X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fmaterial.cpp;h=b82bb0551a02d4c4775bf78673366cf5195b5d51;hb=79513e3a43f351779837be26bed92221a1402bf5;hp=2718300d84474ec650e5e6696de05d9dce8707ae;hpb=760f77872f3b266c16baa7b53e592e9603735479;p=stockfish diff --git a/src/material.cpp b/src/material.cpp index 2718300d..b82bb055 100644 --- a/src/material.cpp +++ b/src/material.cpp @@ -1,13 +1,14 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) + Copyright (C) 2008 Marco Costalba - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - Glaurung is distributed in the hope that it will be useful, + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -22,7 +23,9 @@ //// #include +#include +#include "lock.h" #include "material.h" @@ -35,19 +38,60 @@ namespace { const Value BishopPairMidgameBonus = Value(100); const Value BishopPairEndgameBonus = Value(100); - Key KPKMaterialKey, KKPMaterialKey; - Key KBNKMaterialKey, KKBNMaterialKey; - Key KRKPMaterialKey, KPKRMaterialKey; - Key KRKBMaterialKey, KBKRMaterialKey; - Key KRKNMaterialKey, KNKRMaterialKey; - Key KQKRMaterialKey, KRKQMaterialKey; - Key KRPKRMaterialKey, KRKRPMaterialKey; - Key KRPPKRPMaterialKey, KRPKRPPMaterialKey; Key KNNKMaterialKey, KKNNMaterialKey; - Key KBPKBMaterialKey, KBKBPMaterialKey; - Key KBPKNMaterialKey, KNKBPMaterialKey; - Key KNPKMaterialKey, KKNPMaterialKey; - Key KPKPMaterialKey; + + struct ScalingInfo + { + Color col; + ScalingFunction* fun; + }; + + std::map EEFmap; + std::map ESFmap; + + Lock EEFmapLock; + Lock ESFmapLock; + + void add(Key k, EndgameEvaluationFunction* f) { + + EEFmap.insert(std::pair(k, f)); + } + + void add(Key k, Color c, ScalingFunction* f) { + + ScalingInfo s = {c, f}; + ESFmap.insert(std::pair(k, s)); + } + + // STL map are not guaranteed to be thread safe even + // for read-access so we need this two helpers to access them. + EndgameEvaluationFunction* getEEF(Key key) { + + EndgameEvaluationFunction* f = NULL; + + lock_grab(&EEFmapLock); + + std::map::iterator it(EEFmap.find(key)); + if (it != EEFmap.end()) + f = it->second; + + lock_release(&EEFmapLock); + return f; + } + + ScalingInfo getESF(Key key) { + + ScalingInfo si = {WHITE, NULL}; + + lock_grab(&ESFmapLock); + + std::map::iterator it(ESFmap.find(key)); + if (it != ESFmap.end()) + si = it->second; + + lock_release(&ESFmapLock); + return si; + } } @@ -56,114 +100,74 @@ namespace { //// Functions //// -/// MaterialInfo::init() is called during program initialization. It +/// MaterialInfo::init() is called during program initialization. It /// precomputes material hash keys for a few basic endgames, in order /// to make it easy to recognize such endgames when they occur. void MaterialInfo::init() { - KPKMaterialKey = Position::zobMaterial[WHITE][PAWN][1]; - KKPMaterialKey = Position::zobMaterial[BLACK][PAWN][1]; - KBNKMaterialKey = - Position::zobMaterial[WHITE][BISHOP][1] ^ - Position::zobMaterial[WHITE][KNIGHT][1]; - KKBNMaterialKey = - Position::zobMaterial[BLACK][BISHOP][1] ^ - Position::zobMaterial[BLACK][KNIGHT][1]; - KRKPMaterialKey = - Position::zobMaterial[WHITE][ROOK][1] ^ - Position::zobMaterial[BLACK][PAWN][1]; - KPKRMaterialKey = - Position::zobMaterial[WHITE][PAWN][1] ^ - Position::zobMaterial[BLACK][ROOK][1]; - KRKBMaterialKey = - Position::zobMaterial[WHITE][ROOK][1] ^ - Position::zobMaterial[BLACK][BISHOP][1]; - KBKRMaterialKey = - Position::zobMaterial[WHITE][BISHOP][1] ^ - Position::zobMaterial[BLACK][ROOK][1]; - KRKNMaterialKey = - Position::zobMaterial[WHITE][ROOK][1] ^ - Position::zobMaterial[BLACK][KNIGHT][1]; - KNKRMaterialKey = - Position::zobMaterial[WHITE][KNIGHT][1] ^ - Position::zobMaterial[BLACK][ROOK][1]; - KQKRMaterialKey = - Position::zobMaterial[WHITE][QUEEN][1] ^ - Position::zobMaterial[BLACK][ROOK][1]; - KRKQMaterialKey = - Position::zobMaterial[WHITE][ROOK][1] ^ - Position::zobMaterial[BLACK][QUEEN][1]; - KRPKRMaterialKey = - Position::zobMaterial[WHITE][ROOK][1] ^ - Position::zobMaterial[WHITE][PAWN][1] ^ - Position::zobMaterial[BLACK][ROOK][1]; - KRKRPMaterialKey = - Position::zobMaterial[WHITE][ROOK][1] ^ - Position::zobMaterial[BLACK][ROOK][1] ^ - Position::zobMaterial[BLACK][PAWN][1]; - KRPPKRPMaterialKey = - Position::zobMaterial[WHITE][ROOK][1] ^ - Position::zobMaterial[WHITE][PAWN][1] ^ - Position::zobMaterial[WHITE][PAWN][2] ^ - Position::zobMaterial[BLACK][ROOK][1] ^ - Position::zobMaterial[BLACK][PAWN][1]; - KRPKRPPMaterialKey = - Position::zobMaterial[WHITE][ROOK][1] ^ - Position::zobMaterial[WHITE][PAWN][1] ^ - Position::zobMaterial[BLACK][ROOK][1] ^ - Position::zobMaterial[BLACK][PAWN][1] ^ - Position::zobMaterial[BLACK][PAWN][2]; - KNNKMaterialKey = - Position::zobMaterial[WHITE][KNIGHT][1] ^ - Position::zobMaterial[WHITE][KNIGHT][2]; - KKNNMaterialKey = - Position::zobMaterial[BLACK][KNIGHT][1] ^ - Position::zobMaterial[BLACK][KNIGHT][2]; - KBPKBMaterialKey = - Position::zobMaterial[WHITE][BISHOP][1] ^ - Position::zobMaterial[WHITE][PAWN][1] ^ - Position::zobMaterial[BLACK][BISHOP][1]; - KBKBPMaterialKey = - Position::zobMaterial[WHITE][BISHOP][1] ^ - Position::zobMaterial[BLACK][BISHOP][1] ^ - Position::zobMaterial[BLACK][PAWN][1]; - KBPKNMaterialKey = - Position::zobMaterial[WHITE][BISHOP][1] ^ - Position::zobMaterial[WHITE][PAWN][1] ^ - Position::zobMaterial[BLACK][KNIGHT][1]; - KNKBPMaterialKey = - Position::zobMaterial[WHITE][KNIGHT][1] ^ - Position::zobMaterial[BLACK][BISHOP][1] ^ - Position::zobMaterial[BLACK][PAWN][1]; - KNPKMaterialKey = - Position::zobMaterial[WHITE][KNIGHT][1] ^ - Position::zobMaterial[WHITE][PAWN][1]; - KKNPMaterialKey = - Position::zobMaterial[BLACK][KNIGHT][1] ^ - Position::zobMaterial[BLACK][PAWN][1]; - KPKPMaterialKey = - Position::zobMaterial[WHITE][PAWN][1] ^ - Position::zobMaterial[BLACK][PAWN][1]; + + // Initialize std::map access locks + lock_init(&EEFmapLock, NULL); + lock_init(&ESFmapLock, NULL); + + typedef Key ZM[2][8][16]; + const ZM& z = Position::zobMaterial; + + static const Color W = WHITE; + static const Color B = BLACK; + + KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2]; + KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2]; + + add(z[W][PAWN][1], &EvaluateKPK); + add(z[B][PAWN][1], &EvaluateKKP); + + add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK); + add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN); + add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP); + add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR); + add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB); + add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR); + add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN); + add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR); + add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR); + add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ); + + add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK); + add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP); + + add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR); + add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP); + add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB); + add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP); + add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN); + add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP); + + add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP); + add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP); } -/// Constructor