/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008 Marco Costalba
+ Copyright (C) 2008-2009 Marco Costalba
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
////
#include <cassert>
-#include <cstring>
#include <sstream>
#include <map>
#include "material.h"
+using std::string;
////
//// Local definitions
namespace {
+ // Values modified by Joona Kiiski
const Value BishopPairMidgameBonus = Value(109);
const Value BishopPairEndgameBonus = Value(97);
Key KNNKMaterialKey, KKNNMaterialKey;
+ // Unmapped endgame evaluation and scaling functions, these
+ // are accessed direcly and not through the function maps.
+ EvaluationFunction<KmmKm> EvaluateKmmKm(WHITE);
+ EvaluationFunction<KXK> EvaluateKXK(WHITE), EvaluateKKX(BLACK);
+ ScalingFunction<KBPK> ScaleKBPK(WHITE), ScaleKKBP(BLACK);
+ ScalingFunction<KQKRP> ScaleKQKRP(WHITE), ScaleKRPKQ(BLACK);
+ ScalingFunction<KPsK> ScaleKPsK(WHITE), ScaleKKPs(BLACK);
+ ScalingFunction<KPKP> ScaleKPKPw(WHITE), ScaleKPKPb(BLACK);
}
+
////
//// Classes
////
class EndgameFunctions {
+ typedef EndgameEvaluationFunctionBase EF;
+ typedef EndgameScalingFunctionBase SF;
+
public:
EndgameFunctions();
- EndgameEvaluationFunctionBase* getEEF(Key key) const;
- EndgameScalingFunctionBase* getESF(Key key, Color* c) const;
+ ~EndgameFunctions();
+ EF* getEEF(Key key) const;
+ SF* getESF(Key key, Color* c) const;
private:
- void add(const std::string& keyCode, EndgameEvaluationFunctionBase* f);
- void add(const std::string& keyCode, Color c, EndgameScalingFunctionBase* f);
- Key buildKey(const std::string& keyCode);
+ Key buildKey(const string& keyCode);
+ const string swapColors(const string& keyCode);
+ template<EndgameType> void add_ef(const string& keyCode);
+ template<EndgameType> void add_sf(const string& keyCode);
struct ScalingInfo
{
Color col;
- EndgameScalingFunctionBase* fun;
+ SF* fun;
};
- std::map<Key, EndgameEvaluationFunctionBase*> EEFmap;
+ std::map<Key, EF*> EEFmap;
std::map<Key, ScalingInfo> ESFmap;
};
{
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
<< " bytes for material hash table." << std::endl;
- exit(EXIT_FAILURE);
+ Application::exit_with_failure();
}
- clear();
}
MaterialInfoTable::~MaterialInfoTable() {
- delete [] entries;
delete funcs;
-}
-
-
-/// MaterialInfoTable::clear() clears a material hash table by setting
-/// all entries to 0.
-
-void MaterialInfoTable::clear() {
-
- memset(entries, 0, size * sizeof(MaterialInfo));
+ delete [] entries;
}
else if ( pos.non_pawn_material(BLACK) == Value(0)
&& pos.piece_count(BLACK, PAWN) == 0
- && pos.non_pawn_material(WHITE) >= RookValueEndgame)
+ && pos.non_pawn_material(WHITE) >= RookValueMidgame)
{
mi->evaluationFunction = &EvaluateKXK;
return mi;
}
else if ( pos.non_pawn_material(WHITE) == Value(0)
&& pos.piece_count(WHITE, PAWN) == 0
- && pos.non_pawn_material(BLACK) >= RookValueEndgame)
+ && pos.non_pawn_material(BLACK) >= RookValueMidgame)
{
mi->evaluationFunction = &EvaluateKKX;
return mi;
// material configuration. Is there a suitable scaling function?
//
// The code below is rather messy, and it could easily get worse later,
- // if we decide to add more special cases. We face problems when there
+ // if we decide to add more special cases. We face problems when there
// are several conflicting applicable scaling functions and we need to
// decide which one to use.
Color c;
/// EndgameFunctions member definitions. This class is used to store the maps
/// of end game and scaling functions that MaterialInfoTable will query for
/// each key. The maps are constant and are populated only at construction,
-/// but are per-thread instead of globals to avoid expensive locks.
+/// but are per-thread instead of globals to avoid expensive locks needed
+/// because std::map is not guaranteed to be thread-safe even if accessed
+/// only for a lookup.
