X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.cpp;h=50b3a2aaa0a5d7ea30c283b2136c719704997c1d;hp=d13b309192039e1ad600d04317bf9d725f632ccf;hb=f59323b56a0920676c2589a36356a44fc42c8f40;hpb=304deb5e833baf47c147e93377f5c7ef582ab822 diff --git a/src/material.cpp b/src/material.cpp index d13b3091..50b3a2aa 100644 --- a/src/material.cpp +++ b/src/material.cpp @@ -17,9 +17,9 @@ along with this program. If not, see . */ +#include #include #include -#include #include "material.h" @@ -89,38 +89,38 @@ namespace { /// 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. -MaterialEntry* MaterialTable::probe(const Position& pos) const { +MaterialEntry* MaterialTable::probe(const Position& pos) { Key key = pos.material_key(); - MaterialEntry* mi = Base::probe(key); + MaterialEntry* e = entries[key]; - // If mi->key matches the position's material hash key, it means that we + // If e->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; + if (e->key == key) + return e; - memset(mi, 0, sizeof(MaterialEntry)); - mi->key = key; - mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL; - mi->gamePhase = MaterialTable::game_phase(pos); + memset(e, 0, sizeof(MaterialEntry)); + e->key = key; + e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL; + e->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 // configuration one, then a generic one if previous search failed. - if ((mi->evaluationFunction = funcs->get(key)) != NULL) - return mi; + if (endgames.probe(key, e->evaluationFunction)) + return e; if (is_KXK(pos)) { - mi->evaluationFunction = &EvaluateKXK[WHITE]; - return mi; + e->evaluationFunction = &EvaluateKXK[WHITE]; + return e; } if (is_KXK(pos)) { - mi->evaluationFunction = &EvaluateKXK[BLACK]; - return mi; + e->evaluationFunction = &EvaluateKXK[BLACK]; + return e; } if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN)) @@ -133,8 +133,8 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const { 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[pos.side_to_move()]; - return mi; + e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()]; + return e; } } @@ -145,26 +145,26 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const { // scaling functions and we need to decide which one to use. EndgameBase* sf; - if ((sf = funcs->get(key)) != NULL) + if (endgames.probe(key, sf)) { - mi->scalingFunction[sf->color()] = sf; - return mi; + e->scalingFunction[sf->color()] = sf; + return e; } // Generic scaling functions that refer to more then one material // distribution. Should be probed after the specialized ones. // Note that these ones don't return after setting the function. if (is_KBPsKs(pos)) - mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE]; + e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE]; if (is_KBPsKs(pos)) - mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK]; + e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK]; if (is_KQKRPs(pos)) - mi->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE]; + e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE]; else if (is_KQKRPs(pos)) - mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK]; + e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK]; Value npm_w = pos.non_pawn_material(WHITE); Value npm_b = pos.non_pawn_material(BLACK); @@ -174,32 +174,32 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const { if (pos.piece_count(BLACK, PAWN) == 0) { assert(pos.piece_count(WHITE, PAWN) >= 2); - mi->scalingFunction[WHITE] = &ScaleKPsK[WHITE]; + e->scalingFunction[WHITE] = &ScaleKPsK[WHITE]; } else if (pos.piece_count(WHITE, PAWN) == 0) { assert(pos.piece_count(BLACK, PAWN) >= 2); - mi->scalingFunction[BLACK] = &ScaleKPsK[BLACK]; + e->scalingFunction[BLACK] = &ScaleKPsK[BLACK]; } else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1) { // This is a special case because we set scaling functions // for both colors instead of only one. - mi->scalingFunction[WHITE] = &ScaleKPKP[WHITE]; - mi->scalingFunction[BLACK] = &ScaleKPKP[BLACK]; + e->scalingFunction[WHITE] = &ScaleKPKP[WHITE]; + e->scalingFunction[BLACK] = &ScaleKPKP[BLACK]; } } // 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) + e->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) + e->factor[BLACK] = (uint8_t) (npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]); } @@ -209,7 +209,7 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const { int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP) + pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP); - mi->spaceWeight = minorPieceCount * minorPieceCount; + e->spaceWeight = minorPieceCount * minorPieceCount; } // Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder @@ -221,8 +221,8 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const { { 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(pieceCount) - imbalance(pieceCount)) / 16); - return mi; + e->value = (int16_t)((imbalance(pieceCount) - imbalance(pieceCount)) / 16); + return e; }