DroidFish: Updated stockfish engine to version 4.

This commit is contained in:
Peter Osterlund
2013-08-20 18:02:33 +00:00
parent 96a8ec79ac
commit bfc5782f52
41 changed files with 1477 additions and 1673 deletions

View File

@@ -89,7 +89,10 @@ namespace {
Endgames::Endgames() {
add<KK>("KK");
add<KPK>("KPK");
add<KBK>("KBK");
add<KNK>("KNK");
add<KNNK>("KNNK");
add<KBNK>("KBNK");
add<KRKP>("KRKP");
@@ -130,28 +133,25 @@ template<>
Value Endgame<KXK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
assert(!pos.count<PAWN>(weakerSide));
assert(!pos.checkers()); // Eval is never called when in check
// Stalemate detection with lone king
if ( pos.side_to_move() == weakerSide
&& !pos.checkers()
&& !MoveList<LEGAL>(pos).size()) {
return VALUE_DRAW;
}
if (pos.side_to_move() == weakerSide && !MoveList<LEGAL>(pos).size())
return 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, PAWN) * PawnValueEg
+ pos.count<PAWN>(strongerSide) * PawnValueEg
+ MateTable[loserKSq]
+ DistanceBonus[square_distance(winnerKSq, loserKSq)];
if ( pos.piece_count(strongerSide, QUEEN)
|| pos.piece_count(strongerSide, ROOK)
|| pos.bishop_pair(strongerSide)) {
result += VALUE_KNOWN_WIN;
}
if ( pos.count<QUEEN>(strongerSide)
|| pos.count<ROOK>(strongerSide)
|| pos.bishop_pair(strongerSide))
result += VALUE_KNOWN_WIN;
return strongerSide == pos.side_to_move() ? result : -result;
}
@@ -162,16 +162,16 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
template<>
Value Endgame<KBNK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
assert(pos.non_pawn_material(strongerSide) == KnightValueMg + BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.count<BISHOP>(strongerSide) == 1);
assert(pos.count<KNIGHT>(strongerSide) == 1);
assert(pos.count< PAWN>(strongerSide) == 0);
assert(pos.count< PAWN>(weakerSide ) == 0);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square bishopSq = pos.list<BISHOP>(strongerSide)[0];
// kbnk_mate_table() tries to drive toward corners A1 or H8,
// if we have a bishop that cannot reach the above squares we
@@ -196,8 +196,8 @@ Value Endgame<KPK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.count<PAWN>(strongerSide) == 1);
assert(pos.count<PAWN>(weakerSide ) == 0);
Square wksq, bksq, wpsq;
Color us;
@@ -206,14 +206,14 @@ Value Endgame<KPK>::operator()(const Position& pos) const {
{
wksq = pos.king_square(WHITE);
bksq = pos.king_square(BLACK);
wpsq = pos.piece_list(WHITE, PAWN)[0];
wpsq = pos.list<PAWN>(WHITE)[0];
us = pos.side_to_move();
}
else
{
wksq = ~pos.king_square(BLACK);
bksq = ~pos.king_square(WHITE);
wpsq = ~pos.piece_list(BLACK, PAWN)[0];
wpsq = ~pos.list<PAWN>(BLACK)[0];
us = ~pos.side_to_move();
}
@@ -241,17 +241,17 @@ template<>
Value Endgame<KRKP>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == 0);
assert(pos.piece_count(weakerSide, PAWN) == 1);
assert(pos.count<PAWN>(strongerSide) == 0);
assert(pos.count<PAWN>(weakerSide ) == 1);
Square wksq, wrsq, bksq, bpsq;
int tempo = (pos.side_to_move() == strongerSide);
wksq = pos.king_square(strongerSide);
wrsq = pos.piece_list(strongerSide, ROOK)[0];
bksq = pos.king_square(weakerSide);
bpsq = pos.piece_list(weakerSide, PAWN)[0];
wrsq = pos.list<ROOK>(strongerSide)[0];
bpsq = pos.list<PAWN>(weakerSide)[0];
if (strongerSide == BLACK)
{
@@ -298,10 +298,10 @@ template<>
Value Endgame<KRKB>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == BishopValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
assert(pos.count<BISHOP>(weakerSide ) == 1);
assert(pos.count< PAWN>(weakerSide ) == 0);
assert(pos.count< PAWN>(strongerSide) == 0);
Value result = Value(MateTable[pos.king_square(weakerSide)]);
return strongerSide == pos.side_to_move() ? result : -result;