EndgameFunctions::EndgameFunctions() {
KNNKMaterialKey = buildKey("KNNK");
KKNNMaterialKey = buildKey("KKNN");
- add("KPK", &EvaluateKPK);
- add("KKP", &EvaluateKKP);
- add("KBNK", &EvaluateKBNK);
- add("KKBN", &EvaluateKKBN);
- add("KRKP", &EvaluateKRKP);
- add("KPKR", &EvaluateKPKR);
- add("KRKB", &EvaluateKRKB);
- add("KBKR", &EvaluateKBKR);
- add("KRKN", &EvaluateKRKN);
- add("KNKR", &EvaluateKNKR);
- add("KQKR", &EvaluateKQKR);
- add("KRKQ", &EvaluateKRKQ);
- add("KBBKN", &EvaluateKBBKN);
- add("KNKBB", &EvaluateKNKBB);
-
- add("KNPK", WHITE, &ScaleKNPK);
- add("KKNP", BLACK, &ScaleKKNP);
- add("KRPKR", WHITE, &ScaleKRPKR);
- add("KRKRP", BLACK, &ScaleKRKRP);
- add("KBPKB", WHITE, &ScaleKBPKB);
- add("KBKBP", BLACK, &ScaleKBKBP);
- add("KBPPKB", WHITE, &ScaleKBPPKB);
- add("KBKBPP", BLACK, &ScaleKBKBPP);
- add("KBPKN", WHITE, &ScaleKBPKN);
- add("KNKBP", BLACK, &ScaleKNKBP);
- add("KRPPKRP", WHITE, &ScaleKRPPKRP);
- add("KRPKRPP", BLACK, &ScaleKRPKRPP);
- add("KRPPKRP", WHITE, &ScaleKRPPKRP);
- add("KRPKRPP", BLACK, &ScaleKRPKRPP);
+ add_ef<KPK>("KPK");
+ add_ef<KBNK>("KBNK");
+ add_ef<KRKP>("KRKP");
+ add_ef<KRKB>("KRKB");
+ add_ef<KRKN>("KRKN");
+ add_ef<KQKR>("KQKR");
+ add_ef<KBBKN>("KBBKN");
+
+ add_sf<KNPK>("KNPK");
+ add_sf<KRPKR>("KRPKR");
+ add_sf<KBPKB>("KBPKB");
+ add_sf<KBPPKB>("KBPPKB");
+ add_sf<KBPKN>("KBPKN");
+ add_sf<KRPPKRP>("KRPPKRP");
+ add_sf<KRPPKRP>("KRPPKRP");
}
-Key EndgameFunctions::buildKey(const std::string& keyCode) {
+EndgameFunctions::~EndgameFunctions() {
+
+ for (std::map<Key, EF*>::iterator it = EEFmap.begin(); it != EEFmap.end(); ++it)
+ delete (*it).second;
+
+ for (std::map<Key, ScalingInfo>::iterator it = ESFmap.begin(); it != ESFmap.end(); ++it)
+ delete (*it).second.fun;
+}
+
+Key EndgameFunctions::buildKey(const string& keyCode) {
assert(keyCode.length() > 0 && keyCode[0] == 'K');
assert(keyCode.length() < 8);
return Position(s.str()).get_material_key();
}
-void EndgameFunctions::add(const std::string& keyCode, EndgameEvaluationFunctionBase* f) {
+const string EndgameFunctions::swapColors(const string& keyCode) {
- EEFmap.insert(std::pair<Key, EndgameEvaluationFunctionBase*>(buildKey(keyCode), f));
+ // Build corresponding key for the opposite color: "KBPKN" -> "KNKBP"
+ size_t idx = keyCode.find("K", 1);
+ return keyCode.substr(idx) + keyCode.substr(0, idx);
}
-void EndgameFunctions::add(const std::string& keyCode, Color c, EndgameScalingFunctionBase* f) {
+template<EndgameType et>
+void EndgameFunctions::add_ef(const string& keyCode) {
+
+ EEFmap.insert(std::pair<Key, EF*>(buildKey(keyCode), new EvaluationFunction<et>(WHITE)));
+ EEFmap.insert(std::pair<Key, EF*>(buildKey(swapColors(keyCode)), new EvaluationFunction<et>(BLACK)));
+}
+
+template<EndgameType et>
+void EndgameFunctions::add_sf(const string& keyCode) {
+
+ ScalingInfo s1 = {WHITE, new ScalingFunction<et>(WHITE)};
+ ScalingInfo s2 = {BLACK, new ScalingFunction<et>(BLACK)};
- ScalingInfo s = {c, f};
- ESFmap.insert(std::pair<Key, ScalingInfo>(buildKey(keyCode), s));
+ ESFmap.insert(std::pair<Key, ScalingInfo>(buildKey(keyCode), s1));
+ ESFmap.insert(std::pair<Key, ScalingInfo>(buildKey(swapColors(keyCode)), s2));
}
EndgameEvaluationFunctionBase* EndgameFunctions::getEEF(Key key) const {
- std::map<Key, EndgameEvaluationFunctionBase*>::const_iterator it(EEFmap.find(key));
+ std::map<Key, EF*>::const_iterator it(EEFmap.find(key));
return (it != EEFmap.end() ? it->second : NULL);
}