for the MaterialInfoTable class. +/// Constructor for the MaterialInfoTable class + +MaterialInfoTable::MaterialInfoTable(unsigned int numOfEntries) { -MaterialInfoTable::MaterialInfoTable(unsigned numOfEntries) { size = numOfEntries; entries = new MaterialInfo[size]; - if(entries == NULL) { - std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo)) - << " bytes for material hash table." << std::endl; - exit(EXIT_FAILURE); + if (!entries) + { + std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo)) + << " bytes for material hash table." << std::endl; + exit(EXIT_FAILURE); } - this->clear(); + clear(); } -/// Destructor for the MaterialInfoTable class. +/// Destructor for the MaterialInfoTable class MaterialInfoTable::~MaterialInfoTable() { + delete [] entries; } @@ -172,6 +176,7 @@ MaterialInfoTable::~MaterialInfoTable() { /// all entries to 0. void MaterialInfoTable::clear() { + memset(entries, 0, size * sizeof(MaterialInfo)); } @@ -182,205 +187,144 @@ void MaterialInfoTable::clear() { /// is stored there, so we don't have to recompute everything when the /// same material configuration occurs again. -MaterialInfo *MaterialInfoTable::get_material_info(const Position &pos) { +MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) { + Key key = pos.get_material_key(); int index = key & (size - 1); - MaterialInfo *mi = entries + index; + MaterialInfo* mi = entries + index; // If mi->key matches the position's material hash key, it means that we // have analysed this material configuration before, and we can simply - // return the information we found the last time instead of recomputing it: - if(mi->key == key) + // return the information we found the last time instead of recomputing it. + if (mi->key == key) return mi; - // Clear the MaterialInfo object, and set its key: + // Clear the MaterialInfo object, and set its key mi->clear(); mi->key = key; - // A special case before looking for a specialized evaluation function: - // KNN vs K is a draw: - if(key == KNNKMaterialKey || key == KKNNMaterialKey) { + // A special case before looking for a specialized evaluation function + // KNN vs K is a draw. + if (key == KNNKMaterialKey || key == KKNNMaterialKey) + { mi->factor[WHITE] = mi->factor[BLACK] = 0; return mi; } // Let's look if we have a specialized evaluation function for this - // particular material configuration: - if(key == KPKMaterialKey) { - mi->evaluationFunction = &EvaluateKPK; - return mi; - } - else if(key == KKPMaterialKey) { - mi->evaluationFunction = &EvaluateKKP; - return mi; - } - else if(key == KBNKMaterialKey) { - mi->evaluationFunction = &EvaluateKBNK; - return mi; + // particular material configuration. + if ((mi->evaluationFunction = getEEF(key)) != NULL) + return mi; + + else if ( pos.non_pawn_material(BLACK) == Value(0) + && pos.piece_count(BLACK, PAWN) == 0 + && pos.non_pawn_material(WHITE) >= RookValueEndgame) + { + mi->evaluationFunction = &EvaluateKXK; + return mi; } - else if(key == KKBNMaterialKey) { - mi->evaluationFunction = &EvaluateKKBN; - return mi; - } - else if(key == KRKPMaterialKey) { - mi->evaluationFunction = &EvaluateKRKP; - return mi; - } - else if(key == KPKRMaterialKey) { - mi->evaluationFunction = &EvaluateKPKR; - return mi; - } - else if(key == KRKBMaterialKey) { - mi->evaluationFunction = &EvaluateKRKB; - return mi; - } - else if(key == KBKRMaterialKey) { - mi->evaluationFunction = &EvaluateKBKR; - return mi; - } - else if(key == KRKNMaterialKey) { - mi->evaluationFunction = &EvaluateKRKN; - return