@@ -314,15 +314,15 @@ template<>
Value Endgame<KRKN>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == KnightValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
assert(pos.count<KNIGHT>(weakerSide ) == 1);
assert(pos.count< PAWN>(weakerSide ) == 0);
assert(pos.count< PAWN>(strongerSide) == 0);
const int penalty[8] = { 0, 10, 14, 20, 30, 42, 58, 80 };
Square bksq = pos.king_square(weakerSide);
Square bnsq = pos.piece_list(weakerSide, KNIGHT)[0];
Square bnsq = pos.list<KNIGHT>(weakerSide)[0];
Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]);
return strongerSide == pos.side_to_move() ? result : -result;
}
@@ -335,13 +335,13 @@ template<>
Value Endgame<KQKP>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == 0);
assert(pos.piece_count(weakerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
assert(pos.count<PAWN>(strongerSide) == 0);
assert(pos.count<PAWN>(weakerSide ) == 1);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Square pawnSq = pos.piece_list(weakerSide, PAWN)[0];
Square pawnSq = pos.list<PAWN>(weakerSide)[0];
Value result = QueenValueEg
- PawnValueEg
@@ -368,9 +368,9 @@ template<>
Value Endgame<KQKR>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == RookValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide ) == RookValueMg);
assert(pos.count<PAWN>(strongerSide) == 0);
assert(pos.count<PAWN>(weakerSide ) == 0);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
@@ -386,16 +386,16 @@ Value Endgame<KQKR>::operator()(const Position& pos) const {
template<>
Value Endgame<KBBKN>::operator()(const Position& pos) const {
assert(pos.piece_count(strongerSide, BISHOP) == 2);
assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMg);
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
assert(pos.non_pawn_material(weakerSide) == KnightValueMg);
assert(pos.non_pawn_material(strongerSide) == 2 * BishopValueMg);
assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
assert(pos.count<BISHOP>(strongerSide) == 2);
assert(pos.count<KNIGHT>(weakerSide ) == 1);
assert(!pos.pieces(PAWN));
Value result = BishopValueEg;
Square wksq = pos.king_square(strongerSide);
Square bksq = pos.king_square(weakerSide);
Square nsq = pos.piece_list(weakerSide, KNIGHT)[0];
Square nsq = pos.list<KNIGHT>(weakerSide)[0];
// Bonus for attacking king close to defending king
result += Value(DistanceBonus[square_distance(wksq, bksq)]);
@@ -410,17 +410,13 @@ Value Endgame<KBBKN>::operator()(const Position& pos) const {
}
/// K and two minors vs K and one or two minors or K and two knights against
/// king alone are always draw.
template<>
Value Endgame<KmmKm>::operator()(const Position&) const {
return VALUE_DRAW;
}
/// Some cases of trivial draws
template<> Value Endgame<KK>::operator()(const Position&) const { return VALUE_DRAW; }
template<> Value Endgame<KBK>::operator()(const Position&) const { return VALUE_DRAW; }
template<> Value Endgame<KNK>::operator()(const Position&) const { return VALUE_DRAW; }
template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; }
template<> Value Endgame<KmmKm>::operator()(const Position&) const { return VALUE_DRAW; }
template<>
Value Endgame<KNNK>::operator()(const Position&) const {
return VALUE_DRAW;
}
/// 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
@@ -430,20 +426,20 @@ template<>
ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) >= 1);
assert(pos.count<BISHOP>(strongerSide) == 1);
assert(pos.count< PAWN>(strongerSide) >= 1);
// 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(strongerSide, PAWN);
File pawnFile = file_of(pos.piece_list(strongerSide, PAWN)[0]);
File pawnFile = file_of(pos.list<PAWN>(strongerSide)[0]);
// All pawns are on a single rook file ?
