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https://github.com/peterosterlund2/droidfish.git
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DroidFish: Updated stockfish to a development version to fix problems on quad-core ARM CPUs.
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@@ -22,10 +22,9 @@
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#include "bitcount.h"
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#include "endgame.h"
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#include "pawns.h"
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#include "movegen.h"
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using std::string;
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using namespace std;
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extern uint32_t probe_kpk_bitbase(Square wksq, Square wpsq, Square bksq, Color stm);
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@@ -73,12 +72,12 @@ namespace {
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string sides[] = { code.substr(code.find('K', 1)), // Weaker
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code.substr(0, code.find('K', 1)) }; // Stronger
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transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
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std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
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string fen = sides[0] + char('0' + int(8 - code.length()))
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+ sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
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return Position(fen, false, 0).material_key();
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return Position(fen, false, NULL).material_key();
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}
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template<typename M>
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@@ -117,10 +116,8 @@ Endgames::~Endgames() {
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template<EndgameType E>
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void Endgames::add(const string& code) {
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typedef typename eg_family<E>::type T;
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map((T*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
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map((T*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
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map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
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map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
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}
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@@ -134,6 +131,13 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
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// Stalemate detection with lone king
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if ( pos.side_to_move() == weakerSide
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&& !pos.in_check()
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&& !MoveList<MV_LEGAL>(pos).size()) {
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return VALUE_DRAW;
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}
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Square winnerKSq = pos.king_square(strongerSide);
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Square loserKSq = pos.king_square(weakerSide);
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@@ -144,9 +148,9 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
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if ( pos.piece_count(strongerSide, QUEEN)
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|| pos.piece_count(strongerSide, ROOK)
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|| pos.piece_count(strongerSide, BISHOP) > 1)
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// TODO: check for two equal-colored bishops!
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result += VALUE_KNOWN_WIN;
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|| pos.bishop_pair(strongerSide)) {
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result += VALUE_KNOWN_WIN;
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}
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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@@ -402,11 +406,11 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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// No assertions about the material of weakerSide, because we want draws to
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// be detected even when the weaker side has some pawns.
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Bitboard pawns = pos.pieces(PAWN, strongerSide);
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Bitboard pawns = pos.pieces(strongerSide, PAWN);
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File pawnFile = file_of(pos.piece_list(strongerSide, PAWN)[0]);
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// All pawns are on a single rook file ?
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if ( (pawnFile == FILE_A || pawnFile == FILE_H)
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if ( (pawnFile == FILE_A || pawnFile == FILE_H)
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&& !(pawns & ~file_bb(pawnFile)))
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{
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Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
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@@ -417,7 +421,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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&& abs(file_of(kingSq) - pawnFile) <= 1)
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{
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// The bishop has the wrong color, and the defending king is on the
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// file of the pawn(s) or the neighboring file. Find the rank of the
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// file of the pawn(s) or the adjacent file. Find the rank of the
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// frontmost pawn.
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Rank rank;
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if (strongerSide == WHITE)
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@@ -456,12 +460,12 @@ ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
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Square kingSq = pos.king_square(weakerSide);
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if ( relative_rank(weakerSide, kingSq) <= RANK_2
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&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
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&& (pos.pieces(ROOK, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_3)))
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&& (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
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&& (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
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&& (pos.pieces(weakerSide, ROOK) & rank_bb(relative_rank(weakerSide, RANK_3)))
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&& (pos.pieces(weakerSide, PAWN) & rank_bb(relative_rank(weakerSide, RANK_2)))
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&& (pos.attacks_from<KING>(kingSq) & pos.pieces(weakerSide, PAWN)))
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{
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Square rsq = pos.piece_list(weakerSide, ROOK)[0];
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if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
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if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(weakerSide, PAWN))
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return SCALE_FACTOR_DRAW;
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}
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return SCALE_FACTOR_NONE;
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@@ -639,14 +643,14 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square ksq = pos.king_square(weakerSide);
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Bitboard pawns = pos.pieces(PAWN, strongerSide);
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Bitboard pawns = pos.pieces(strongerSide, PAWN);
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// Are all pawns on the 'a' file?
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if (!(pawns & ~FileABB))
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{
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// Does the defending king block the pawns?
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if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1
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|| ( file_of(ksq) == FILE_A
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|| ( file_of(ksq) == FILE_A
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&& !in_front_bb(strongerSide, ksq) & pawns))
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return SCALE_FACTOR_DRAW;
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}
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@@ -655,7 +659,7 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
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{
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// Does the defending king block the pawns?
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if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1
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|| ( file_of(ksq) == FILE_H
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|| ( file_of(ksq) == FILE_H
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&& !in_front_bb(strongerSide, ksq) & pawns))
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return SCALE_FACTOR_DRAW;
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}
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@@ -706,9 +710,9 @@ ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
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return SCALE_FACTOR_DRAW;
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else
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{
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Bitboard path = squares_in_front_of(strongerSide, pawnSq);
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Bitboard path = forward_bb(strongerSide, pawnSq);
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if (path & pos.pieces(KING, weakerSide))
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if (path & pos.pieces(weakerSide, KING))
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return SCALE_FACTOR_DRAW;
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if ( (pos.attacks_from<BISHOP>(weakerBishopSq) & path)
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@@ -769,20 +773,20 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
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return SCALE_FACTOR_NONE;
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case 1:
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// Pawns on neighboring files. Draw if defender firmly controls the square
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// Pawns on adjacent files. Draw if defender firmly controls the square
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// in front of the frontmost pawn's path, and the square diagonally behind
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// this square on the file of the other pawn.
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if ( ksq == blockSq1
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&& opposite_colors(ksq, wbsq)
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&& ( bbsq == blockSq2
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|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
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|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakerSide, BISHOP))
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|| abs(r1 - r2) >= 2))
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return SCALE_FACTOR_DRAW;
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else if ( ksq == blockSq2
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&& opposite_colors(ksq, wbsq)
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&& ( bbsq == blockSq1
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|| (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
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|| (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(weakerSide, BISHOP))))
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return SCALE_FACTOR_DRAW;
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else
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return SCALE_FACTOR_NONE;
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