == Utils.file_of(pawnSq)
                && Utils.relative_rank_CS(strongerSide, pawnSq) < Utils.relative_rank_CS(strongerSide, weakerKingSq)
                && (Utils.opposite_colors(weakerKingSq, strongerBishopSq)
                    || Utils.relative_rank_CS(strongerSide, weakerKingSq) <= RankC.RANK_6))
                return ScaleFactorC.SCALE_FACTOR_DRAW;

            // Case 2: Opposite colored bishops
            if (Utils.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 (Utils.relative_rank_CS(strongerSide, pawnSq) <= RankC.RANK_5)
                    return ScaleFactorC.SCALE_FACTOR_DRAW;
                else
                {
                    Bitboard path = Utils.forward_bb(strongerSide, pawnSq);

                    if ((path & pos.pieces_PTC(PieceTypeC.KING, weakerSide)) != 0)
                        return ScaleFactorC.SCALE_FACTOR_DRAW;

                    if (((pos.attacks_from_BISHOP(weakerBishopSq) & path) != 0)
                        && Utils.square_distance(weakerBishopSq, pawnSq) >= 3)
                        return ScaleFactorC.SCALE_FACTOR_DRAW;
                }
            }
            return ScaleFactorC.SCALE_FACTOR_NONE;
        }
Пример #21
0
        /// 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.
        internal static Value Endgame_KRKN(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.RookValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 0);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.KnightValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.KNIGHT) == 1);

            Square bksq = pos.king_square(weakerSide);
            Square bnsq = pos.pieceList[weakerSide][PieceTypeC.KNIGHT][0];
            Value result = (MateTable[bksq] + penalty[Utils.square_distance(bksq, bnsq)]);
            return strongerSide == pos.sideToMove ? result : -result;
        }
Пример #22
0
        /// K, bishop 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.
        internal static ScaleFactor Endgame_KBPKN(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.BISHOP) == 1);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 1);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.KnightValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.KNIGHT) == 1);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);

            Square pawnSq = pos.pieceList[strongerSide][PieceTypeC.PAWN][0];
            Square strongerBishopSq = pos.pieceList[strongerSide][PieceTypeC.BISHOP][0];
            Square weakerKingSq = pos.king_square(weakerSide);

            if (Utils.file_of(weakerKingSq) == Utils.file_of(pawnSq)
                && Utils.relative_rank_CS(strongerSide, pawnSq) < Utils.relative_rank_CS(strongerSide, weakerKingSq)
                && (Utils.opposite_colors(weakerKingSq, strongerBishopSq)
                    || Utils.relative_rank_CS(strongerSide, weakerKingSq) <= RankC.RANK_6))
                return ScaleFactorC.SCALE_FACTOR_DRAW;

            return ScaleFactorC.SCALE_FACTOR_NONE;
        }
Пример #23
0
        /// 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.
        ///
        /// 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.
        internal static ScaleFactor Endgame_KRPKR(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.RookValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 1);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.RookValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);

            Square wksq = pos.king_square(strongerSide);
            Square wrsq = pos.pieceList[strongerSide][PieceTypeC.ROOK][0];
            Square wpsq = pos.pieceList[strongerSide][PieceTypeC.PAWN][0];
            Square bksq = pos.king_square(weakerSide);
            Square brsq = pos.pieceList[weakerSide][PieceTypeC.ROOK][0];

            // 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 == ColorC.BLACK)
            {
                wksq = Utils.flip_S(wksq);
                wrsq = Utils.flip_S(wrsq);
                wpsq = Utils.flip_S(wpsq);
                bksq = Utils.flip_S(bksq);
                brsq = Utils.flip_S(brsq);
            }
            if (Utils.file_of(wpsq) > FileC.FILE_D)
            {
                wksq = Utils.mirror(wksq);
                wrsq = Utils.mirror(wrsq);
                wpsq = Utils.mirror(wpsq);
                bksq = Utils.mirror(bksq);
                brsq = Utils.mirror(brsq);
            }

