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.
69 Score(const Score& s) { v = s.v; }
70 Score(int mg, int eg) { v.v32.mgv = int32_t(mg); v.v32.egv = int32_t(eg); }
72 Score& operator=(const Score& s) { v = s.v; return *this; }
73 Score& operator+=(const Score& s) { v.v32.mgv += s.v.v32.mgv; v.v32.egv += s.v.v32.egv; return *this; }
74 Score& operator-=(const Score& s) { v.v32.mgv -= s.v.v32.mgv; v.v32.egv -= s.v.v32.egv; return *this; }
76 Value mg() const { return Value(v.v32.mgv); }
77 Value eg() const { return Value(v.v32.egv); }
83 inline Score operator*(int i, Score s) { return Score(i * s.mg(), i * s.eg()); }
84 inline Score operator*(Score s, int i) { return s * i; }
85 inline Score operator-(Score s) { return Score(-s.mg(), -s.eg()); }
87 extern std::ostream& operator<<(std::ostream& os, Score s);
90 //// Constants and variables
93 /// Piece values, middle game and endgame
95 /// Important: If the material values are changed, one must also
96 /// adjust the piece square tables, and the method game_phase() in the
99 /// Values modified by Joona Kiiski
101 const Value PawnValueMidgame = Value(0x0C6);
102 const Value PawnValueEndgame = Value(0x102);
103 const Value KnightValueMidgame = Value(0x331);
104 const Value KnightValueEndgame = Value(0x34E);
105 const Value BishopValueMidgame = Value(0x344);
106 const Value BishopValueEndgame = Value(0x359);
107 const Value RookValueMidgame = Value(0x4F6);
108 const Value RookValueEndgame = Value(0x4FE);
109 const Value QueenValueMidgame = Value(0x9D9);
110 const Value QueenValueEndgame = Value(0x9FE);
112 const Value PieceValueMidgame[17] = {
114 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
115 RookValueMidgame, QueenValueMidgame,
116 Value(0), Value(0), Value(0),
117 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
118 RookValueMidgame, QueenValueMidgame,
119 Value(0), Value(0), Value(0)
122 const Value PieceValueEndgame[17] = {
124 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
125 RookValueEndgame, QueenValueEndgame,
126 Value(0), Value(0), Value(0),
127 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
128 RookValueEndgame, QueenValueEndgame,
129 Value(0), Value(0), Value(0)
132 /// Bonus for having the side to move (modified by Joona Kiiski)
134 const Score TempoValue = Score(48, 22);
138 //// Inline functions
141 inline Value operator+ (Value v, int i) { return Value(int(v) + i); }
142 inline Value operator+ (Value v1, Value v2) { return Value(int(v1) + int(v2)); }
143 inline void operator+= (Value &v1, Value v2) {
144 v1 = Value(int(v1) + int(v2));
146 inline Value operator- (Value v, int i) { return Value(int(v) - i); }
147 inline Value operator- (Value v) { return Value(-int(v)); }
148 inline Value operator- (Value v1, Value v2) { return Value(int(v1) - int(v2)); }
149 inline void operator-= (Value &v1, Value v2) {
150 v1 = Value(int(v1) - int(v2));
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); }
154 inline Value operator* (int i, Value v) { return Value(int(v) * i); }
155 inline Value operator/ (Value v, int i) { return Value(int(v) / i); }
156 inline void operator/= (Value &v, int i) { v = Value(int(v) / i); }
159 inline Value value_mate_in(int ply) {
160 return Value(VALUE_MATE - Value(ply));
163 inline Value value_mated_in(int ply) {
164 return Value(-VALUE_MATE + Value(ply));
167 inline bool is_upper_bound(ValueType vt) {
168 return (int(vt) & int(VALUE_TYPE_UPPER)) != 0;
171 inline bool is_lower_bound(ValueType vt) {
172 return (int(vt) & int(VALUE_TYPE_LOWER)) != 0;
175 inline Value piece_value_midgame(PieceType pt) {
176 return PieceValueMidgame[pt];
179 inline Value piece_value_endgame(PieceType pt) {
180 return PieceValueEndgame[pt];
183 inline Value piece_value_midgame(Piece p) {
184 return PieceValueMidgame[p];
187 inline Value piece_value_endgame(Piece p) {
188 return PieceValueEndgame[p];
196 extern Value value_to_tt(Value v, int ply);
197 extern Value value_from_tt(Value v, int ply);
198 extern int value_to_centipawns(Value v);
199 extern Value value_from_centipawns(int cp);
200 extern const std::string value_to_string(Value v);
203 #endif // !defined(VALUE_H_INCLUDED)