]> git.sesse.net Git - stockfish/blobdiff - src/material.cpp
Speed up polynomial material imbalance loop
[stockfish] / src / material.cpp
index 9818fdce54c904b3378537b2b0f114caf221a597..27ea5923b492fc9caeb548a29e8dab6c1369da91 100644 (file)
@@ -1,7 +1,7 @@
 /*
   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 <sstream>
+#include <map>
 
 #include "material.h"
 
+using namespace std;
 
 ////
 //// Local definitions
 
 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;
-
+  // Values modified by Joona Kiiski
+  const Value BishopPairMidgameBonus = Value(109);
+  const Value BishopPairEndgameBonus = Value(97);
+
+  // Polynomial material balance parameters
+  const Value RedundantQueenPenalty = Value(320);
+  const Value RedundantRookPenalty  = Value(554);
+  const int LinearCoefficients[6]   = { 1709, -137, -1185, -166, 141, 59 };
+
+  const int QuadraticCoefficientsSameColor[][6] = {
+  { 0, 0, 0, 0, 0, 0 }, { 33, -6, 0, 0, 0, 0 }, { 29, 269, -12, 0, 0, 0 },
+  { 0, 19, -4, 0, 0, 0 }, { -35, -10, 40, 95, 50, 0 }, { 52, 23, 78, 144, -11, -33 } };
+
+  const int QuadraticCoefficientsOppositeColor[][6] = {
+  { 0, 0, 0, 0, 0, 0 }, { -5, 0, 0, 0, 0, 0 }, { -33, 23, 0, 0, 0, 0 },
+  { 17, 25, -3, 0, 0, 0 }, { 10, -2, -19, -67, 0, 0 }, { 69, 64, -41, 116, 137, 0 } };
+
+  // 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
+////
+
+typedef EndgameEvaluationFunctionBase EF;
+typedef EndgameScalingFunctionBase SF;
+
+/// See header for a class description. It is declared here to avoid
+/// to include <map> in the header file.
+
+class EndgameFunctions {
+public:
+  EndgameFunctions();
+  ~EndgameFunctions();
+  template<class T> T* get(Key key) const;
+
+private:
+  template<class T> void add(const string& keyCode);
+
+  static Key buildKey(const string& keyCode);
+  static const string swapColors(const string& keyCode);
+
+  // Here we store two maps, one for evaluate and one for scaling
+  pair<map<Key, EF*>, map<Key, SF*> > maps;
+
+  // Maps accessing functions for const and non-const references
+  template<typename T> const map<Key, T*>& get() const { return maps.first; }
+  template<typename T> map<Key, T*>& get() { return maps.first; }
+};
+
+// Explicit specializations of a member function shall be declared in
+// the namespace of which the class template is a member.
+template<> const map<Key, SF*>&
+EndgameFunctions::get<SF>() const { return maps.second; }
+
+template<> map<Key, SF*>&
+EndgameFunctions::get<SF>() { return maps.second; }
+
+
 ////
 //// Functions
 ////
 
-/// 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];
-}
 
+/// 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);
+  funcs = new EndgameFunctions();
+  if (!entries || !funcs)
+  {
+      cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
+           << " bytes for material hash table." << endl;
+      Application::exit_with_failure();
   }
-  this->clear();
 }
 
 
-/// Destructor for the MaterialInfoTable class.
+/// Destructor for the MaterialInfoTable class
 
 MaterialInfoTable::~MaterialInfoTable() {
-  delete [] entries;
-}
-
 
-/// MaterialInfoTable::clear() clears a material hash table by setting
-/// all entries to 0.
-
-void MaterialInfoTable::clear() {
-  memset(entries, 0, size * sizeof(MaterialInfo));
+  delete funcs;
+  delete [] entries;
 }
 
 
@@ -183,225 +139,271 @@ 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;
+  MaterialInfomi = 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 mi;
+  // 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) {
-    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;
-  }
-  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;
+  // particular material configuration. First we look for a fixed
+  // configuration one, then a generic one if previous search failed.
+  if ((mi->evaluationFunction = funcs->get<EF>(key)) != NULL)
+      return mi;
+
+  else if (   pos.non_pawn_material(BLACK) == Value(0)
+           && pos.piece_count(BLACK, PAWN) == 0
+           && pos.non_pawn_material(WHITE) >= RookValueMidgame)
+  {
+      mi->evaluationFunction = &EvaluateKXK;
+      return mi;
   }
-  else if(key == KRKNMaterialKey) {
-    mi->evaluationFunction = &EvaluateKRKN;
-    return mi;
+  else if (   pos.non_pawn_material(WHITE) == Value(0)
+           && pos.piece_count(WHITE, PAWN) == 0
+           && pos.non_pawn_material(BLACK) >= RookValueMidgame)
+  {
+      mi->evaluationFunction = &EvaluateKKX;
+      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.pawns() == EmptyBoardBB
+           && pos.rooks() == EmptyBoardBB
+           && pos.queens() == EmptyBoardBB)
+  {
+      // Minor piece endgame with at least one minor piece per side,
+      // and no pawns.
+      assert(pos.knights(WHITE) | pos.bishops(WHITE));
+      assert(pos.knights(BLACK) | pos.bishops(BLACK));
+
+      if (   pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
+          && pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
+      {
+          mi->evaluationFunction = &EvaluateKmmKm;
+          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
+  // 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.
+  SF* sf;
 
