Пример #1
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 #2
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        /// 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 #3
0
 internal static bool is_KQKRPs(int Us, Position pos)
 {
     var Them = (Us == ColorC.WHITE ? ColorC.BLACK : ColorC.WHITE);
     return pos.piece_count(Us, PieceTypeC.PAWN) == 0 && pos.non_pawn_material(Us) == Constants.QueenValueMidgame
            && pos.piece_count(Us, PieceTypeC.QUEEN) == 1 && pos.piece_count(Them, PieceTypeC.ROOK) == 1
            && pos.piece_count(Them, PieceTypeC.PAWN) >= 1;
 }
Пример #4
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 #5
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 #6
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 internal static bool is_KXK(int Us, Position pos)
 {
     var Them = (Us == ColorC.WHITE ? ColorC.BLACK : ColorC.WHITE);
     return pos.non_pawn_material(Them) == ValueC.VALUE_ZERO && pos.piece_count(Them, PieceTypeC.PAWN) == 0
            && pos.non_pawn_material(Us) >= Constants.RookValueMidgame;
 }
Пример #7
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 #8
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 #9
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 #10
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 #11
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 #12
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 #13
0
        internal int update_safety_BLACK(Position pos, int ksq)
        {
            this.kingSquaresBLACK = ksq;
            this.castleRightsBLACK = pos.st.castleRights & CastleRightC.BLACK_ANY;

            ulong pawns = (ulong)pos.piece_count(ColorC.BLACK, PieceTypeC.PAWN);
            if (pawns > 0)
            {
                var minDist = this.minKPdistanceBLACK;
                while ((Utils.DistanceRingsBB[ksq][minDist++] & pawns) != pawns)
                {
                }
            }

            if (((ksq >> 3) ^ (ColorC.BLACK * 7)) > RankC.RANK_4)
            {
                return this.kingSafetyBLACK = Utils.make_score(0, -16 * this.minKPdistanceBLACK);
            }

            var bonus = shelter_storm(ColorC.BLACK, pos, ksq);

            // If we can castle use the bonus after the castle if is bigger
            if ((pos.st.castleRights & CastleRightC.BLACK_OO) != 0)
            {
                bonus = Math.Max(bonus, shelter_storm(ColorC.BLACK, pos, (SquareC.SQ_G1 ^ (ColorC.BLACK * 56))));
            }

            if ((pos.st.castleRights & CastleRightC.BLACK_OOO) != 0)
            {
                bonus = Math.Max(bonus, shelter_storm(ColorC.BLACK, pos, (SquareC.SQ_C1 ^ (ColorC.BLACK * 56))));
            }

            return this.kingSafetyBLACK = Utils.make_score(bonus, -16 * this.minKPdistanceBLACK);
        }
Пример #14
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 #15
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 #16
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 #17
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 #18
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 #19
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;
        }
Пример #20
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 #21
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 #22
0
 internal static bool is_KBPsKs(int Us, Position pos)
 {
     return pos.non_pawn_material(Us) == Constants.BishopValueMidgame
            && pos.piece_count(Us, PieceTypeC.BISHOP) == 1 && pos.piece_count(Us, PieceTypeC.PAWN) >= 1;
 }
Пример #23
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 #24
0
        /// MaterialTable::material_info() takes a position object as input,
        /// computes or looks up a MaterialInfo object, and returns a pointer to it.
        /// If the material configuration is not already present in the table, it
        /// is stored there, so we don't have to recompute everything when the
        /// same material configuration occurs again.
        internal void probe(Position pos, out MaterialEntry e)
        {
            var key = pos.material_key();
            e = this.entries[((uint)key) & Constants.MaterialTableMask];

            // If mi->key matches the position's material hash key, it means that we
            // have analysed this material configuration before, and we can simply
            // return the information we found the last time instead of recomputing it.
            if (e.key == key)
            {
                return;
            }

            // Initialize MaterialInfo entry
            var npm = pos.non_pawn_material(ColorC.WHITE) + pos.non_pawn_material(ColorC.BLACK);
            e.value = 0;
            e.scalingFunctionWHITE = null;
            e.scalingFunctionBLACK = null;
            e.spaceWeight = 0;
            e.key = key;
            e.factorWHITE = e.factorBLACK = ScaleFactorC.SCALE_FACTOR_NORMAL;
            e.gamePhase = npm >= MidgameLimit
                              ? PhaseC.PHASE_MIDGAME
                              : npm <= EndgameLimit
                                    ? PhaseC.PHASE_ENDGAME
                                    : (((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));

