DroidFish: Updated stockfish to version 231015.

This commit is contained in:
Peter Osterlund
2015-10-23 22:58:14 +02:00
parent e768c9408a
commit 0d72a21f27
39 changed files with 2118 additions and 2574 deletions

View File

@@ -71,7 +71,7 @@ namespace {
assert(pos.count<PAWN>(strongSide) == 1);
if (file_of(pos.list<PAWN>(strongSide)[0]) >= FILE_E)
if (file_of(pos.square<PAWN>(strongSide)) >= FILE_E)
sq = Square(sq ^ 7); // Mirror SQ_H1 -> SQ_A1
if (strongSide == BLACK)
@@ -96,12 +96,9 @@ namespace {
string fen = sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/8/8/"
+ sides[1] + char(8 - sides[1].length() + '0') + " w - - 0 10";
return Position(fen, false, NULL).material_key();
return Position(fen, false, nullptr).material_key();
}
template<typename M>
void delete_endgame(const typename M::value_type& p) { delete p.second; }
} // namespace
@@ -128,17 +125,11 @@ Endgames::Endgames() {
add<KRPPKRP>("KRPPKRP");
}
Endgames::~Endgames() {
for_each(m1.begin(), m1.end(), delete_endgame<M1>);
for_each(m2.begin(), m2.end(), delete_endgame<M2>);
}
template<EndgameType E>
template<EndgameType E, typename T>
void Endgames::add(const string& code) {
map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
map<T>()[key(code, WHITE)] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(WHITE));
map<T>()[key(code, BLACK)] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(BLACK));
}
@@ -156,8 +147,8 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
if (pos.side_to_move() == weakSide && !MoveList<LEGAL>(pos).size())
return VALUE_DRAW;
Square winnerKSq = pos.king_square(strongSide);
Square loserKSq = pos.king_square(weakSide);
Square winnerKSq = pos.square<KING>(strongSide);
Square loserKSq = pos.square<KING>(weakSide);
Value result = pos.non_pawn_material(strongSide)
+ pos.count<PAWN>(strongSide) * PawnValueEg
@@ -167,8 +158,8 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
if ( pos.count<QUEEN>(strongSide)
|| pos.count<ROOK>(strongSide)
||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.list<BISHOP>(strongSide)[0],
pos.list<BISHOP>(strongSide)[1])))
||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.squares<BISHOP>(strongSide)[0],
pos.squares<BISHOP>(strongSide)[1])))
result += VALUE_KNOWN_WIN;
return strongSide == pos.side_to_move() ? result : -result;
@@ -183,9 +174,9 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, KnightValueMg + BishopValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
Square winnerKSq = pos.king_square(strongSide);
Square loserKSq = pos.king_square(weakSide);
Square bishopSq = pos.list<BISHOP>(strongSide)[0];
Square winnerKSq = pos.square<KING>(strongSide);
Square loserKSq = pos.square<KING>(weakSide);
Square bishopSq = pos.square<BISHOP>(strongSide);
// kbnk_mate_table() tries to drive toward corners A1 or H8. If we have a
// bishop that cannot reach the above squares, we flip the kings in order
@@ -212,9 +203,9 @@ Value Endgame<KPK>::operator()(const Position& pos) const {
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
// Assume strongSide is white and the pawn is on files A-D
Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
Square psq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;
@@ -237,10 +228,10 @@ Value Endgame<KRKP>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
Square wksq = relative_square(strongSide, pos.king_square(strongSide));
Square bksq = relative_square(strongSide, pos.king_square(weakSide));
Square rsq = relative_square(strongSide, pos.list<ROOK>(strongSide)[0]);
Square psq = relative_square(strongSide, pos.list<PAWN>(weakSide)[0]);
Square wksq = relative_square(strongSide, pos.square<KING>(strongSide));
Square bksq = relative_square(strongSide, pos.square<KING>(weakSide));
Square rsq = relative_square(strongSide, pos.square<ROOK>(strongSide));