            File f = Utils.file_of(wpsq);
            Rank r = Utils.rank_of(wpsq);
            Square queeningSq = Utils.make_square(f, RankC.RANK_8);
            int tempo = (pos.sideToMove == strongerSide ? 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 <= RankC.RANK_5
                && Utils.square_distance(bksq, queeningSq) <= 1
                && wksq <= SquareC.SQ_H5
                && (Utils.rank_of(brsq) == RankC.RANK_6 || (r <= RankC.RANK_3 && Utils.rank_of(wrsq) != RankC.RANK_6)))
                return ScaleFactorC.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 == RankC.RANK_6
                && Utils.square_distance(bksq, queeningSq) <= 1
                && Utils.rank_of(wksq) + tempo <= RankC.RANK_6
                && (Utils.rank_of(brsq) == RankC.RANK_1 || ((tempo == 0) && Math.Abs(Utils.file_of(brsq) - f) >= 3)))
                return ScaleFactorC.SCALE_FACTOR_DRAW;

            if (r >= RankC.RANK_6
                && bksq == queeningSq
                && Utils.rank_of(brsq) == RankC.RANK_1
                && ((tempo == 0) || Utils.square_distance(wksq, wpsq) >= 2))
                return ScaleFactorC.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 == SquareC.SQ_A7
                && wrsq == SquareC.SQ_A8
                && (bksq == SquareC.SQ_H7 || bksq == SquareC.SQ_G7)
                && Utils.file_of(brsq) == FileC.FILE_A
                && (Utils.rank_of(brsq) <= RankC.RANK_3 || Utils.file_of(wksq) >= FileC.FILE_D || Utils.rank_of(wksq) <= RankC.RANK_5))
                return ScaleFactorC.SCALE_FACTOR_DRAW;

            // If the defending king blocks the pawn and the attacking king is too far
            // away, it's a draw.
            if (r <= RankC.RANK_5
                && bksq == wpsq + SquareC.DELTA_N
                && Utils.square_distance(wksq, wpsq) - tempo >= 2
                && Utils.square_distance(wksq, brsq) - tempo >= 2)
                return ScaleFactorC.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 == RankC.RANK_7
                && f != FileC.FILE_A
                && Utils.file_of(wrsq) == f
                && wrsq != queeningSq
                && (Utils.square_distance(wksq, queeningSq) < Utils.square_distance(bksq, queeningSq) - 2 + tempo)
                && (Utils.square_distance(wksq, queeningSq) < Utils.square_distance(bksq, wrsq) + tempo))
                return (ScaleFactorC.SCALE_FACTOR_MAX - 2 * Utils.square_distance(wksq, queeningSq));

            // Similar to the above, but with the pawn further back
            if (f != FileC.FILE_A
                && Utils.file_of(wrsq) == f
                && wrsq < wpsq
                && (Utils.square_distance(wksq, queeningSq) < Utils.square_distance(bksq, queeningSq) - 2 + tempo)
                && (Utils.square_distance(wksq, wpsq + SquareC.DELTA_N) < Utils.square_distance(bksq, wpsq + SquareC.DELTA_N) - 2 + tempo)
                && (Utils.square_distance(bksq, wrsq) + tempo >= 3
                    || (Utils.square_distance(wksq, queeningSq) < Utils.square_distance(bksq, wrsq) + tempo
                        && (Utils.square_distance(wksq, wpsq + SquareC.DELTA_N) < Utils.square_distance(bksq, wrsq) + tempo))))
                return (ScaleFactorC.SCALE_FACTOR_MAX
                                   - 8 * Utils.square_distance(wpsq, queeningSq)
                                   - 2 * Utils.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 <= RankC.RANK_4 && bksq > wpsq)
            {
                if (Utils.file_of(bksq) == Utils.file_of(wpsq))
                    return (10);
                if (Math.Abs(Utils.file_of(bksq) - Utils.file_of(wpsq)) == 1
                    && Utils.square_distance(wksq, bksq) > 2)
                    return (24 - 2 * Utils.square_distance(wksq, bksq));
            }
            return ScaleFactorC.SCALE_FACTOR_NONE;
        }
Пример #24
0
        /// K, bishop and two pawns vs K and bishop. It detects a few basic draws with
        /// opposite-colored bishops.
        internal static ScaleFactor Endgame_KBPPKB(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.BISHOP) == 1);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 2);
            Debug.Assert(pos.non_pawn_material(weakerSide) == Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.BISHOP) == 1);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);