            // Let's look if we have a specialized evaluation function for this
            // particular material configuration. First we look for a fixed
            // configuration one, then a generic one if previous search failed.
            if ((e.evaluationFunction = Endgame.probeValue(key, out e.evaluationFunctionColor)) != null)
            {
                return;
            }

            if (is_KXK(ColorC.WHITE, pos))
            {
                e.evaluationFunction = Endgame.Endgame_KXK;
                e.evaluationFunctionColor = ColorC.WHITE;
                return;
            }

            if (is_KXK(ColorC.BLACK, pos))
            {
                e.evaluationFunction = Endgame.Endgame_KXK;
                e.evaluationFunctionColor = ColorC.BLACK;
                return;
            }

            if ((pos.pieces_PT(PieceTypeC.PAWN) == 0) && (pos.pieces_PT(PieceTypeC.ROOK) == 0)
                && (pos.pieces_PT(PieceTypeC.QUEEN) == 0))
            {
                // Minor piece endgame with at least one minor piece per side and
                // no pawns. Note that the case KmmK is already handled by KXK.
                Debug.Assert(
                    (pos.pieces_PTC(PieceTypeC.KNIGHT, ColorC.WHITE) | pos.pieces_PTC(PieceTypeC.BISHOP, ColorC.WHITE))
                    != 0);
                Debug.Assert(
                    (pos.pieces_PTC(PieceTypeC.KNIGHT, ColorC.BLACK) | pos.pieces_PTC(PieceTypeC.BISHOP, ColorC.BLACK))
                    != 0);

                if (pos.piece_count(ColorC.WHITE, PieceTypeC.BISHOP) + pos.piece_count(ColorC.WHITE, PieceTypeC.KNIGHT)
                    <= 2
                    && pos.piece_count(ColorC.BLACK, PieceTypeC.BISHOP)
                    + pos.piece_count(ColorC.BLACK, PieceTypeC.KNIGHT) <= 2)
                {
                    e.evaluationFunction = Endgame.Endgame_KmmKm;
                    e.evaluationFunctionColor = pos.sideToMove;
                    return;
                }
            }

            // OK, we didn't find any special evaluation function for the current
            // material configuration. Is there a suitable scaling function?
            //
            // We face problems when there are several conflicting applicable
            // scaling functions and we need to decide which one to use.
            EndgameScaleFactor sf;
            int c;
            if ((sf = Endgame.probeScaleFactor(key, out c)) != null)
            {
                if (c == ColorC.WHITE)
                {
                    e.scalingFunctionWHITE = sf;
                }
                else
                {
                    e.scalingFunctionBLACK = sf;
                }
                return;
            }

            // Generic scaling functions that refer to more then one material
            // distribution. Should be probed after the specialized ones.
            // Note that these ones don't return after setting the function.
            if (is_KBPsKs(ColorC.WHITE, pos))
            {
                e.scalingFunctionWHITE = Endgame.Endgame_KBPsK;
            }

            if (is_KBPsKs(ColorC.BLACK, pos))
            {
                e.scalingFunctionBLACK = Endgame.Endgame_KBPsK;
            }

            if (is_KQKRPs(ColorC.WHITE, pos))
            {
                e.scalingFunctionWHITE = Endgame.Endgame_KQKRPs;
            }

            else if (is_KQKRPs(ColorC.BLACK, pos))
            {
                e.scalingFunctionBLACK = Endgame.Endgame_KQKRPs;
            }

            var npm_w = pos.non_pawn_material(ColorC.WHITE);
            var npm_b = pos.non_pawn_material(ColorC.BLACK);

            if (npm_w + npm_b == ValueC.VALUE_ZERO)
            {
                if (pos.piece_count(ColorC.BLACK, PieceTypeC.PAWN) == 0)
                {
                    Debug.Assert(pos.piece_count(ColorC.WHITE, PieceTypeC.PAWN) >= 2);
                    e.scalingFunctionWHITE = Endgame.Endgame_KPsK;
                }
                else if (pos.piece_count(ColorC.WHITE, PieceTypeC.PAWN) == 0)
                {
                    Debug.Assert(pos.piece_count(ColorC.BLACK, PieceTypeC.PAWN) >= 2);
                    e.scalingFunctionBLACK = Endgame.Endgame_KPsK;
                }
                else if (pos.piece_count(ColorC.WHITE, PieceTypeC.PAWN) == 1
                         && pos.piece_count(ColorC.BLACK, PieceTypeC.PAWN) == 1)
                {
                    // This is a special case because we set scaling functions
                    // for both colors instead of only one.
                    e.scalingFunctionWHITE = Endgame.Endgame_KPKP;
                    e.scalingFunctionBLACK = Endgame.Endgame_KPKP;
                }
            }

            // No pawns makes it difficult to win, even with a material advantage
            if (pos.piece_count(ColorC.WHITE, PieceTypeC.PAWN) == 0 && npm_w - npm_b <= Constants.BishopValueMidgame)
            {
                e.factorWHITE =
                    (byte)
                    (npm_w == npm_b || npm_w < Constants.RookValueMidgame
                         ? 0
                         : NoPawnsSF[Math.Min(pos.piece_count(ColorC.WHITE, PieceTypeC.BISHOP), 2)]);
            }

            if (pos.piece_count(ColorC.BLACK, PieceTypeC.PAWN) == 0 && npm_b - npm_w <= Constants.BishopValueMidgame)
            {
                e.factorBLACK =
                    (byte)
                    (npm_w == npm_b || npm_b < Constants.RookValueMidgame
                         ? 0
                         : NoPawnsSF[Math.Min(pos.piece_count(ColorC.BLACK, PieceTypeC.BISHOP), 2)]);
            }

