X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.h;h=d0a5a97e08a42dced2b9a29a7e081d9a9d657b0a;hp=a9634738bee0232c5c03117d62a21688a1a465cf;hb=d39bc2efa197ba2fd55b68eced1c60bcfe2facc1;hpb=3b67636f0ecb2ec7e61e9f4adf02a7d4cae89f0a diff --git a/src/endgame.h b/src/endgame.h index a9634738..d0a5a97e 100644 --- a/src/endgame.h +++ b/src/endgame.h @@ -1,7 +1,8 @@ /* 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) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, 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 @@ -17,95 +18,109 @@ along with this program. If not, see . */ -#if !defined(ENDGAME_H_INCLUDED) +#ifndef ENDGAME_H_INCLUDED #define ENDGAME_H_INCLUDED -#include #include +#include +#include +#include +#include #include "position.h" #include "types.h" -/// EndgameType lists all supported endgames - -enum EndgameType { +/// EndgameCode lists all supported endgame functions by corresponding codes - // Evaluation functions +enum EndgameCode { + EVALUATION_FUNCTIONS, + KNNK, // KNN vs K + KNNKP, // KNN vs KP KXK, // Generic "mate lone king" eval KBNK, // KBN vs K KPK, // KP vs K KRKP, // KR vs KP KRKB, // KR vs KB KRKN, // KR vs KN + KQKP, // KQ vs KP KQKR, // KQ vs KR - KBBKN, // KBB vs KN - KNNK, // KNN vs K - KmmKm, // K and two minors vs K and one or two minors - - // Scaling functions - - KBPsK, // KB+pawns vs K - KQKRPs, // KQ vs KR+pawns + SCALING_FUNCTIONS, + KBPsK, // KB and pawns vs K + KQKRPs, // KQ vs KR and pawns KRPKR, // KRP vs KR + KRPKB, // KRP vs KB KRPPKRP, // KRPP vs KRP - KPsK, // King and pawns vs king + KPsK, // K and pawns vs K KBPKB, // KBP vs KB KBPPKB, // KBPP vs KB KBPKN, // KBP vs KN KNPK, // KNP vs K + KNPKB, // KNP vs KB KPKP // KP vs KP }; -/// Base and derived templates for endgame evaluation and scaling functions +/// Endgame functions can be of two types depending on whether they return a +/// Value or a ScaleFactor. + +template using +eg_type = typename std::conditional<(E < SCALING_FUNCTIONS), Value, ScaleFactor>::type; + + +/// Base and derived functors for endgame evaluation and scaling functions template struct EndgameBase { - typedef EndgameBase Base; + explicit EndgameBase(Color c) : strongSide(c), weakSide(~c) {} + virtual ~EndgameBase() = default; + virtual T operator()(const Position&) const = 0; - virtual ~EndgameBase() {} - virtual Color color() const = 0; - virtual T apply(const Position&) const = 0; + const Color strongSide, weakSide; }; -template +template> struct Endgame : public EndgameBase { - explicit Endgame(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {} - Color color() const { return strongerSide; } - T apply(const Position&) const; - -private: - Color strongerSide, weakerSide; + explicit Endgame(Color c) : EndgameBase(c) {} + T operator()(const Position&) const override; }; -/// Endgames class stores in two std::map the pointers to endgame evaluation -/// and scaling base objects. Then we use polymorphism to invoke the actual -/// endgame function calling its apply() method that is virtual. +/// The Endgames namespace handles the pointers to endgame evaluation and scaling +/// base objects in two std::map. We use polymorphism to invoke the actual +/// endgame function by calling its virtual operator(). -struct Endgames { +namespace Endgames { - template - struct EMap { typedef std::map*> type; }; + template using Ptr = std::unique_ptr>; + template using Map = std::map>; + + extern std::pair, Map> maps; - Endgames(); - ~Endgames(); - template EndgameBase* get(Key key) const; + void init(); -private: - template void add(const std::string& keyCode); + template + Map& map() { + return std::get::value>(maps); + } - // Here we store two maps, for evaluate and scaling functions... - std::pair::type, EMap::type> maps; + template> + void add(const std::string& code) { - // ...and here is the accessing template function - template const typename EMap::type& map() const; -}; + StateInfo st; + map()[Position().set(code, WHITE, &st).material_key()] = Ptr(new Endgame(WHITE)); + map()[Position().set(code, BLACK, &st).material_key()] = Ptr(new Endgame(BLACK)); + } + + template + const EndgameBase* probe(Key key) { + return map().count(key) ? map()[key].get() : nullptr; + } +} -#endif // !defined(ENDGAME_H_INCLUDED) +#endif // #ifndef ENDGAME_H_INCLUDED