-  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;
+  if ((sf = funcs->get<SF>(key)) != NULL)
+  {
+      mi->scalingFunction[sf->color()] = sf;
+      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.
+  // Compute the space weight
+  if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >=
+      2*QueenValueMidgame + 4*RookValueMidgame + 2*KnightValueMidgame)
+  {
+      int minorPieceCount =  pos.piece_count(WHITE, KNIGHT)
+                           + pos.piece_count(BLACK, KNIGHT)
+                           + pos.piece_count(WHITE, BISHOP)
+                           + pos.piece_count(BLACK, BISHOP);
 
-  Color c;
+      mi->spaceWeight = minorPieceCount * minorPieceCount;
+  }
+
+  // Evaluate the material balance
+  const int pieceCount[2][6] = { { pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
+                                   pos.piece_count(WHITE, BISHOP), pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
+                                 { pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
+                                   pos.piece_count(BLACK, BISHOP), pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
+  Color c, them;
   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;
+  int matValue = 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;
+    // Redundancy of major pieces, formula based on Kaufman's paper
+    // "The Evaluation of Material Imbalances in Chess"
+    // http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm
+    if (pieceCount[c][ROOK] >= 1)
+        matValue -= sign * ((pieceCount[c][ROOK] - 1) * RedundantRookPenalty + pieceCount[c][QUEEN] * RedundantQueenPenalty);
+
+    // Second-degree polynomial material imbalance by Tord Romstad
+    //
+    // We use NO_PIECE_TYPE as a place holder for the bishop pair "extended piece",
+    // this allow us to be more flexible in defining bishop pair bonuses.
+    them = opposite_color(c);
+    for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
+    {
+        int c1 = sign * pieceCount[c][pt1];
+        if (!c1)
+            continue;
+
+        matValue += c1 * LinearCoefficients[pt1];
+
+        for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
+        {
+            matValue += c1 * pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2];
+            matValue += c1 * pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
+        }
     }
+  }
 
-    // Knights are stronger when there are many pawns on the board.  The
-    // formula is taken from Larry Kaufman's paper "The Evaluation of Material
-    // Imbalances in Chess":
-    // http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm
-    mgValue += sign * Value(pos.piece_count(c, KNIGHT)*(pos.piece_count(c, PAWN)-5)*16);
-    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;
+  mi->value = int16_t(matValue / 16);
+  return mi;
+}
+
+
+/// 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 needed
+/// because std::map is not guaranteed to be thread-safe even if accessed
+/// only for a lookup.
+
+EndgameFunctions::EndgameFunctions() {
+
+  add<EvaluationFunction<KNNK>  >("KNNK");
+  add<EvaluationFunction<KPK>   >("KPK");
+  add<EvaluationFunction<KBNK>  >("KBNK");
+  add<EvaluationFunction<KRKP>  >("KRKP");
+  add<EvaluationFunction<KRKB>  >("KRKB");
+  add<EvaluationFunction<KRKN>  >("KRKN");
+  add<EvaluationFunction<KQKR>  >("KQKR");
+  add<EvaluationFunction<KBBKN> >("KBBKN");
+
+  add<ScalingFunction<KNPK>    >("KNPK");
+  add<ScalingFunction<KRPKR>   >("KRPKR");
+  add<ScalingFunction<KBPKB>   >("KBPKB");
+  add<ScalingFunction<KBPPKB>  >("KBPPKB");
+  add<ScalingFunction<KBPKN>   >("KBPKN");
+  add<ScalingFunction<KRPPKRP> >("KRPPKRP");
+  add<ScalingFunction<KRPPKRP> >("KRPPKRP");
+}
+
+EndgameFunctions::~EndgameFunctions() {
+
+    for (map<Key, EF*>::iterator it = maps.first.begin(); it != maps.first.end(); ++it)
+        delete (*it).second;
+
+    for (map<Key, SF*>::iterator it = maps.second.begin(); it != maps.second.end(); ++it)
+        delete (*it).second;
+}
+
+Key EndgameFunctions::buildKey(const string& keyCode) {
+
+    assert(keyCode.length() > 0 && keyCode[0] == 'K');
+    assert(keyCode.length() < 8);
+
+    stringstream s;
+    bool upcase = false;
+
+    // Build up a fen substring with the given pieces, note
+    // that the fen string could be of an illegal position.
+    for (size_t i = 0; i < keyCode.length(); i++)
+    {
+        if (keyCode[i] == 'K')
+            upcase = !upcase;
+
+        s << char(upcase? toupper(keyCode[i]) : tolower(keyCode[i]));
     }
+    s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w -";
+    return Position(s.str()).get_material_key();
+}
 
-  }
+const string EndgameFunctions::swapColors(const string& keyCode) {
 
-  mi->mgValue = int16_t(mgValue);
-  mi->egValue = int16_t(egValue);
+    // Build corresponding key for the opposite color: "KBPKN" -> "KNKBP"
+    size_t idx = keyCode.find("K", 1);
+    return keyCode.substr(idx) + keyCode.substr(0, idx);
+}
 
-  return mi;
+template<class T>
+void EndgameFunctions::add(const string& keyCode) {
+
+  typedef typename T::Base F;
+
+  get<F>().insert(pair<Key, F*>(buildKey(keyCode), new T(WHITE)));
+  get<F>().insert(pair<Key, F*>(buildKey(swapColors(keyCode)), new T(BLACK)));
+}
+
+template<class T>
+T* EndgameFunctions::get(Key key) const {
+
+  typename map<Key, T*>::const_iterator it(get<T>().find(key));
+  return (it != get<T>().end() ? it->second : NULL);
 }