Author: Dann Corbit
Date: 18:02:39 04/02/04
Go up one level in this thread
On April 02, 2004 at 19:00:47, Dann Corbit wrote: >On April 02, 2004 at 18:47:34, Eric Oldre wrote: > >>Hi everyone, >>I've been working on my new chess engine for a few weeks now and am pretty happy >>with the progress i've made so far. I'm even going to try entering it into >>Olivier Deville's ChessWar tournament next week. I've set the lofty goal for >>myself of not taking last place. I give myself a 50/50 shot of reaching it. >> >>I've been playing it against some engines here at home and noticed a trend in >>it's play. It seems to do OK in the middle game, but about the time it get down >>to having some pawns and 2 minors/rooks it's game starts to fall apart. >> >>At this point t is usually about even or sometimes up in material (not against >>any "elite" engines of course, and i don't see any major weaknesses in it's >>position, but the opponent either chips away at it's pawns, or gets a promotion. >>or just mates it. The point is that i don't see any one specific thing that it >>isn't catching. >> >>One thing is that i don't have any special endgame evaluation changes. I plan on >>making it so that it starts to value the king in the center instead of behind >>it's pawns. but i don't think that alone will make the difference. >> >>So my question is: what suggestions do you have for ways could i improve it's >>play during the endgame, or would i call it the "middle-endgame" at that point? > >If the board is sparse, centralize your king. He'll help a lot. He attacks 8 >squares, just like a knight, after all. > >Give a bonus for the forward pawn squares. >Give a bonus for passed pawns. >Give a bigger bonus for unstoppable passed pawns. Here is how Beowulf figures out the game stage: /* Sorts out what stage of the game the board is in. */ int GetGamestage(int tpts) { if (tpts > 70) return Opening; if (tpts > 62) return EarlyMid; if (tpts > 54) return Middle; if (tpts > 46) return LateMid; if (tpts > 22) return Endgame; return LateEnd; } piece value is q=9, r=5, b=n=3, p=1 tpts is the total points on the board. Here are TSCP's king square tables: king[DARK] != i) assert(0); } return 1; } #endif /* in_check() returns TRUE if side s is in check and FALSE otherwise. It just scans the board to find side s's king and calls attack() to see if it's being attacked. */ int in_check(int s) { verify_king_table(); return attack(king[s], s ^ 1); } /* attack() returns TRUE if square sq is being attacked by side s and FALSE otherwise. */ BOOL attack(int sq, int s) { int i, j, n; for (i = 0; i < 64; ++i) if (color[i] == s) { if (piece[i] == PAWN) { if (s == LIGHT) { if (COL(i) != 0 && i - 9 == sq) return TRUE; if (COL(i) != 7 && i - 7 == sq) return TRUE; } else { if (COL(i) != 0 && i + 7 == sq) return TRUE; if (COL(i) != 7 && i + 9 == sq) return TRUE; } } else for (j = 0; j < offsets[piece[i]]; ++j) for (n = i;;) { n = mailbox[mailbox64[n] + offset[piece[i]][j]]; if (n == -1) break; if (n == sq) return TRUE; if (color[n] != EMPTY) break; if (!slide[piece[i]]) break; } } return FALSE; } /* gen() generates pseudo-legal moves for the current position. It scans the board to find friendly pieces and then determines what squares they attack. When it finds a piece/square combination, it calls gen_push to put the move on the "move stack." */ void gen() { int i, j, n; /* so far, we have no moves for the current