Square psq = relative_square(strongSide, pos.square<PAWN>(weakSide));
Square queeningSq = make_square(file_of(psq), RANK_1);
Value result;
@@ -280,7 +271,7 @@ Value Endgame<KRKB>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
Value result = Value(PushToEdges[pos.king_square(weakSide)]);
Value result = Value(PushToEdges[pos.square<KING>(weakSide)]);
return strongSide == pos.side_to_move() ? result : -result;
}
@@ -293,8 +284,8 @@ Value Endgame<KRKN>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, KnightValueMg, 0));
Square bksq = pos.king_square(weakSide);
Square bnsq = pos.list<KNIGHT>(weakSide)[0];
Square bksq = pos.square<KING>(weakSide);
Square bnsq = pos.square<KNIGHT>(weakSide);
Value result = Value(PushToEdges[bksq] + PushAway[distance(bksq, bnsq)]);
return strongSide == pos.side_to_move() ? result : -result;
}
@@ -310,9 +301,9 @@ Value Endgame<KQKP>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, QueenValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
Square winnerKSq = pos.king_square(strongSide);
Square loserKSq = pos.king_square(weakSide);
Square pawnSq = pos.list<PAWN>(weakSide)[0];
Square winnerKSq = pos.square<KING>(strongSide);
Square loserKSq = pos.square<KING>(weakSide);
Square pawnSq = pos.square<PAWN>(weakSide);
Value result = Value(PushClose[distance(winnerKSq, loserKSq)]);
@@ -335,8 +326,8 @@ Value Endgame<KQKR>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, QueenValueMg, 0));
assert(verify_material(pos, weakSide, RookValueMg, 0));
Square winnerKSq = pos.king_square(strongSide);
Square loserKSq = pos.king_square(weakSide);
Square winnerKSq = pos.square<KING>(strongSide);
Square loserKSq = pos.square<KING>(weakSide);
Value result = QueenValueEg
- RookValueEg
@@ -365,15 +356,15 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
// be detected even when the weaker side has some pawns.
Bitboard pawns = pos.pieces(strongSide, PAWN);
File pawnFile = file_of(pos.list<PAWN>(strongSide)[0]);
File pawnsFile = file_of(lsb(pawns));
// All pawns are on a single rook file ?
if ( (pawnFile == FILE_A || pawnFile == FILE_H)
&& !(pawns & ~file_bb(pawnFile)))
// All pawns are on a single rook file?
if ( (pawnsFile == FILE_A || pawnsFile == FILE_H)
&& !(pawns & ~file_bb(pawnsFile)))
{
Square bishopSq = pos.list<BISHOP>(strongSide)[0];
Square queeningSq = relative_square(strongSide, make_square(pawnFile, RANK_8));
Square kingSq = pos.king_square(weakSide);
Square bishopSq = pos.square<BISHOP>(strongSide);
Square queeningSq = relative_square(strongSide, make_square(pawnsFile, RANK_8));
Square kingSq = pos.square<KING>(weakSide);
if ( opposite_colors(queeningSq, bishopSq)
&& distance(queeningSq, kingSq) <= 1)
@@ -381,17 +372,17 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
}
// If all the pawns are on the same B or G file, then it's potentially a draw
if ( (pawnFile == FILE_B || pawnFile == FILE_G)
&& !(pos.pieces(PAWN) & ~file_bb(pawnFile))
if ( (pawnsFile == FILE_B || pawnsFile == FILE_G)
&& !(pos.pieces(PAWN) & ~file_bb(pawnsFile))
&& pos.non_pawn_material(weakSide) == 0
&& pos.count<PAWN>(weakSide) >= 1)
{
// Get weakSide pawn that is closest to the home rank
Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN));
Square strongKingSq = pos.king_square(strongSide);
Square weakKingSq = pos.king_square(weakSide);
Square bishopSq = pos.list<BISHOP>(strongSide)[0];
Square strongKingSq = pos.square<KING>(strongSide);
Square weakKingSq = pos.square<KING>(weakSide);
Square bishopSq = pos.square<BISHOP>(strongSide);
// There's potential for a draw if our pawn is blocked on the 7th rank,
// the bishop cannot attack it or they only have one pawn left
@@ -428,11 +419,11 @@ ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
assert(pos.count<ROOK>(weakSide) == 1);
assert(pos.count<PAWN>(weakSide) >= 1);
Square kingSq = pos.king_square(weakSide);
