2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2009 Marco Costalba
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
21 #if !defined(VALUE_H_INCLUDED)
22 #define VALUE_H_INCLUDED
37 VALUE_TYPE_UPPER = 1, // Upper bound
38 VALUE_TYPE_LOWER = 2, // Lower bound
39 VALUE_TYPE_EXACT = 3, // Exact score
40 VALUE_TYPE_EVAL = 4, // Evaluation cache
41 VALUE_TYPE_EV_UP = 5, // Evaluation cache for upper bound
42 VALUE_TYPE_EV_LO = 6 // Evaluation cache for lower bound
48 VALUE_KNOWN_WIN = 15000,
50 VALUE_INFINITE = 30001,
55 /// Score struct keeps a midgame and an endgame value in a single
56 /// ScoreValue 64 bit union.
60 inline Value eg_value(Score s) { return Value(int16_t(s & 0xffff)); }
61 inline Value mg_value(Score s) { return Value((int(s) + 32768) >> 16); }
63 inline Score make_score(int mg, int eg) { return Score((mg << 16) + eg); }
65 inline Score operator-(Score s) { return Score(-int(s)); }
66 inline Score operator+(Score s1, Score s2) { return Score(int(s1) + int(s2)); }
67 inline Score operator-(Score s1, Score s2) { return Score(int(s1) - int(s2)); }
68 inline void operator+=(Score& s1, Score s2) { s1 = Score(int(s1) + int(s2)); }
69 inline void operator-=(Score& s1, Score s2) { s1 = Score(int(s1) - int(s2)); }
70 inline Score operator*(int i, Score s) { return Score(i * int(s)); }
71 inline Score operator/(Score s, int i) { return Score(int(s) / i); }
73 // Only declared but not defined. We don't want to multiply two scores due to
74 // a very high risk of overflow. So user should explicitly convert to integer.
75 inline Score operator*(Score s1, Score s2);
77 // Following are only declared to prevent erroneus instantations
78 inline Score operator*(Score s, int i);
79 inline Score operator/(Score s1, Score s2);
80 inline Score operator+(Score s, int i);
81 inline Score operator+(int i, Score s);
82 inline Score operator-(Score s, int i);
83 inline Score operator-(int i, Score s);
87 //// Constants and variables
90 /// Piece values, middle game and endgame
92 /// Important: If the material values are changed, one must also
93 /// adjust the piece square tables, and the method game_phase() in the
96 /// Values modified by Joona Kiiski
98 const Value PawnValueMidgame = Value(0x0C6);
99 const Value PawnValueEndgame = Value(0x102);
100 const Value KnightValueMidgame = Value(0x331);
101 const Value KnightValueEndgame = Value(0x34E);
102 const Value BishopValueMidgame = Value(0x344);
103 const Value BishopValueEndgame = Value(0x359);
104 const Value RookValueMidgame = Value(0x4F6);
105 const Value RookValueEndgame = Value(0x4FE);
106 const Value QueenValueMidgame = Value(0x9D9);
107 const Value QueenValueEndgame = Value(0x9FE);
109 const Value PieceValueMidgame[17] = {
111 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
112 RookValueMidgame, QueenValueMidgame,
113 Value(0), Value(0), Value(0),
114 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
115 RookValueMidgame, QueenValueMidgame,
116 Value(0), Value(0), Value(0)
119 const Value PieceValueEndgame[17] = {
121 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
122 RookValueEndgame, QueenValueEndgame,
123 Value(0), Value(0), Value(0),
124 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
125 RookValueEndgame, QueenValueEndgame,
126 Value(0), Value(0), Value(0)
129 /// Bonus for having the side to move (modified by Joona Kiiski)
131 const Score TempoValue = make_score(48, 22);
135 //// Inline functions
138 inline Value operator+ (Value v, int i) { return Value(int(v) + i); }
139 inline Value operator+ (Value v1, Value v2) { return Value(int(v1) + int(v2)); }
140 inline void operator+= (Value &v1, Value v2) {
141 v1 = Value(int(v1) + int(v2));
143 inline Value operator- (Value v, int i) { return Value(int(v) - i); }
144 inline Value operator- (Value v) { return Value(-int(v)); }
145 inline Value operator- (Value v1, Value v2) { return Value(int(v1) - int(v2)); }
146 inline void operator-= (Value &v1, Value v2) {
147 v1 = Value(int(v1) - int(v2));
149 inline Value operator* (Value v, int i) { return Value(int(v) * i); }
150 inline void operator*= (Value &v, int i) { v = Value(int(v) * i); }
151 inline Value operator* (int i, Value v) { return Value(int(v) * i); }
152 inline Value operator/ (Value v, int i) { return Value(int(v) / i); }
153 inline void operator/= (Value &v, int i) { v = Value(int(v) / i); }
156 inline Value value_mate_in(int ply) {
157 return Value(VALUE_MATE - Value(ply));
160 inline Value value_mated_in(int ply) {
161 return Value(-VALUE_MATE + Value(ply));
164 inline bool is_upper_bound(ValueType vt) {
165 return (int(vt) & int(VALUE_TYPE_UPPER)) != 0;
168 inline bool is_lower_bound(ValueType vt) {
169 return (int(vt) & int(VALUE_TYPE_LOWER)) != 0;
172 inline Value piece_value_midgame(PieceType pt) {
173 return PieceValueMidgame[pt];
176 inline Value piece_value_endgame(PieceType pt) {
177 return PieceValueEndgame[pt];
180 inline Value piece_value_midgame(Piece p) {
181 return PieceValueMidgame[p];
184 inline Value piece_value_endgame(Piece p) {
185 return PieceValueEndgame[p];
193 extern Value value_to_tt(Value v, int ply);
194 extern Value value_from_tt(Value v, int ply);
195 extern int value_to_centipawns(Value v);
196 extern Value value_from_centipawns(int cp);
197 extern const std::string value_to_string(Value v);
200 #endif // !defined(VALUE_H_INCLUDED)