ply */ first_move[ply + 1] = first_move[ply]; for (i = 0; i < 64; ++i) if (color[i] == side) { if (piece[i] == PAWN) { if (side == LIGHT) { if (COL(i) != 0 && color[i - 9] == DARK) gen_push(i, i - 9, 17); if (COL(i) != 7 && color[i - 7] == DARK) gen_push(i, i - 7, 17); if (color[i - 8] == EMPTY) { gen_push(i, i - 8, 16); if (i >= 48 && color[i - 16] == EMPTY) gen_push(i, i - 16, 24); } } else { if (COL(i) != 0 && color[i + 7] == LIGHT) gen_push(i, i + 7, 17); if (COL(i) != 7 && color[i + 9] == LIGHT) gen_push(i, i + 9, 17); if (color[i + 8] == EMPTY) { gen_push(i, i + 8, 16); if (i <= 15 && color[i + 16] == EMPTY) gen_push(i, i + 16, 24); } } } else for (j = 0; j < offsets[piece[i]]; ++j) for (n = i;;) { n = mailbox[mailbox64[n] + offset[piece[i]][j]]; if (n == -1) break; if (color[n] != EMPTY) { if (color[n] == xside) gen_push(i, n, 1); break; } gen_push(i, n, 0); if (!slide[piece[i]]) break; } } /* generate castle moves */ if (side == LIGHT) { if (castle & 1) gen_push(E1, G1, 2); if (castle & 2) gen_push(E1, C1, 2); } else { if (castle & 4) gen_push(E8, G8, 2); if (castle & 8) gen_push(E8, C8, 2); } /* generate en passant moves */ if (ep != -1) { if (side == LIGHT) { if (COL(ep) != 0 && color[ep + 7] == LIGHT && piece[ep + 7] == PAWN) gen_push(ep + 7, ep, 21); if (COL(ep) != 7 && color[ep + 9] == LIGHT && piece[ep + 9] == PAWN) gen_push(ep + 9, ep, 21); } else { if (COL(ep) != 0 && color[ep - 9] == DARK && piece[ep - 9] == PAWN) gen_push(ep - 9, ep, 21); if (COL(ep) != 7 && color[ep - 7] == DARK && piece[ep - 7] == PAWN) gen_push(ep - 7, ep, 21); } } } /* gen_caps() is basically a copy of gen() that's modified to only generate capture and promote moves. It's used by the quiescence search. */ void gen_caps() { int i, j, n; first_move[ply + 1] = first_move[ply]; for (i = 0; i < 64; ++i) if (color[i] == side) { if (piece[i] == PAWN) { if (side == LIGHT) { if (COL(i) != 0 && color[i - 9] == DARK) gen_push(i, i - 9, 17); if (COL(i) != 7 && color[i - 7] == DARK) gen_push(i, i - 7, 17); if (i <= 15 && color[i - 8] == EMPTY) gen_push(i, i - 8, 16); } if (side == DARK) { if (COL(i) != 0 && color[i + 7] == LIGHT) gen_push(i, i + 7, 17); if (COL(i) != 7 && color[i + 9] == LIGHT) gen_push(i, i + 9, 17); if (i >= 48 && color[i + 8] == EMPTY) gen_push(i, i + 8, 16); } } else for (j = 0; j < offsets[piece[i]]; ++j) for (n = i;;) { n = mailbox[mailbox64[n] + offset[piece[i]][j]]; if (n == -1) break; if (color[n] != EMPTY) { if (color[n] == xside) gen_push(i, n, 1); break; } if (!slide[piece[i]]) break; } } if (ep != -1) { if (side == LIGHT) { if (COL(ep) != 0 && color[ep + 7] == LIGHT && piece[ep + 7] == PAWN) gen_push(ep + 7, ep, 21); if (COL(ep) != 7 && color[ep + 9] == LIGHT && piece[ep + 9] == PAWN) gen_push(ep + 9, ep, 21); } else { if (COL(ep) != 0 && color[ep - 9] == DARK && piece[ep - 9] == PAWN) gen_push(ep - 9, ep, 21); if (COL(ep) != 7 && color[ep - 7] == DARK && piece[ep - 7] == PAWN) gen_push(ep - 7, ep, 21); } } } /* gen_push() puts a move on the move stack, unless it's a pawn promotion that needs to be handled by gen_promote(). It also assigns a score to the move for alpha-beta move ordering. If the move is a capture, it uses MVV/LVA (Most Valuable Victim/Least Valuable Attacker). Otherwise, it uses the move's history heuristic value. Note that 1,000,000 is added to a capture move's score, so it always gets ordered above a "normal" move. */ void gen_push(int from, int