Square rsq = pos.list<ROOK>(weakSide)[0];
Square kingSq = pos.square<KING>(weakSide);
Square rsq = pos.square<ROOK>(weakSide);
if ( relative_rank(weakSide, kingSq) <= RANK_2
&& relative_rank(weakSide, pos.king_square(strongSide)) >= RANK_4
&& relative_rank(weakSide, pos.square<KING>(strongSide)) >= RANK_4
&& relative_rank(weakSide, rsq) == RANK_3
&& ( pos.pieces(weakSide, PAWN)
& pos.attacks_from<KING>(kingSq)
@@ -456,11 +447,11 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
assert(verify_material(pos, weakSide, RookValueMg, 0));
// Assume strongSide is white and the pawn is on files A-D
Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
Square wrsq = normalize(pos, strongSide, pos.list<ROOK>(strongSide)[0]);
Square wpsq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
Square brsq = normalize(pos, strongSide, pos.list<ROOK>(weakSide)[0]);
Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
Square wrsq = normalize(pos, strongSide, pos.square<ROOK>(strongSide));
Square wpsq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
Square brsq = normalize(pos, strongSide, pos.square<ROOK>(weakSide));
File f = file_of(wpsq);
Rank r = rank_of(wpsq);
@@ -480,7 +471,7 @@ ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
if ( r == RANK_6
&& distance(bksq, queeningSq) <= 1
&& rank_of(wksq) + tempo <= RANK_6
&& (rank_of(brsq) == RANK_1 || (!tempo && distance(file_of(brsq), f) >= 3)))
&& (rank_of(brsq) == RANK_1 || (!tempo && distance<File>(brsq, wpsq) >= 3)))
return SCALE_FACTOR_DRAW;
if ( r >= RANK_6
@@ -552,9 +543,9 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
// Test for a rook pawn
if (pos.pieces(PAWN) & (FileABB | FileHBB))
{
Square ksq = pos.king_square(weakSide);
Square bsq = pos.list<BISHOP>(weakSide)[0];
Square psq = pos.list<PAWN>(strongSide)[0];
Square ksq = pos.square<KING>(weakSide);
Square bsq = pos.square<BISHOP>(weakSide);
Square psq = pos.square<PAWN>(strongSide);
Rank rk = relative_rank(strongSide, psq);
Square push = pawn_push(strongSide);
@@ -567,7 +558,7 @@ ScaleFactor Endgame<KRPKB>::operator()(const Position& pos) const {
{
int d = distance(psq + 3 * push, ksq);
if (d <= 2 && !(d == 0 && ksq == pos.king_square(strongSide) + 2 * push))
if (d <= 2 && !(d == 0 && ksq == pos.square<KING>(strongSide) + 2 * push))
return ScaleFactor(24);
else
return ScaleFactor(48);
@@ -595,9 +586,9 @@ ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, RookValueMg, 2));
assert(verify_material(pos, weakSide, RookValueMg, 1));
Square wpsq1 = pos.list<PAWN>(strongSide)[0];
Square wpsq2 = pos.list<PAWN>(strongSide)[1];
Square bksq = pos.king_square(weakSide);
Square wpsq1 = pos.squares<PAWN>(strongSide)[0];
Square wpsq2 = pos.squares<PAWN>(strongSide)[1];
Square bksq = pos.square<KING>(weakSide);
// Does the stronger side have a passed pawn?
if (pos.pawn_passed(strongSide, wpsq1) || pos.pawn_passed(strongSide, wpsq2))
@@ -610,11 +601,11 @@ ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
&& relative_rank(strongSide, bksq) > r)
{
switch (r) {
case RANK_2: return ScaleFactor(10);
case RANK_2: return ScaleFactor(9);
case RANK_3: return ScaleFactor(10);
case RANK_4: return ScaleFactor(15);
case RANK_5: return ScaleFactor(20);
case RANK_6: return ScaleFactor(40);
case RANK_4: return ScaleFactor(14);
case RANK_5: return ScaleFactor(21);
case RANK_6: return ScaleFactor(44);
default: assert(false);
}
}
@@ -631,15 +622,14 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
assert(pos.count<PAWN>(strongSide) >= 2);
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
Square ksq = pos.king_square(weakSide);
Square ksq = pos.square<KING>(weakSide);
Bitboard pawns = pos.pieces(strongSide, PAWN);
Square psq = pos.list<PAWN>(strongSide)[0];
// If all pawns are ahead of the king, on a single rook file and
// the king is within one file of the pawns, it's a draw.