            Square wbsq = pos.pieceList[strongerSide][PieceTypeC.BISHOP][0];
            Square bbsq = pos.pieceList[weakerSide][PieceTypeC.BISHOP][0];

            if (!Utils.opposite_colors(wbsq, bbsq))
                return ScaleFactorC.SCALE_FACTOR_NONE;

            Square ksq = pos.king_square(weakerSide);
            Square psq1 = pos.pieceList[strongerSide][PieceTypeC.PAWN][0];
            Square psq2 = pos.pieceList[strongerSide][PieceTypeC.PAWN][1];
            Rank r1 = Utils.rank_of(psq1);
            Rank r2 = Utils.rank_of(psq2);
            Square blockSq1, blockSq2;

            if (Utils.relative_rank_CS(strongerSide, psq1) > Utils.relative_rank_CS(strongerSide, psq2))
            {
                blockSq1 = psq1 + Utils.pawn_push(strongerSide);
                blockSq2 = Utils.make_square(Utils.file_of(psq2), Utils.rank_of(psq1));
            }
            else
            {
                blockSq1 = psq2 + Utils.pawn_push(strongerSide);
                blockSq2 = Utils.make_square(Utils.file_of(psq1), Utils.rank_of(psq2));
            }

            switch (Utils.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 (Utils.file_of(ksq) == Utils.file_of(blockSq1)
                  && Utils.relative_rank_CS(strongerSide, ksq) >= Utils.relative_rank_CS(strongerSide, blockSq1)
                  && Utils.opposite_colors(ksq, wbsq))
                        return ScaleFactorC.SCALE_FACTOR_DRAW;
                    else
                        return ScaleFactorC.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
                        && Utils.opposite_colors(ksq, wbsq)
                        && (bbsq == blockSq2
                            || (((pos.attacks_from_BISHOP(blockSq2) & pos.pieces_PTC(PieceTypeC.BISHOP, weakerSide))) != 0)
                            || Math.Abs(r1 - r2) >= 2))
                        return ScaleFactorC.SCALE_FACTOR_DRAW;

                    else if (ksq == blockSq2
                             && Utils.opposite_colors(ksq, wbsq)
                             && (bbsq == blockSq1
                                 || (((pos.attacks_from_BISHOP(blockSq1) & pos.pieces_PTC(PieceTypeC.BISHOP, weakerSide)))) != 0))
                        return ScaleFactorC.SCALE_FACTOR_DRAW;
                    else
                        return ScaleFactorC.SCALE_FACTOR_NONE;

                default:
                    // The pawns are not on the same file or adjacent files. No scaling.
                    return ScaleFactorC.SCALE_FACTOR_NONE;
            }
        }
Пример #25
0
        /// 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.
        /// KXK
        internal static Value Endgame_KXK(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(weakerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == ValueC.VALUE_ZERO);

            // Stalemate detection with lone king
            MList mlist = MListBroker.GetObject(); mlist.pos = 0;
            Movegen.generate_legal(pos, mlist.moves, ref mlist.pos);
            bool any = mlist.pos > 0;
            MListBroker.Free();

            if (pos.sideToMove == weakerSide
                && !pos.in_check()
                && !any)
            {
                return ValueC.VALUE_DRAW;
            }

            Square winnerKSq = pos.king_square(strongerSide);
            Square loserKSq = pos.king_square(weakerSide);