to, int bits) { gen_t *g; if (bits & 16) { if (side == LIGHT) { if (to <= H8) { gen_promote(from, to, bits); return; } } else { if (to >= A1) { gen_promote(from, to, bits); return; } } } g = &gen_dat[first_move[ply + 1]++]; g->m.b.from = (char) from; g->m.b.to = (char) to; g->m.b.promote = 0; g->m.b.bits = (char) bits; if (color[to] != EMPTY) g->score = 1000000 + (piece[to] * 10) - piece[from]; else g->score = history[from][to]; } /* gen_promote() is just like gen_push(), only it puts 4 moves on the move stack, one for each possible promotion piece */ void gen_promote(int from, int to, int bits) { int i; gen_t *g; for (i = KNIGHT; i <= QUEEN; ++i) { g = &gen_dat[first_move[ply + 1]++]; g->m.b.from = (char) from; g->m.b.to = (char) to; g->m.b.promote = (char) i; g->m.b.bits = (char) (bits | 32); g->score = 1000000 + (i * 10); } } /* makemove() makes a move. If the move is illegal, it undoes whatever it did and returns FALSE. Otherwise, it returns TRUE. */ BOOL makemove(move_bytes m) { /* test to see if a castle move is legal and move the rook (the king is * moved with the usual move code later) */ verify_king_table(); if (m.bits & 2) { int from, to; if (in_check(side)) return FALSE; switch (m.to) { case 62: if (color[F1] != EMPTY || color[G1] != EMPTY || attack(F1, xside) || attack(G1, xside)) return FALSE; from = H1; to = F1; break; case 58: if (color[B1] != EMPTY || color[C1] != EMPTY || color[D1] != EMPTY || attack(C1, xside) || attack(D1, xside)) return FALSE; from = A1; to = D1; break; case 6: if (color[F8] != EMPTY || color[G8] != EMPTY || attack(F8, xside) || attack(G8, xside)) return FALSE; from = H8; to = F8; break; case 2: if (color[B8] != EMPTY || color[C8] != EMPTY || color[D8] != EMPTY || attack(C8, xside) || attack(D8, xside)) return FALSE; from = A8; to = D8; break; default: /* shouldn't get here */ from = -1; to = -1; break; } color[to] = color[from]; piece[to] = piece[from]; if (piece[to] == KING) king[color[to]] = to; color[from] = EMPTY; piece[from] = EMPTY; } verify_king_table(); /* back up information so we can take the move back later. */ hist_dat[hply].m.b = m; hist_dat[hply].capture = piece[(int) m.to]; hist_dat[hply].castle = castle; hist_dat[hply].ep = ep; hist_dat[hply].fifty = fifty; hist_dat[hply].hash = hash; ++ply; ++hply; /* update the castle, en passant, and fifty-move-draw variables */ castle &= castle_mask[(int) m.from] & castle_mask[(int) m.to]; if (m.bits & 8) { if (side == LIGHT) ep = m.to + 8; else ep = m.to - 8; } else ep = -1; if (m.bits & 17) fifty = 0; else ++fifty; /* move the piece */ color[(int) m.to] = side; if (m.bits & 32) piece[(int) m.to] = m.promote; else { piece[(int) m.to] = piece[(int) m.from]; if (piece[(int) m.to] == KING) king[color[(int) m.to]] = m.to; } color[(int) m.from] = EMPTY; piece[(int) m.from] = EMPTY; verify_king_table(); /* erase the pawn if this is an en passant move */ if (m.bits & 4) { if (side == LIGHT) { color[m.to + 8] = EMPTY; piece[m.to + 8] = EMPTY; } else { color[m.to - 8] = EMPTY; piece[m.to - 8] = EMPTY; } } /* switch sides and test for legality (if we can capture the other guy's * king, it's an illegal position and we need to take the move back) */ side ^= 1; xside ^= 1; if (in_check(xside)) { takeback(); return FALSE; } set_hash(); verify_king_table(); return TRUE; } /* takeback() is very similar to makemove(), only backwards :) */ void takeback() { move_bytes m; verify_king_table(); side ^= 1; xside ^= 1; --ply; --hply; m = hist_dat[hply].m.b; castle = hist_dat[hply].castle; ep = hist_dat[hply].ep; fifty = hist_dat[hply].fifty; hash = hist_dat[hply].hash; color[(int) m.from] = side; if (m.bits & 32) piece[(int) m.from] = PAWN; else { piece[(int) m.from] = piece[(int) m.to]; if (piece[(int)m.from] == KING) king[color[(int)m.from]] = m.from; } if (hist_dat[hply].capture == EMPTY) { color[(int) m.to] = EMPTY; piece[(int) m.to] = EMPTY; } else { color[(int) m.to] = xside; piece[(int) m.to] = hist_dat[hply].capture; } if (m.bits & 2) { int from, to; switch (m.to) { case 62: from = F1; to = H1; break; case 58: from = D1; to = A1; break; case 6: from = F8; to = H8; break; case 2: from = D8; to = A8; break; default: /* shouldn't get here */ from = -1; to = -1; break; } color[to] = side; piece[to] = ROOK; color[from] = EMPTY; piece[from] = EMPTY; } if (m.bits & 4) { if (side == LIGHT) { color[m.to + 8] = xside; piece[m.to + 8] = PAWN; } else { color[m.to - 8] = xside; piece[m.to - 8] = PAWN; } } verify_king_table(); } /* * BOOK.C * Tom Kerrigan's Simple Chess Program (TSCP) * * Copyright 1997 Tom Kerrigan */ #include <stdio.h> #include <stdlib.h> #include <time.h> #include <string.h> #include "defs.h" #include "data.h" #include "protos.h" /* the opening book file, declared here so we don't have to include stdio.h in a header file */ FILE *book_file; /* open_book() opens the opening book file and initializes the random number generator so we play random book moves. */ void open_book() { srand(time(NULL)); book_file = fopen("book.txt", "r"); if (!book_file) printf("Opening book missing.\n"); } /* close_book() closes the book file. This is called when the program exits. */ void close_book() { if (book_file) fclose(book_file); book_file = NULL; } /* book_move() returns a book move (in integer format) or -1 if there is no book move. */ int book_move() { char line[256]; char book_line[256]; int i, j, m; int move[50]; /* the possible book moves */ int count[50]; /* the number of occurrences of each move */ int moves = 0; int total_count = 0; if (!book_file || hply > 25) return -1; /* line is a string with the current line, e.g., "e2e4 e7e5 g1f3 " */ line[0] = '\0'; j = 0; for (i = 0; i < hply; ++i) j += sprintf(line + j, "%s ", move_str(hist_dat[i].m.b)); /* compare line to each line in the opening book */ fseek(book_file, 0, SEEK_SET); while (fgets(book_line, 256, book_file)) { if (book_match(line, book_line)) { /* parse the book move that continues the line */ m = parse_move(&book_line[strlen(line)]); if (m == -1) continue; m = gen_dat[m].m.u; /* add the book move to the move list, or update the move's count */ for (j = 0; j < moves; ++j) if (move[j] == m) { ++count[j]; break; } if (j == moves) { move[moves] = m; count[moves] = 1; ++moves; } ++total_count; } } /* no book moves? */ if (moves == 0) return -1; /* Think of total_count as the set of matching book lines. Randomly pick one of those lines (j) and figure out which move j "corresponds" to. */ j = rand() % total_count; for (i = 0; i < moves; ++i) { j -= count[i]; if (j < 0) return move[i]; } return -1; /* shouldn't get here */ } /* book_match() returns TRUE if the first part of s2 matches s1. */ BOOL book_match(char *s1, char *s2) { int i; for (i = 0; i < (signed int)strlen(s1); ++i) if (s2[i] == '\0' || s2[i] != s1[i]) return FALSE; return TRUE; } /* * DATA.C * Tom Kerrigan's Simple Chess Program (TSCP) * * Copyright 1997 Tom Kerrigan */ #include "defs.h" /* the board representation */ int color[64]; /* LIGHT, DARK, or EMPTY */ int piece[64]; /* PAWN, KNIGHT, BISHOP, ROOK, QUEEN, KING, * or EMPTY */ int side; /* the side to move */ int xside; /* the side not to move */ int castle; /* a bitfield with the castle permissions. if * 1 is set, white can still castle kingside. * 2 is white queenside. 