/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
} // namespace
-/// MaterialInfoTable c'tor and d'tor allocate and free the space for Endgames
+/// MaterialTable::probe() takes a position object as input, looks up a MaterialEntry
+/// object, and returns a pointer to it. If the material configuration is not
+/// already present in the table, it is computed and stored there, so we don't
+/// have to recompute everything when the same material configuration occurs again.
-void MaterialInfoTable::init() { Base::init(); if (!funcs) funcs = new Endgames(); }
-MaterialInfoTable::~MaterialInfoTable() { delete funcs; }
-
-
-/// MaterialInfoTable::material_info() takes a position object as input,
-/// computes or looks up a MaterialInfo object, and returns a pointer to it.
-/// If the material configuration is not already present in the table, it
-/// is stored there, so we don't have to recompute everything when the
-/// same material configuration occurs again.
-
-MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
+MaterialEntry* MaterialTable::probe(const Position& pos) const {
Key key = pos.material_key();
- MaterialInfo* mi = probe(key);
+ MaterialEntry* mi = Base::probe(key);
// If mi->key matches the position's material hash key, it means that we
// have analysed this material configuration before, and we can simply
if (mi->key == key)
return mi;
- // Initialize MaterialInfo entry
- memset(mi, 0, sizeof(MaterialInfo));
+ memset(mi, 0, sizeof(MaterialEntry));
mi->key = key;
mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
-
- // Store game phase
- mi->gamePhase = MaterialInfoTable::game_phase(pos);
+ mi->gamePhase = MaterialTable::game_phase(pos);
// Let's look if we have a specialized evaluation function for this
// particular material configuration. First we look for a fixed
// No pawns makes it difficult to win, even with a material advantage
if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
{
- mi->factor[WHITE] = uint8_t
+ mi->factor[WHITE] = (uint8_t)
(npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
}
if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
{
- mi->factor[BLACK] = uint8_t
+ mi->factor[BLACK] = (uint8_t)
(npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
}
{ 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) } };
- mi->value = int16_t((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
+ mi->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
return mi;
}
-/// MaterialInfoTable::imbalance() calculates imbalance comparing piece count of each
+/// MaterialTable::imbalance() calculates imbalance comparing piece count of each
/// piece type for both colors.
template<Color Us>
-int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
+int MaterialTable::imbalance(const int pieceCount[][8]) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ RedundantQueenPenalty * pieceCount[Us][QUEEN];
// Second-degree polynomial material imbalance by Tord Romstad
- for (pt1 = PIECE_TYPE_NONE; pt1 <= QUEEN; pt1++)
+ for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
{
pc = pieceCount[Us][pt1];
if (!pc)
v = LinearCoefficients[pt1];
- for (pt2 = PIECE_TYPE_NONE; pt2 <= pt1; pt2++)
+ for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
}
-/// MaterialInfoTable::game_phase() calculates the phase given the current
+/// MaterialTable::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
-/// is stored in MaterialInfo.
+/// is stored in MaterialEntry.
-Phase MaterialInfoTable::game_phase(const Position& pos) {
+Phase MaterialTable::game_phase(const Position& pos) {
Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);