            Value result = pos.non_pawn_material(strongerSide)
                           + pos.piece_count(strongerSide, PieceTypeC.PAWN) * Constants.PawnValueEndgame
                           + MateTable[loserKSq]
                           + DistanceBonus[Utils.square_distance(winnerKSq, loserKSq)];

            if (pos.piece_count(strongerSide, PieceTypeC.QUEEN)!=0
            || pos.piece_count(strongerSide, PieceTypeC.ROOK)!=0
            || pos.bishop_pair(strongerSide))
            {

                result += ValueC.VALUE_KNOWN_WIN;
            }

            return strongerSide == pos.sideToMove ? result : -result;
        }
Пример #26
0
        /// 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
        /// will be used.
        internal static ScaleFactor Endgame_KBPsK(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.BishopValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.BISHOP) == 1);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) >= 1);

            // No Debug.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_PTC(PieceTypeC.PAWN, strongerSide);
            File pawnFile = Utils.file_of(pos.pieceList[strongerSide][PieceTypeC.PAWN][0]);

            // All pawns are on a single rook file ?
            if ((pawnFile == FileC.FILE_A || pawnFile == FileC.FILE_H)
                && (((pawns & ~Utils.file_bb_F(pawnFile))) == 0))
            {
                Square bishopSq = pos.pieceList[strongerSide][PieceTypeC.BISHOP][0];
                Square queeningSq = Utils.relative_square(strongerSide, Utils.make_square(pawnFile, RankC.RANK_8));
                Square kingSq = pos.king_square(weakerSide);

                if (Utils.opposite_colors(queeningSq, bishopSq)
                    && Math.Abs(Utils.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 == ColorC.WHITE)
                    {
                        for (rank = RankC.RANK_7; (((Utils.rank_bb_R(rank) & pawns)) == 0); rank--) { }
                        Debug.Assert(rank >= RankC.RANK_2 && rank <= RankC.RANK_7);
                    }
                    else
                    {
                        for (rank = RankC.RANK_2; (((Utils.rank_bb_R(rank) & pawns)) == 0); rank++) { }
                        rank = (rank ^ 7);  // HACK to get the relative rank
                        Debug.Assert(rank >= RankC.RANK_2 && rank <= RankC.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 (Utils.square_distance(kingSq, queeningSq) <= 1
                        || Utils.relative_rank_CS(strongerSide, kingSq) >= rank)
                        return ScaleFactorC.SCALE_FACTOR_DRAW;
                }
            }
            return ScaleFactorC.SCALE_FACTOR_NONE;
        }
Пример #27
0
        // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
        // pieces of a given color.
        private static int evaluate_pieces_of_color(int Us, bool Trace, Position pos, EvalInfo ei, ref int mobility)
        {
            var Them = (Us == ColorC.WHITE ? ColorC.BLACK : ColorC.WHITE);
            mobility = ScoreC.SCORE_ZERO;

            // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
            var mobilityArea = ~(ei.attackedBy[Them][PieceTypeC.PAWN] | pos.byColorBB[Us]);

            #region Evaluate pieces

            ulong between = 0;
            var plPos = 0;
            int s, ksq;
            int mob;
            int f;
            int score, scores = ScoreC.SCORE_ZERO;

            var attackedByThemKing = ei.attackedBy[Them][PieceTypeC.KING];
            var attackedByThemPawn = ei.attackedBy[Them][PieceTypeC.PAWN];
            var kingRingThem = ei.kingRing[Them];