4 is black kingside. * 8 is black queenside. */ int ep; /* the en passant square. if white moves * e2e4, the en passant square is set to e3, * because that's where a pawn would move in * an en passant capture */ int fifty; /* the number of moves since a capture or * pawn move, used to handle the * fifty-move-draw rule */ int hash; /* a (more or less) unique number that * corresponds to the position */ int ply; /* the number of half-moves (ply) since the * root of the search tree */ int hply; /* h for history; the number of ply since the * beginning of the game */ /* gen_dat is some memory for move lists that are created by the move generators. The move list for ply n starts at first_move[n] and ends at first_move[n + 1]. */ gen_t gen_dat[GEN_STACK]; int first_move[MAX_PLY]; /* the history heuristic array (used for move ordering) */ int history[64][64]; /* we need an array of hist_t's so we can take back the moves we make */ hist_t hist_dat[HIST_STACK]; /* the engine will search for max_time milliseconds or until it finishes searching max_depth ply. */ int max_time=5000; int max_depth=MAX_PLY-1; /* the time when the engine starts searching, and when it should stop */ int start_time; int stop_time; int nodes; /* the number of nodes we've searched */ /* a "triangular" PV array; for a good explanation of why a triangular array is needed, see "How Computers Play Chess" by Levy and Newborn. */ move pv[MAX_PLY][MAX_PLY]; int pv_length[MAX_PLY]; BOOL follow_pv; /* random numbers used to compute hash; see set_hash() in board.c */ int hash_piece[2][6][64]; /* indexed by piece * [color][type][square] */ int hash_side; int hash_ep[64]; /* Now we have the mailbox array, so called because it looks like a mailbox, at least according to Bob Hyatt. This is useful when we need to figure out what pieces can go where. Let's say we have a rook on square a4 (32) and we want to know if it can move one square to the left. We subtract 1, and we get 31 (h5). The rook obviously can't move to h5, but we don't know that without doing a lot of annoying work. Sooooo, what we do is figure out a4's mailbox number, which is 61. Then we subtract 1 from 61 (60) and see what mailbox[60] is. In this case, it's -1, so it's out of bounds and we can forget it. You can see how mailbox[] is used in attack() in board.c. */ int mailbox[120] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 2, 3, 4, 5, 6, 7, -1, -1, 8, 9, 10, 11, 12, 13, 14, 15, -1, -1, 16, 17, 18, 19, 20, 21, 22, 23, -1, -1, 24, 25, 26, 27, 28, 29, 30, 31, -1, -1, 32, 33, 34, 35, 36, 37, 38, 39, -1, -1, 40, 41, 42, 43, 44, 45, 46, 47, -1, -1, 48, 49, 50, 51, 52, 53, 54, 55, -1, -1, 56, 57, 58, 59, 60, 61, 62, 63, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }; int mailbox64[64] = { 21, 22, 23, 24, 25, 26, 27, 28, 31, 32, 33, 34, 35, 36, 37, 38, 41, 42, 43, 44, 45, 46, 47, 48, 51, 52, 53, 54, 55, 56, 57, 58, 61, 62, 63, 64, 65, 66, 67, 68, 71, 72, 73, 74, 75, 76, 77, 78, 81, 82, 83, 84, 85, 86, 87, 88, 91, 92, 93, 94, 95, 96, 97, 