DroidFish: Updated stockfish to a development version to fix problems on quad-core ARM CPUs.

This commit is contained in:
Peter Osterlund
2012-06-04 16:25:51 +00:00
parent 7344b26a53
commit bcdbb5c82a
37 changed files with 2441 additions and 2650 deletions

View File

@@ -22,10 +22,9 @@
#include "bitcount.h"
#include "endgame.h"
#include "pawns.h"
#include "movegen.h"
using std::string;
using namespace std;
extern uint32_t probe_kpk_bitbase(Square wksq, Square wpsq, Square bksq, Color stm);
@@ -73,12 +72,12 @@ namespace {
string sides[] = { code.substr(code.find('K', 1)), // Weaker
code.substr(0, code.find('K', 1)) }; // Stronger
transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
string fen = sides[0] + char('0' + int(8 - code.length()))
+ sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
return Position(fen, false, 0).material_key();
return Position(fen, false, NULL).material_key();
}
template<typename M>
@@ -117,10 +116,8 @@ Endgames::~Endgames() {
template<EndgameType E>
void Endgames::add(const string& code) {
typedef typename eg_family<E>::type T;
map((T*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
map((T*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
}
@@ -134,6 +131,13 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
// Stalemate detection with lone king
if ( pos.side_to_move() == weakerSide
&& !pos.in_check()
&& !MoveList<MV_LEGAL>(pos).size()) {
return VALUE_DRAW;
}
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
@@ -144,9 +148,9 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
if ( pos.piece_count(strongerSide, QUEEN)
|| pos.piece_count(strongerSide, ROOK)
|| pos.piece_count(strongerSide, BISHOP) > 1)
// TODO: check for two equal-colored bishops!
result += VALUE_KNOWN_WIN;
|| pos.bishop_pair(strongerSide)) {
result += VALUE_KNOWN_WIN;
}
return strongerSide == pos.side_to_move() ? result : -result;
}
@@ -402,11 +406,11 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
// No assertions about the material of weakerSide, because we want draws to
// be detected even when the weaker side has some pawns.
Bitboard pawns = pos.pieces(PAWN, strongerSide);
Bitboard pawns = pos.pieces(strongerSide, PAWN);
File pawnFile = file_of(pos.piece_list(strongerSide, PAWN)[0]);
// All pawns are on a single rook file ?
if ( (pawnFile == FILE_A || pawnFile == FILE_H)
if ( (pawnFile == FILE_A || pawnFile == FILE_H)
&& !(pawns & ~file_bb(pawnFile)))
{
Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
@@ -417,7 +421,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
&& abs(file_of(kingSq) - pawnFile) <= 1)
{
// The bishop has the wrong color, and the defending king is on the
// file of the pawn(s) or the neighboring file. Find the rank of the
// file of the pawn(s) or the adjacent file. Find the rank of the
// frontmost pawn.
Rank rank;
if (strongerSide == WHITE)
@@ -456,12 +460,12 @@ ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
Square kingSq = pos.king_square(weakerSide);
if ( relative_rank(weakerSide, kingSq) <= RANK_2
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
&& (pos.pieces(ROOK, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_3)))
&& (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
&& (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
&& (pos.pieces(weakerSide, ROOK) & rank_bb(relative_rank(weakerSide, RANK_3)))
&& (pos.pieces(weakerSide, PAWN) & rank_bb(relative_rank(weakerSide, RANK_2)))
&& (pos.attacks_from<KING>(kingSq) & pos.pieces(weakerSide, PAWN)))
{
Square rsq = pos.piece_list(weakerSide, ROOK)[0];
if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(weakerSide, PAWN))
return SCALE_FACTOR_DRAW;
}
return SCALE_FACTOR_NONE;
@@ -639,14 +643,14 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square ksq = pos.king_square(weakerSide);
Bitboard pawns = pos.pieces(PAWN, strongerSide);
Bitboard pawns = pos.pieces(strongerSide, PAWN);
// Are all pawns on the 'a' file?
if (!(pawns & ~FileABB))
{
// Does the defending king block the pawns?
if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1
|| ( file_of(ksq) == FILE_A
|| ( file_of(ksq) == FILE_A
&& !in_front_bb(strongerSide, ksq) & pawns))
return SCALE_FACTOR_DRAW;
}
@@ -655,7 +659,7 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
{
// Does the defending king block the pawns?
if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1
|| ( file_of(ksq) == FILE_H
|| ( file_of(ksq) == FILE_H
&& !in_front_bb(strongerSide, ksq) & pawns))
return SCALE_FACTOR_DRAW;
}
@@ -706,9 +710,9 @@ ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
return SCALE_FACTOR_DRAW;
else
{
Bitboard path = squares_in_front_of(strongerSide, pawnSq);
Bitboard path = forward_bb(strongerSide, pawnSq);
if (path & pos.pieces(KING, weakerSide))
if (path & pos.pieces(weakerSide, KING))
return SCALE_FACTOR_DRAW;
if ( (pos.attacks_from<BISHOP>(weakerBishopSq) & path)
@@ -769,20 +773,20 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
return SCALE_FACTOR_NONE;
case 1:
// Pawns on neighboring files. Draw if defender firmly controls the square
// Pawns on adjacent files. Draw if defender firmly controls the square
// in front of the frontmost pawn's path, and the square diagonally behind
// this square on the file of the other pawn.
if ( ksq == blockSq1
&& opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq2
|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakerSide, BISHOP))
|| abs(r1 - r2) >= 2))
return SCALE_FACTOR_DRAW;
else if ( ksq == blockSq2
&& opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq1
|| (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
|| (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakerSide, BISHOP))))
return SCALE_FACTOR_DRAW;
else
return SCALE_FACTOR_NONE;