            for (var Piece = PieceTypeC.KNIGHT; Piece < PieceTypeC.KING; Piece++)
            {
                score = ScoreC.SCORE_ZERO;
                ei.attackedBy[Us][Piece] = 0;
                var pl = pos.pieceList[Us][Piece];
                plPos = 0;
                while ((s = pl[plPos++]) != SquareC.SQ_NONE)
                {
                    // Find attacked squares, including x-ray attacks for bishops and rooks
                    if (Piece == PieceTypeC.KNIGHT)
                    {
                        between = Utils.StepAttacksBB_KNIGHT[s];
                    }
                    else if (Piece == PieceTypeC.QUEEN)
                    {
#if X64
                        b = Utils.BAttacks[s][(((pos.occupied_squares & Utils.BMasks[s]) * Utils.BMagics[s]) >> Utils.BShifts[s])] | Utils.RAttacks[s][(((pos.occupied_squares & Utils.RMasks[s]) * Utils.RMagics[s]) >> Utils.RShifts[s])];
#else
                        between = Utils.bishop_attacks_bb(s, pos.occupied_squares)
                            | Utils.rook_attacks_bb(s, pos.occupied_squares);
#endif
                    }
                    else if (Piece == PieceTypeC.BISHOP)
                    {
#if X64
                        b = Utils.BAttacks[s][(((
                              (pos.occupied_squares ^ (pos.byTypeBB[PieceTypeC.QUEEN] & pos.byColorBB[Us]))
                            & Utils.BMasks[s]) * Utils.BMagics[s]) >> Utils.BShifts[s])];
#else
                        between = Utils.bishop_attacks_bb(s, pos.occupied_squares ^ pos.pieces_PTC(PieceTypeC.QUEEN, Us));
#endif
                    }
                    else if (Piece == PieceTypeC.ROOK)
                    {
#if X64
                        b = Utils.RAttacks[s][(((
                              (pos.occupied_squares ^ ((pos.byTypeBB[PieceTypeC.ROOK] | pos.byTypeBB[PieceTypeC.QUEEN]) & pos.byColorBB[Us]))
                            & Utils.RMasks[s]) * Utils.RMagics[s]) >> Utils.RShifts[s])];
#else
                        between = Utils.rook_attacks_bb(
                            s,
                            pos.occupied_squares ^ pos.pieces(PieceTypeC.ROOK, PieceTypeC.QUEEN, Us));
#endif
                    }

                    // Update attack info
                    ei.attackedBy[Us][Piece] |= between;

                    // King attacks
                    if ((between & kingRingThem) != 0)
                    {
                        ei.kingAttackersCount[Us]++;
                        ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
                        var bb = (between & attackedByThemKing); //ei.attackedBy[Them][PieceTypeC.KING]);
                        if (bb != 0)
                        {
#if X64
                            bb -= (bb >> 1) & 0x5555555555555555UL;
                            bb = ((bb >> 2) & 0x3333333333333333UL) + (bb & 0x3333333333333333UL);
                            ei.kingAdjacentZoneAttacksCount[Us] += (int)((bb * 0x1111111111111111UL) >> 60);
#else
                            ei.kingAdjacentZoneAttacksCount[Us] += Bitcount.popcount_1s_Max15(bb);
#endif
                        }
                    }

                    // Mobility
#if X64
                    Bitboard bmob = b & mobilityArea;
                    if (Piece != PieceTypeC.QUEEN)
                    {
                        bmob -= (bmob >> 1) & 0x5555555555555555UL;
                        bmob = ((bmob >> 2) & 0x3333333333333333UL) + (bmob & 0x3333333333333333UL);
                        mob = (int)((bmob * 0x1111111111111111UL) >> 60);
                    }
                    else
                    {
                        bmob -= ((bmob >> 1) & 0x5555555555555555UL);
                        bmob = ((bmob >> 2) & 0x3333333333333333UL) + (bmob & 0x3333333333333333UL);
                        bmob = ((bmob >> 4) + bmob) & 0x0F0F0F0F0F0F0F0FUL;
                        mob = (int)((bmob * 0x0101010101010101UL) >> 56);
                    }
#else
                    mob = (Piece != PieceTypeC.QUEEN
                               ? Bitcount.popcount_1s_Max15(between & mobilityArea)
                               : Bitcount.popcount_1s_Full(between & mobilityArea));
#endif
                    mobility += MobilityBonus[Piece][mob];

                    // Decrease score if we are attacked by an enemy pawn. Remaining part
                    // of threat evaluation must be done later when we have full attack info.
                    if ((attackedByThemPawn & Utils.SquareBB[s]) != 0)
                    {
                        score -= ThreatenedByPawnPenalty[Piece];
                    }
                    else if ((Piece == PieceTypeC.BISHOP)
                        && ((Utils.PseudoAttacks[Piece][pos.pieceList[Them][PieceTypeC.KING][0]] & Utils.SquareBB[s])
                            != 0))
                    {
                        between = Utils.BetweenBB[s][pos.pieceList[Them][PieceTypeC.KING][0]] & pos.occupied_squares;