mi; - } - else if(key == KNKRMaterialKey) { - mi->evaluationFunction = &EvaluateKNKR; - return mi; - } - else if(key == KQKRMaterialKey) { - mi->evaluationFunction = &EvaluateKQKR; - return mi; - } - else if(key == KRKQMaterialKey) { - mi->evaluationFunction = &EvaluateKRKQ; - return mi; - } - else if(pos.non_pawn_material(BLACK) == Value(0) && - pos.piece_count(BLACK, PAWN) == 0 && - pos.non_pawn_material(WHITE) >= RookValueEndgame) { - 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) { - mi->evaluationFunction = &EvaluateKKX; - return mi; + else if ( pos.non_pawn_material(WHITE) == Value(0) + && pos.piece_count(WHITE, PAWN) == 0 + && pos.non_pawn_material(BLACK) >= RookValueEndgame) + { + mi->evaluationFunction = &EvaluateKKX; + return mi; } // OK, we didn't find any special evaluation function for the current - // material configuration. Is there a suitable scaling function? + // 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 // are several conflicting applicable scaling functions and we need to // decide which one to use. - - if(key == KRPKRMaterialKey) { - mi->scalingFunction[WHITE] = &ScaleKRPKR; - return mi; - } - if(key == KRKRPMaterialKey) { - mi->scalingFunction[BLACK] = &ScaleKRKRP; - return mi; - } - if(key == KRPPKRPMaterialKey) { - mi->scalingFunction[WHITE] = &ScaleKRPPKRP; - return mi; - } - else if(key == KRPKRPPMaterialKey) { - mi->scalingFunction[BLACK] = &ScaleKRPKRPP; - return mi; - } - if(key == KBPKBMaterialKey) { - mi->scalingFunction[WHITE] = &ScaleKBPKB; - return mi; - } - if(key == KBKBPMaterialKey) { - mi->scalingFunction[BLACK] = &ScaleKBKBP; - return mi; - } - if(key == KBPKNMaterialKey) { - mi->scalingFunction[WHITE] = &ScaleKBPKN; - return mi; - } - if(key == KNKBPMaterialKey) { - mi->scalingFunction[BLACK] = &ScaleKNKBP; - return mi; - } - if(key == KNPKMaterialKey) { - mi->scalingFunction[WHITE] = &ScaleKNPK; - return mi; - } - if(key == KKNPMaterialKey) { - mi->scalingFunction[BLACK] = &ScaleKKNP; - return mi; + ScalingInfo si = getESF(key); + if (si.fun != NULL) + { + mi->scalingFunction[si.col] = si.fun; + return mi; } - if(pos.non_pawn_material(WHITE) == BishopValueMidgame && - pos.piece_count(WHITE, BISHOP) == 1 && pos.piece_count(WHITE, PAWN) >= 1) - mi->scalingFunction[WHITE] = &ScaleKBPK; - if(pos.non_pawn_material(BLACK) == BishopValueMidgame && - pos.piece_count(BLACK, BISHOP) == 1 && pos.piece_count(BLACK, PAWN) >= 1) - mi->scalingFunction[BLACK] = &ScaleKKBP; - - if(pos.piece_count(WHITE, PAWN) == 0 && - pos.non_pawn_material(WHITE) == QueenValueMidgame && - pos.piece_count(WHITE, QUEEN) == 1 && - pos.piece_count(BLACK, ROOK) == 1 && pos.piece_count(BLACK, PAWN) >= 1) - mi->scalingFunction[WHITE] = &ScaleKQKRP; - else if(pos.piece_count(BLACK, PAWN) == 0 && - pos.non_pawn_material(BLACK) == QueenValueMidgame && - pos.piece_count(BLACK, QUEEN) == 1 && - pos.piece_count(WHITE, ROOK) == 1 && pos.piece_count(WHITE, PAWN) >= 1) - mi->scalingFunction[BLACK] = &ScaleKRPKQ; - - if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0)) { - if(pos.piece_count(BLACK, PAWN) == 0) { - assert(pos.piece_count(WHITE, PAWN) >= 2); - mi->scalingFunction[WHITE] = &ScaleKPsK; - } - else if(pos.piece_count(WHITE, PAWN) == 0) { - assert(pos.piece_count(BLACK, PAWN) >= 2); - mi->scalingFunction[BLACK] = &ScaleKKPs; - } - else if(pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1) { - mi->scalingFunction[WHITE] = &ScaleKPKPw; - mi->scalingFunction[BLACK] = &ScaleKPKPb; - } + if ( pos.non_pawn_material(WHITE) == BishopValueMidgame + && pos.piece_count(WHITE, BISHOP) == 1 + && pos.piece_count(WHITE, PAWN) >= 1) + mi->scalingFunction[WHITE] = &ScaleKBPK; + + if ( pos.non_pawn_material(BLACK) == BishopValueMidgame + && pos.piece_count(BLACK, BISHOP) == 1 + && pos.piece_count(BLACK, PAWN) >= 1) + mi->scalingFunction[BLACK] = &ScaleKKBP; + + if ( pos.piece_count(WHITE, PAWN) == 0 + && pos.non_pawn_material(WHITE) == QueenValueMidgame + && pos.piece_count(WHITE, QUEEN) == 1 + && pos.piece_count(BLACK, ROOK) == 1 + && pos.piece_count(BLACK, PAWN) >= 1) + mi->scalingFunction[WHITE] = &ScaleKQKRP; + + else if ( pos.piece_count(BLACK, PAWN) == 0 + && pos.non_pawn_material(BLACK) == QueenValueMidgame + && pos.piece_count(BLACK, QUEEN) == 1 + && pos.piece_count(WHITE, ROOK) == 1 + && pos.piece_count(WHITE, PAWN) >= 1) + mi->scalingFunction[BLACK] = &ScaleKRPKQ; + + if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0)) + { + if (pos.piece_count(BLACK, PAWN) == 0) + { + assert(pos.piece_count(WHITE, PAWN) >= 2); + mi->scalingFunction[WHITE] = &ScaleKPsK; + } + else if (pos.piece_count(WHITE, PAWN) == 0) + { + assert(pos.piece_count(BLACK, PAWN) >= 2); + mi->scalingFunction[BLACK] = &ScaleKKPs; + } + else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1) + { + mi->scalingFunction[WHITE] = &ScaleKPKPw; + mi->scalingFunction[BLACK] = &ScaleKPKPb; + } } - // Evaluate the material balance. + // Evaluate the material balance Color c; int sign; - Value egValue = Value(0), mgValue = Value(0); - - for(c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign) { - - // No pawns makes it difficult to win, even with a material advantage: - if(pos.piece_count(c, PAWN) == 0 && - pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c)) - <= BishopValueMidgame) { - if(pos.non_pawn_material(c) == pos.non_pawn_material(opposite_color(c))) - mi->factor[c] = 0; - else if(pos.non_pawn_material(c) < RookValueMidgame) - mi->factor[c] = 0; - else { - switch(pos.piece_count(c, BISHOP)) { - case 2: - mi->factor[c] = 32; break; - case 1: - mi->factor[c] = 12; break; - case 0: - mi->factor[c] = 6; break; + Value egValue = Value(0); + Value mgValue = Value(0); + + for (c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign) + { + // No pawns makes it difficult to win, even with a material advantage + if ( pos.piece_count(c, PAWN) == 0 + && pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c)) <= BishopValueMidgame) + { + if ( pos.non_pawn_material(c) == pos.non_pawn_material(opposite_color(c)) + || pos.non_pawn_material(c) < RookValueMidgame) + mi->factor[c] = 0; + else + { + switch (pos.piece_count(c, BISHOP)) { + case 2: + mi->factor[c] = 32; + break; + case 1: + mi->factor[c] = 12; + break; + case 0: + mi->factor[c] = 6; + break; + } } - } } - // Bishop pair: - if(pos.piece_count(c, BISHOP) >= 2) { - mgValue += sign * BishopPairMidgameBonus; - egValue += sign * BishopPairEndgameBonus; + // Bishop pair + if (pos.piece_count(c, BISHOP) >= 2) + { + mgValue += sign * BishopPairMidgameBonus; + egValue += sign * BishopPairEndgameBonus; } // Knights are stronger when there are many pawns on the board. The @@ -391,16 +335,15 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position &pos) { egValue += sign * Value(pos.piece_count(c, KNIGHT)*(pos.piece_count(c, PAWN)-5)*16); // Redundancy of major pieces, again based on Kaufman's paper: - if(pos.piece_count(c, ROOK) >= 1) { - Value v = Value((pos.piece_count(c, ROOK) - 1) * 32 + pos.piece_count(c, QUEEN) * 16); - mgValue -= sign * v; - egValue -= sign * v; + if (pos.piece_count(c, ROOK) >= 1) + { + Value v = Value((pos.piece_count(c, ROOK) - 1) * 32 + pos.piece_count(c, QUEEN) * 16); + mgValue -= sign * v; + egValue -= sign * v; } - } mi->mgValue = int16_t(mgValue); mi->egValue = int16_t(egValue); - return mi; }