if ( (pawnFile == FILE_A || pawnFile == FILE_H)
&& !(pawns & ~file_bb(pawnFile)))
{
Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square bishopSq = pos.list<BISHOP>(strongerSide)[0];
Square queeningSq = relative_square(strongerSide, pawnFile | RANK_8);
Square kingSq = pos.king_square(weakerSide);
@@ -477,7 +473,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
if ( (pawnFile == FILE_B || pawnFile == FILE_G)
&& !(pos.pieces(PAWN) & ~file_bb(pawnFile))
&& pos.non_pawn_material(weakerSide) == 0
&& pos.piece_count(weakerSide, PAWN) >= 1)
&& pos.count<PAWN>(weakerSide) >= 1)
{
// Get weaker pawn closest to opponent's queening square
Bitboard wkPawns = pos.pieces(weakerSide, PAWN);
@@ -485,7 +481,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
Square strongerKingSq = pos.king_square(strongerSide);
Square weakerKingSq = pos.king_square(weakerSide);
Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square bishopSq = pos.list<BISHOP>(strongerSide)[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.
@@ -505,19 +501,19 @@ template<>
ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == QueenValueMg);
assert(pos.piece_count(strongerSide, QUEEN) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.piece_count(weakerSide, ROOK) == 1);
assert(pos.piece_count(weakerSide, PAWN) >= 1);
assert(pos.count<QUEEN>(strongerSide) == 1);
assert(pos.count< PAWN>(strongerSide) == 0);
assert(pos.count< ROOK>(weakerSide ) == 1);
assert(pos.count< PAWN>(weakerSide ) >= 1);
Square kingSq = pos.king_square(weakerSide);
if ( relative_rank(weakerSide, kingSq) <= RANK_2
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
if ( relative_rank(weakerSide, kingSq) <= RANK_2
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
&& (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];
Square rsq = pos.list<ROOK>(weakerSide)[0];
if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(weakerSide, PAWN))
return SCALE_FACTOR_DRAW;
}
@@ -535,15 +531,15 @@ template<>
ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == RookValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == RookValueMg);
assert(pos.count<PAWN>(strongerSide) == 1);
assert(pos.count<PAWN>(weakerSide ) == 0);
Square wksq = pos.king_square(strongerSide);
Square wrsq = pos.piece_list(strongerSide, ROOK)[0];
Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
Square bksq = pos.king_square(weakerSide);
Square brsq = pos.piece_list(weakerSide, ROOK)[0];
Square wrsq = pos.list<ROOK>(strongerSide)[0];
Square wpsq = pos.list<PAWN>(strongerSide)[0];
Square brsq = pos.list<ROOK>(weakerSide)[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.
@@ -653,12 +649,12 @@ template<>
ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == RookValueMg);
assert(pos.piece_count(strongerSide, PAWN) == 2);
assert(pos.non_pawn_material(weakerSide) == RookValueMg);
assert(pos.piece_count(weakerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == RookValueMg);
assert(pos.count<PAWN>(strongerSide) == 2);
assert(pos.count<PAWN>(weakerSide ) == 1);
Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0];
Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1];
Square wpsq1 = pos.list<PAWN>(strongerSide)[0];
Square wpsq2 = pos.list<PAWN>(strongerSide)[1];
Square bksq = pos.king_square(weakerSide);
// Does the stronger side have a passed pawn?
@@ -691,9 +687,9 @@ template<>
ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.piece_count(strongerSide, PAWN) >= 2);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.count<PAWN>(strongerSide) >= 2);
assert(pos.count<PAWN>(weakerSide ) == 0);
Square ksq = pos.king_square(weakerSide);
Bitboard pawns = pos.pieces(strongerSide, PAWN);
@@ -704,7 +700,7 @@ ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
// Does the defending king block the pawns?
if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1
|| ( file_of(ksq) == FILE_A
&& !(in_front_bb(strongerSide, ksq) & pawns)))
&& !(in_front_bb(strongerSide, rank_of(ksq)) & pawns)))
return SCALE_FACTOR_DRAW;
}
// Are all pawns on the 'h' file?