                        if (!Utils.more_than_one(between))
                        {
                            score += Utils.make_score(15, 25);
                        }
                    }

                    // Bishop and knight outposts squares
                    if ((Piece == PieceTypeC.BISHOP || Piece == PieceTypeC.KNIGHT)
                        && (((pos.byTypeBB[PieceTypeC.PAWN] & pos.byColorBB[Them]) & Utils.AttackSpanMask[Us][s]) == 0))
                    {
                        #region Evaluate outposts inlined

                        // evaluate_outposts() evaluates bishop and knight outposts squares

                        // Initial bonus based on square
                        var bonus = OutpostBonus[Piece == PieceTypeC.BISHOP ? 1 : 0][s ^ (Us * 56)];

                        // Increase bonus if supported by pawn, especially if the opponent has
                        // no minor piece which can exchange the outpost piece.
                        if ((bonus != 0) && ((ei.attackedBy[Us][PieceTypeC.PAWN] & Utils.SquareBB[s]) != 0))
                        {
                            if (((pos.byTypeBB[PieceTypeC.KNIGHT] & pos.byColorBB[Them]) == 0)
                                && (((((0xAA55AA55AA55AA55UL & Utils.SquareBB[s]) != 0)
                                          ? 0xAA55AA55AA55AA55UL
                                          : ~0xAA55AA55AA55AA55UL)
                                     & (pos.byTypeBB[PieceTypeC.BISHOP] & pos.byColorBB[Them])) == 0))
                            {
                                bonus += bonus + bonus / 2;
                            }
                            else
                            {
                                bonus += bonus / 2;
                            }
                        }
                        score += ((bonus << 16) + bonus); // Utils.make_score(bonus, bonus);

                        #endregion
                    }

                    if ((Piece == PieceTypeC.ROOK || Piece == PieceTypeC.QUEEN) && Utils.relative_rank_CS(Us, s) >= RankC.RANK_5)
                    {
                        // Major piece on 7th rank
                        if (Utils.relative_rank_CS(Us, s) == RankC.RANK_7
                            && Utils.relative_rank_CS(Us, pos.king_square(Them)) == RankC.RANK_8)
                            score += (Piece == PieceTypeC.ROOK ? RookOn7thBonus : QueenOn7thBonus);

                        // Major piece attacking pawns on the same rank
                        Bitboard pawns = pos.pieces_PTC(PieceTypeC.PAWN, Them) & Utils.rank_bb_S(s);
                        if (pawns != 0)
                        {
                            score += (Piece == PieceTypeC.ROOK ? RookOnPawnBonus : QueenOnPawnBonus) * Bitcount.popcount_1s_Max15(pawns);
                        }
                    }

                    // Special extra evaluation for bishops
                    if (pos.chess960 && (Piece == PieceTypeC.BISHOP))
                    {
                        // An important Chess960 pattern: A cornered bishop blocked by
                        // a friendly pawn diagonally in front of it is a very serious
                        // problem, especially when that pawn is also blocked.
                        if (s == Utils.relative_square(Us, SquareC.SQ_A1)
                            || s == Utils.relative_square(Us, SquareC.SQ_H1))
                        {
                            var d = Utils.pawn_push(Us)
                                    + (Utils.file_of(s) == FileC.FILE_A ? SquareC.DELTA_E : SquareC.DELTA_W);
                            if (pos.piece_on(s + d) == Utils.make_piece(Us, PieceTypeC.PAWN))
                            {
                                if (!pos.is_empty(s + d + Utils.pawn_push(Us)))
                                {
                                    score -= 2 * TrappedBishopA1H1Penalty;
                                }
                                else if (pos.piece_on(s + 2 * d) == Utils.make_piece(Us, PieceTypeC.PAWN))
                                {
                                    score -= TrappedBishopA1H1Penalty;
                                }
                                else
                                {
                                    score -= TrappedBishopA1H1Penalty / 2;
                                }
                            }
                        }
                    }

                    // Special extra evaluation for rooks
                    if (Piece == PieceTypeC.ROOK)
                    {
                        // Open and half-open files
                        f = (s & 7);