if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq)))
&& !((pawns & ~FileABB) && (pawns & ~FileHBB))
&& distance<File>(ksq, psq) <= 1)
&& distance<File>(ksq, lsb(pawns)) <= 1)
return SCALE_FACTOR_DRAW;
return SCALE_FACTOR_NONE;
@@ -656,10 +646,10 @@ ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, BishopValueMg, 1));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
Square pawnSq = pos.list<PAWN>(strongSide)[0];
Square strongBishopSq = pos.list<BISHOP>(strongSide)[0];
Square weakBishopSq = pos.list<BISHOP>(weakSide)[0];
Square weakKingSq = pos.king_square(weakSide);
Square pawnSq = pos.square<PAWN>(strongSide);
Square strongBishopSq = pos.square<BISHOP>(strongSide);
Square weakBishopSq = pos.square<BISHOP>(weakSide);
Square weakKingSq = pos.square<KING>(weakSide);
// Case 1: Defending king blocks the pawn, and cannot be driven away
if ( file_of(weakKingSq) == file_of(pawnSq)
@@ -706,15 +696,15 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, BishopValueMg, 2));
assert(verify_material(pos, weakSide, BishopValueMg, 0));
Square wbsq = pos.list<BISHOP>(strongSide)[0];
Square bbsq = pos.list<BISHOP>(weakSide)[0];
Square wbsq = pos.square<BISHOP>(strongSide);
Square bbsq = pos.square<BISHOP>(weakSide);
if (!opposite_colors(wbsq, bbsq))
return SCALE_FACTOR_NONE;
Square ksq = pos.king_square(weakSide);
Square psq1 = pos.list<PAWN>(strongSide)[0];
Square psq2 = pos.list<PAWN>(strongSide)[1];
Square ksq = pos.square<KING>(weakSide);
Square psq1 = pos.squares<PAWN>(strongSide)[0];
Square psq2 = pos.squares<PAWN>(strongSide)[1];
Rank r1 = rank_of(psq1);
Rank r2 = rank_of(psq2);
Square blockSq1, blockSq2;
@@ -777,9 +767,9 @@ ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
assert(verify_material(pos, strongSide, BishopValueMg, 1));
assert(verify_material(pos, weakSide, KnightValueMg, 0));
Square pawnSq = pos.list<PAWN>(strongSide)[0];
Square strongBishopSq = pos.list<BISHOP>(strongSide)[0];
Square weakKingSq = pos.king_square(weakSide);
Square pawnSq = pos.square<PAWN>(strongSide);
Square strongBishopSq = pos.square<BISHOP>(strongSide);
Square weakKingSq = pos.square<KING>(weakSide);
if ( file_of(weakKingSq) == file_of(pawnSq)
&& relative_rank(strongSide, pawnSq) < relative_rank(strongSide, weakKingSq)
@@ -800,8 +790,8 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
assert(verify_material(pos, weakSide, VALUE_ZERO, 0));
// Assume strongSide is white and the pawn is on files A-D
Square pawnSq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
Square weakKingSq = normalize(pos, strongSide, pos.king_square(weakSide));
Square pawnSq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
Square weakKingSq = normalize(pos, strongSide, pos.square<KING>(weakSide));
if (pawnSq == SQ_A7 && distance(SQ_A8, weakKingSq) <= 1)
return SCALE_FACTOR_DRAW;
@@ -815,9 +805,9 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
template<>
ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
Square pawnSq = pos.list<PAWN>(strongSide)[0];
Square bishopSq = pos.list<BISHOP>(weakSide)[0];
Square weakKingSq = pos.king_square(weakSide);
Square pawnSq = pos.square<PAWN>(strongSide);
Square bishopSq = pos.square<BISHOP>(weakSide);
Square weakKingSq = pos.square<KING>(weakSide);
// King needs to get close to promoting pawn to prevent knight from blocking.
// Rules for this are very tricky, so just approximate.
@@ -840,9 +830,9 @@ ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
// Assume strongSide is white and the pawn is on files A-D
Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
Square psq = normalize(pos, strongSide, pos.list<PAWN>(strongSide)[0]);
Square wksq = normalize(pos, strongSide, pos.square<KING>(strongSide));
Square bksq = normalize(pos, strongSide, pos.square<KING>(weakSide));
Square psq = normalize(pos, strongSide, pos.square<PAWN>(strongSide));
Color us = strongSide == pos.side_to_move() ? WHITE : BLACK;