            // Compute the space weight
            if (npm_w + npm_b
                >= 2 * Constants.QueenValueMidgame + 4 * Constants.RookValueMidgame + 2 * Constants.KnightValueMidgame)
            {
                var minorPieceCount = pos.piece_count(ColorC.WHITE, PieceTypeC.KNIGHT)
                                      + pos.piece_count(ColorC.WHITE, PieceTypeC.BISHOP)
                                      + pos.piece_count(ColorC.BLACK, PieceTypeC.KNIGHT)
                                      + pos.piece_count(ColorC.BLACK, PieceTypeC.BISHOP);

                e.spaceWeight = minorPieceCount * minorPieceCount;
            }

            // Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
            // for the bishop pair "extended piece", this allow us to be more flexible
            // in defining bishop pair bonuses.
            this.pieceCount[0][0] = pos.piece_count(ColorC.WHITE, PieceTypeC.BISHOP) > 1 ? 1 : 0;
            this.pieceCount[0][1] = pos.piece_count(ColorC.WHITE, PieceTypeC.PAWN);
            this.pieceCount[0][2] = pos.piece_count(ColorC.WHITE, PieceTypeC.KNIGHT);
            this.pieceCount[0][3] = pos.piece_count(ColorC.WHITE, PieceTypeC.BISHOP);
            this.pieceCount[0][4] = pos.piece_count(ColorC.WHITE, PieceTypeC.ROOK);
            this.pieceCount[0][5] = pos.piece_count(ColorC.WHITE, PieceTypeC.QUEEN);

            this.pieceCount[1][0] = pos.piece_count(ColorC.BLACK, PieceTypeC.BISHOP) > 1 ? 1 : 0;
            this.pieceCount[1][1] = pos.piece_count(ColorC.BLACK, PieceTypeC.PAWN);
            this.pieceCount[1][2] = pos.piece_count(ColorC.BLACK, PieceTypeC.KNIGHT);
            this.pieceCount[1][3] = pos.piece_count(ColorC.BLACK, PieceTypeC.BISHOP);
            this.pieceCount[1][4] = pos.piece_count(ColorC.BLACK, PieceTypeC.ROOK);
            this.pieceCount[1][5] = pos.piece_count(ColorC.BLACK, PieceTypeC.QUEEN);

            e.value = (short)((this.imbalance(ColorC.WHITE) - this.imbalance(ColorC.BLACK)) / 16);
        }
Пример #25
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 int Endgame_KBPsK(int strongerSide, Position pos)
        {
            var 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.

            var pawns = pos.pieces_PTC(PieceTypeC.PAWN, strongerSide);
            var 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))
            {
                var bishopSq = pos.pieceList[strongerSide][PieceTypeC.BISHOP][0];
                var queeningSq = Utils.relative_square(strongerSide, Utils.make_square(pawnFile, RankC.RANK_8));
                var 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.
                    int 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;
                    }
                }
            }

            // All pawns on same B or G file? Then potential draw
            if ((pawnFile == FileC.FILE_B || pawnFile == FileC.FILE_G)
                  && (pos.pieces_PT(PieceTypeC.PAWN) & ~Utils.file_bb_F(pawnFile)) == 0
                  && pos.non_pawn_material(weakerSide) == 0
                  && pos.piece_count(weakerSide, PieceTypeC.PAWN) >= 1)
            {
                // Get weaker pawn closest to opponent's queening square
                Bitboard wkPawns = pos.pieces_PTC(PieceTypeC.PAWN, weakerSide);
                Square weakerPawnSq = strongerSide == ColorC.WHITE ? Utils.msb(wkPawns) : Utils.lsb(wkPawns);

                Square strongerKingSq = pos.king_square(strongerSide);
                Square weakerKingSq = pos.king_square(weakerSide);
                Square bishopSq = pos.pieceList[strongerSide][PieceTypeC.BISHOP][0];

                // Draw if weaker pawn is on rank 7, bishop can't attack the pawn, and
                // weaker king can stop opposing opponent's king from penetrating.
                if (Utils.relative_rank_CS(strongerSide, weakerPawnSq) == RankC.RANK_7
                    && Utils.opposite_colors(bishopSq, weakerPawnSq)
                    && Utils.square_distance(weakerPawnSq, weakerKingSq) <= Utils.square_distance(weakerPawnSq, strongerKingSq))
                    return ScaleFactorC.SCALE_FACTOR_DRAW;
            }

            return ScaleFactorC.SCALE_FACTOR_NONE;
        }