                        var halfOpenUs = ((Us == ColorC.WHITE)
                                              ? (ei.pi.halfOpenFilesWHITE & (1 << f))
                                              : (ei.pi.halfOpenFilesBLACK & (1 << f))) != 0;

                        if (halfOpenUs)
                        {
                            if (((Them == ColorC.WHITE)
                                     ? (ei.pi.halfOpenFilesWHITE & (1 << f))
                                     : (ei.pi.halfOpenFilesBLACK & (1 << f))) != 0)
                            {
                                score += RookOpenFileBonus;
                            }
                            else
                            {
                                score += RookHalfOpenFileBonus;
                            }
                        }

                        // Penalize rooks which are trapped inside a king. Penalize more if
                        // king has lost right to castle.
                        if (mob > 6 || halfOpenUs)
                        {
                            continue;
                        }

                        ksq = pos.pieceList[Us][PieceTypeC.KING][0];

                        if (((ksq >> 3) ^ (Us * 7)) == RankC.RANK_1 || (ksq >> 3) == (s >> 3))
                        {
                            if ((ksq & 7) >= FileC.FILE_E)
                            {
                                if (f > (ksq & 7))
                                {
                                    // Is there a half-open file between the king and the edge of the board?
                                    if (((Us == ColorC.WHITE)
                                             ? (ei.pi.halfOpenFilesWHITE & ~((1 << ((ksq & 7) + 1)) - 1))
                                             : (ei.pi.halfOpenFilesBLACK & ~((1 << ((ksq & 7) + 1)) - 1))) == 0)
                                    {
                                        score -= ((((pos.st.castleRights & (CastleRightC.WHITE_ANY << (Us << 1))) != 0)
                                                       ? (TrappedRookPenalty - mob * 16) / 2
                                                       : (TrappedRookPenalty - mob * 16)) << 16);
                                    }
                                }
                            }
                            else
                            {
                                if (f < (ksq & 7))
                                {
                                    // Is there a half-open file between the king and the edge of the board?
                                    if (((Us == ColorC.WHITE)
                                             ? (ei.pi.halfOpenFilesWHITE & ((1 << (ksq & 7)) - 1))
                                             : (ei.pi.halfOpenFilesBLACK & ((1 << (ksq & 7)) - 1))) == 0)
                                    {
                                        score -= ((((pos.st.castleRights & (CastleRightC.WHITE_ANY << (Us << 1))) != 0)
                                                       ? (TrappedRookPenalty - mob * 16) / 2
                                                       : (TrappedRookPenalty - mob * 16)) << 16);
                                    }
                                }
                            }
                        }
                    }
                }

                scores += score;

                if (Trace)
                {
                    TracedScores[Us][Piece] = score;
                }
            }

            #endregion

            // Sum up all attacked squares
            ei.attackedBy[Us][0] = ei.attackedBy[Us][PieceTypeC.PAWN] | ei.attackedBy[Us][PieceTypeC.KNIGHT]
                                   | ei.attackedBy[Us][PieceTypeC.BISHOP] | ei.attackedBy[Us][PieceTypeC.ROOK]
                                   | ei.attackedBy[Us][PieceTypeC.QUEEN] | ei.attackedBy[Us][PieceTypeC.KING];

            return scores;
        }
Пример #28
0
        /// 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.
        internal static ScaleFactor Endgame_KNPK(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == Constants.KnightValueMidgame);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.KNIGHT) == 1);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 1);
            Debug.Assert(pos.non_pawn_material(weakerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);