98 }; /* slide, offsets, and offset are basically the vectors that pieces can move in. If slide for the piece is FALSE, it can only move one square in any one direction. offsets is the number of directions it can move in, and offset is an array of the actual directions. */ BOOL slide[6] = { FALSE, FALSE, TRUE, TRUE, TRUE, FALSE }; int offsets[6] = { 0, 8, 4, 4, 8, 8 }; int offset[6][8] = { {0, 0, 0, 0, 0, 0, 0, 0}, {-21, -19, -12, -8, 8, 12, 19, 21}, {-11, -9, 9, 11, 0, 0, 0, 0}, {-10, -1, 1, 10, 0, 0, 0, 0}, {-11, -10, -9, -1, 1, 9, 10, 11}, {-11, -10, -9, -1, 1, 9, 10, 11} }; /* This is the castle_mask array. We can use it to determine the castling permissions after a move. What we do is logical-AND the castle bits with the castle_mask bits for both of the move's squares. Let's say castle is 1, meaning that white can still castle kingside. Now we play a move where the rook on h1 gets captured. We AND castle with castle_mask[63], so we have 1&14, and castle becomes 0 and white can't castle kingside anymore. */ int castle_mask[64] = { 7, 15, 15, 15, 3, 15, 15, 11, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 13, 15, 15, 15, 12, 15, 15, 14 }; /* the piece letters, for print_board() */ char piece_char[6] = { 'P', 'N', 'B', 'R', 'Q', 'K' }; /* the initial board state */ int init_color[64] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; int init_piece[64] = { 3, 1, 2, 4, 5, 2, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 2, 4, 5, 2, 1, 3 }; /* * EVAL.C * Tom Kerrigan's Simple Chess Program (TSCP) * * Copyright 1997 Tom Kerrigan */ #include <string.h> #include "defs.h" #include "data.h" #include "protos.h" #define DOUBLED_PAWN_PENALTY 10 #define ISOLATED_PAWN_PENALTY 20 #define BACKWARDS_PAWN_PENALTY 8 #define PASSED_PAWN_BONUS 20 #define ROOK_SEMI_OPEN_FILE_BONUS 10 #define ROOK_OPEN_FILE_BONUS 15 #define ROOK_ON_SEVENTH_BONUS 20 /* the values of the pieces */ int piece_value[6] = { 100, 300, 300, 500, 900, 0 }; /* The "pcsq" arrays are piece/square tables. They're values added to the material value of the piece based on the location of the piece. */ int pawn_pcsq[64] = { 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 20, 20, 15, 10, 5, 4, 8, 12, 16, 16, 12, 8, 4, 3, 6, 9, 12, 12, 9, 6, 3, 2, 4, 6, 8, 8, 6, 4, 2, 1, 2, 3, -10, -10, 3, 2, 1, 0, 0, 0, -40, -40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; int knight_pcsq[64] = { -10, -10, -10, -10, -10, -10, -10, -10, -10, 0, 0, 0, 0, 0, 0, -10, -10, 0, 5, 5, 5, 5, 0, -10, -10, 0, 5, 10, 10, 5, 0, -10, -10, 0, 5, 10, 10, 5, 0, -10, -10, 0, 5, 5, 5, 5, 0, -10, -10, 0, 0, 0, 0, 0, 0, -10, -10, -30, -10, -10, -10, -10, -30, -10 }; int bishop_pcsq[64] = { -10, -10, -10, -10, -10, -10, -10, -10, -10, 0, 0, 0, 0, 0, 0, -10, -10, 0, 5, 5, 5, 5, 0, -10, -10, 0, 5, 10, 10, 5, 0, -10, -10, 0, 5, 10, 10, 5, 0, -10, -10, 0, 5, 5, 5, 5, 0, -10, -10, 0, 0, 0, 0, 0, 0, -10, -10, -10, -20, -10, -10, -20, -10, -10 }; int king_pcsq[64] = { -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -40, -20, -20, -20, -20, -20, -20, -20, -20, 0, 20, 40, -20, 0, -20, 40, 20 }; int king_endgame_pcsq[64] = { 0, 10, 20, 30, 30, 20, 10, 0, 10, 20, 30, 40, 40, 30, 20, 10, 20, 30, 40, 50, 50, 40, 30, 20, 30, 40, 50, 60, 60, 50, 40, 30, 30, 40, 50, 60, 60, 50, 40, 30, 20, 30, 40, 50, 50, 40, 30, 20, 10, 20, 30, 40, 40, 30, 20, 10, 0, 10, 20, 30, 30, 20, 10, 0 };
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