@@ -713,7 +709,7 @@ 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
&& !(in_front_bb(strongerSide, ksq) & pawns)))
&& !(in_front_bb(strongerSide, rank_of(ksq)) & pawns)))
return SCALE_FACTOR_DRAW;
}
return SCALE_FACTOR_NONE;
@@ -728,15 +724,15 @@ template<>
ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == BishopValueMg);
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
assert(pos.count<BISHOP>(strongerSide) == 1);
assert(pos.count<BISHOP>(weakerSide ) == 1);
assert(pos.count< PAWN>(strongerSide) == 1);
assert(pos.count< PAWN>(weakerSide ) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0];
Square pawnSq = pos.list<PAWN>(strongerSide)[0];
Square strongerBishopSq = pos.list<BISHOP>(strongerSide)[0];
Square weakerBishopSq = pos.list<BISHOP>(weakerSide)[0];
Square weakerKingSq = pos.king_square(weakerSide);
// Case 1: Defending king blocks the pawn, and cannot be driven away
@@ -783,21 +779,21 @@ template<>
ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 2);
assert(pos.non_pawn_material(weakerSide) == BishopValueMg);
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide ) == BishopValueMg);
assert(pos.count<BISHOP>(strongerSide) == 1);
assert(pos.count<BISHOP>(weakerSide ) == 1);
assert(pos.count< PAWN>(strongerSide) == 2);
assert(pos.count< PAWN>(weakerSide ) == 0);
Square wbsq = pos.piece_list(strongerSide, BISHOP)[0];
Square bbsq = pos.piece_list(weakerSide, BISHOP)[0];
Square wbsq = pos.list<BISHOP>(strongerSide)[0];
Square bbsq = pos.list<BISHOP>(weakerSide)[0];
if (!opposite_colors(wbsq, bbsq))
return SCALE_FACTOR_NONE;
Square ksq = pos.king_square(weakerSide);
Square psq1 = pos.piece_list(strongerSide, PAWN)[0];
Square psq2 = pos.piece_list(strongerSide, PAWN)[1];
Square psq1 = pos.list<PAWN>(strongerSide)[0];
Square psq2 = pos.list<PAWN>(strongerSide)[1];
Rank r1 = rank_of(psq1);
Rank r2 = rank_of(psq2);
Square blockSq1, blockSq2;
@@ -858,14 +854,14 @@ template<>
ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == BishopValueMg);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == KnightValueMg);
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide ) == KnightValueMg);
assert(pos.count<BISHOP>(strongerSide) == 1);
assert(pos.count<KNIGHT>(weakerSide ) == 1);
assert(pos.count< PAWN>(strongerSide) == 1);
assert(pos.count< PAWN>(weakerSide ) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square pawnSq = pos.list<PAWN>(strongerSide)[0];
Square strongerBishopSq = pos.list<BISHOP>(strongerSide)[0];
Square weakerKingSq = pos.king_square(weakerSide);
if ( file_of(weakerKingSq) == file_of(pawnSq)
@@ -885,12 +881,12 @@ template<>
ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == KnightValueMg);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
assert(pos.count<KNIGHT>(strongerSide) == 1);
assert(pos.count< PAWN>(strongerSide) == 1);
assert(pos.count< PAWN>(weakerSide ) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square pawnSq = pos.list<PAWN>(strongerSide)[0];
Square weakerKingSq = pos.king_square(weakerSide);
if ( pawnSq == relative_square(strongerSide, SQ_A7)
@@ -910,8 +906,8 @@ ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
template<>
ScaleFactor Endgame<KNPKB>::operator()(const Position& pos) const {
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square bishopSq = pos.piece_list(weakerSide, BISHOP)[0];
Square pawnSq = pos.list<PAWN>(strongerSide)[0];
Square bishopSq = pos.list<BISHOP>(weakerSide)[0];
Square weakerKingSq = pos.king_square(weakerSide);
// King needs to get close to promoting pawn to prevent knight from blocking.
@@ -932,13 +928,13 @@ template<>
ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(WHITE, PAWN) == 1);
assert(pos.piece_count(BLACK, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide ) == VALUE_ZERO);
assert(pos.count<PAWN>(WHITE) == 1);
assert(pos.count<PAWN>(BLACK) == 1);
Square wksq = pos.king_square(strongerSide);
Square bksq = pos.king_square(weakerSide);
Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
Square wpsq = pos.list<PAWN>(strongerSide)[0];
Color us = pos.side_to_move();
if (strongerSide == BLACK)