            Square pawnSq = pos.pieceList[strongerSide][PieceTypeC.PAWN][0];
            Square weakerKingSq = pos.king_square(weakerSide);

            if (pawnSq == Utils.relative_square(strongerSide, SquareC.SQ_A7)
                && Utils.square_distance(weakerKingSq, Utils.relative_square(strongerSide, SquareC.SQ_A8)) <= 1)
                return ScaleFactorC.SCALE_FACTOR_DRAW;

            if (pawnSq == Utils.relative_square(strongerSide, SquareC.SQ_H7)
                && Utils.square_distance(weakerKingSq, Utils.relative_square(strongerSide, SquareC.SQ_H8)) <= 1)
                return ScaleFactorC.SCALE_FACTOR_DRAW;

            return ScaleFactorC.SCALE_FACTOR_NONE;
        }
Пример #29
0
        // connected_moves() tests whether two moves are 'connected' in the sense
        // that the first move somehow made the second move possible (for instance
        // if the moving piece is the same in both moves). The first move is assumed
        // to be the move that was made to reach the current position, while the
        // second move is assumed to be a move from the current position.
        internal static bool connected_moves(Position pos, Move m1, Move m2)
        {
            Square f1, t1, f2, t2;
            Piece p1, p2;
            Square ksq;

            Debug.Assert(Utils.is_ok_M(m1));
            Debug.Assert(Utils.is_ok_M(m2));

            // Case 1: The moving piece is the same in both moves
            f2 = Utils.from_sq(m2);
            t1 = Utils.to_sq(m1);
            if (f2 == t1)
                return true;

            // Case 2: The destination square for m2 was vacated by m1
            t2 = Utils.to_sq(m2);
            f1 = Utils.from_sq(m1);
            if (t2 == f1)
                return true;

            // Case 3: Moving through the vacated square
            p2 = pos.piece_on(f2);
            if (piece_is_slider(p2)
                && (Utils.bit_is_set(Utils.between_bb(f2, t2), f1) != 0))
                return true;

            // Case 4: The destination square for m2 is defended by the moving piece in m1
            p1 = pos.piece_on(t1);
            if ((Utils.bit_is_set(pos.attacks_from_PS(p1, t1), t2)) != 0)
                return true;

            // Case 5: Discovered check, checking piece is the piece moved in m1
            ksq = pos.king_square(pos.sideToMove);
            if (
                piece_is_slider(p1)
                &&
                (Utils.bit_is_set(Utils.between_bb(t1, ksq), f2) != 0)
                &&
                (Utils.bit_is_set(Position.attacks_from(p1, t1, Utils.xor_bit(pos.occupied_squares, f2)), ksq) != 0)
                )
                return true;

            return false;
        }
Пример #30
0
        /// KP vs K. This endgame is evaluated with the help of a bitbase.
        internal static Value Endgame_KPK(Color strongerSide, Position pos)
        {
            Color weakerSide = strongerSide ^ 1;

            Debug.Assert(pos.non_pawn_material(strongerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.non_pawn_material(weakerSide) == ValueC.VALUE_ZERO);
            Debug.Assert(pos.piece_count(strongerSide, PieceTypeC.PAWN) == 1);
            Debug.Assert(pos.piece_count(weakerSide, PieceTypeC.PAWN) == 0);

            Square wksq, bksq, wpsq;
            Color stm;

            if (strongerSide == ColorC.WHITE)
            {
                wksq = pos.king_square(ColorC.WHITE);
                bksq = pos.king_square(ColorC.BLACK);
                wpsq = pos.pieceList[ColorC.WHITE][PieceTypeC.PAWN][0];
                stm = pos.sideToMove;
            }
            else
            {
                wksq = Utils.flip_S(pos.king_square(ColorC.BLACK));
                bksq = Utils.flip_S(pos.king_square(ColorC.WHITE));
                wpsq = Utils.flip_S(pos.pieceList[ColorC.BLACK][PieceTypeC.PAWN][0]);
                stm = Utils.flip_C(pos.sideToMove);
            }

            if (Utils.file_of(wpsq) >= FileC.FILE_E)
            {
                wksq = Utils.mirror(wksq);
                bksq = Utils.mirror(bksq);
                wpsq = Utils.mirror(wpsq);
            }

            if (KPKPosition.probe_kpk_bitbase(wksq, wpsq, bksq, stm) == 0)
                return ValueC.VALUE_DRAW;

            Value result = ValueC.VALUE_KNOWN_WIN
                          + Constants.PawnValueEndgame
                          + Utils.rank_of(wpsq);

            return strongerSide == pos.sideToMove ? result : -result;
        }