X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.cpp;h=6a51cb64da97bd1284bf161d4de8d87b96803bb8;hp=c7bb810d2869f6670e65c8099d11ca24eb666243;hb=c97104e8540b72ee2c6c9c13d3773d2c0f9ec32f;hpb=bb751d6c890f5c50c642366d601740366cfae8d0 diff --git a/src/material.cpp b/src/material.cpp index c7bb810d..6a51cb64 100644 --- a/src/material.cpp +++ b/src/material.cpp @@ -1,17 +1,18 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) + Copyright (C) 2008 Marco Costalba - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - - Glaurung is distributed in the hope that it will be useful, + + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. - + You should have received a copy of the GNU General Public License along with this program. If not, see . */ @@ -22,6 +23,8 @@ //// #include +#include +#include #include "material.h" @@ -35,20 +38,37 @@ 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; +} + +//// +//// Classes +//// + + +/// See header for a class description. It is declared here to avoid +/// to include in the header file. + +class EndgameFunctions { + +public: + EndgameFunctions(); + EndgameEvaluationFunction* getEEF(Key key) const; + ScalingFunction* getESF(Key key, Color* c) const; + +private: + void add(Key k, EndgameEvaluationFunction* f); + void add(Key k, Color c, ScalingFunction* f); + + struct ScalingInfo + { + Color col; + ScalingFunction* fun; + }; + + std::map EEFmap; + std::map ESFmap; }; @@ -56,115 +76,30 @@ namespace { //// 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) + { + std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo)) + << " bytes for material hash table." << std::endl; + exit(EXIT_FAILURE); } - this->clear(); + clear(); } -/// Destructor for the MaterialInfoTable class. +/// Destructor for the MaterialInfoTable class MaterialInfoTable::~MaterialInfoTable() { + delete [] entries; + delete funcs; } @@ -172,6 +107,7 @@ MaterialInfoTable::~MaterialInfoTable() { /// all entries to 0. void MaterialInfoTable::clear() { + memset(entries, 0, size * sizeof(MaterialInfo)); } @@ -179,228 +115,268 @@ void MaterialInfoTable::clear() { /// MaterialInfoTable::get_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 +/// 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; + MaterialInfo* mi = entries + index; - // If mi->key matches the position's material hash key, it means that we + // 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; + // 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; + // particular material configuration. + if ((mi->evaluationFunction = funcs->getEEF(key)) != NULL) + 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(key == KRKPMaterialKey) { - mi->evaluationFunction = &EvaluateKRKP; - 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(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; - } - else if(key == KRKNMaterialKey) { - mi->evaluationFunction = &EvaluateKRKN; - 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.pawn_count(BLACK) == 0 && - pos.non_pawn_material(WHITE) >= RookValueEndgame) { - mi->evaluationFunction = &EvaluateKXK; - return mi; - } - else if(pos.non_pawn_material(WHITE) == Value(0) && - pos.pawn_count(WHITE) == 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 // are several conflicting applicable scaling functions and we need to // decide which one to use. + Color c; + ScalingFunction* sf; - if(key == KRPKRMaterialKey) { - mi->scalingFunction[WHITE] = &ScaleKRPKR; - return mi; + if ((sf = funcs->getESF(key, &c)) != NULL) + { + mi->scalingFunction[c] = sf; + 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 ( 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.bishop_count(WHITE) == 1 && pos.pawn_count(WHITE) >= 1) - mi->scalingFunction[WHITE] = &ScaleKBPK; - if(pos.non_pawn_material(BLACK) == BishopValueMidgame && - pos.bishop_count(BLACK) == 1 && pos.pawn_count(BLACK) >= 1) - mi->scalingFunction[BLACK] = &ScaleKKBP; - - if(pos.pawn_count(WHITE) == 0 && - pos.non_pawn_material(WHITE) == QueenValueMidgame && - pos.queen_count(WHITE) == 1 && - pos.rook_count(BLACK) == 1 && pos.pawn_count(BLACK) >= 1) - mi->scalingFunction[WHITE] = &ScaleKQKRP; - else if(pos.pawn_count(BLACK) == 0 && - pos.non_pawn_material(BLACK) == QueenValueMidgame && - pos.queen_count(BLACK) == 1 && - pos.rook_count(WHITE) == 1 && pos.pawn_count(WHITE) >= 1) - mi->scalingFunction[BLACK] = &ScaleKRPKQ; - - if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0)) { - if(pos.pawn_count(BLACK) == 0) { - assert(pos.pawn_count(WHITE) >= 2); - mi->scalingFunction[WHITE] = &ScaleKPsK; - } - else if(pos.pawn_count(WHITE) == 0) { - assert(pos.pawn_count(BLACK) >= 2); - mi->scalingFunction[BLACK] = &ScaleKKPs; - } - else if(pos.pawn_count(WHITE) == 1 && pos.pawn_count(BLACK) == 1) { - mi->scalingFunction[WHITE] = &ScaleKPKPw; - mi->scalingFunction[BLACK] = &ScaleKPKPb; - } + // 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); + + mi->spaceWeight = minorPieceCount * minorPieceCount; } - // Evaluate the material balance. - - Color c; + // Evaluate the material balance + 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.pawn_count(c) == 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.bishop_count(c)) { - case 2: - mi->factor[c] = 32; break; - case 1: - mi->factor[c] = 12; break; - case 0: - mi->factor[c] = 6; break; + Value egValue = Value(0); + Value 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)) + || 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.bishop_count(c) >= 2) { - mgValue += sign * BishopPairMidgameBonus; - egValue += sign * BishopPairEndgameBonus; + + // Bishop pair + if (pos.piece_count(c, BISHOP) >= 2) + { + mgValue += sign * BishopPairMidgameBonus; + egValue += sign * BishopPairEndgameBonus; } - // Knights are stronger when there are many pawns on the board. The + // 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": + // Imbalances in Chess": // http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm - mgValue += sign * Value(pos.knight_count(c)*(pos.pawn_count(c)-5)*16); - egValue += sign * Value(pos.knight_count(c)*(pos.pawn_count(c)-5)*16); + 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.rook_count(c) >= 1) { - Value v = Value((pos.rook_count(c) - 1) * 32 + pos.queen_count(c) * 16); - mgValue -= sign * v; - egValue -= sign * v; + 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->mgValue = int16_t(mgValue); mi->egValue = int16_t(egValue); - 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. + +EndgameFunctions::EndgameFunctions() { + + typedef Key ZM[2][8][16]; + const ZM& z = Position::zobMaterial; + + static const Color W = WHITE; + static const Color B = BLACK; + + KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2]; + KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2]; + + add(z[W][PAWN][1], &EvaluateKPK); + add(z[B][PAWN][1], &EvaluateKKP); + + add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK); + add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN); + add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP); + add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR); + add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB); + add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR); + add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN); + add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR); + add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR); + add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ); + add(z[W][BISHOP][2] ^ z[B][KNIGHT][1], &EvaluateKBBKN); + add(z[W][KNIGHT][1] ^ z[B][BISHOP][2], &EvaluateKNKBB); + + add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK); + add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP); + + add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR); + add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP); + add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB); + add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP); + add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN); + add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP); + + add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP); + add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP); +} + +void EndgameFunctions::add(Key k, EndgameEvaluationFunction* f) { + + EEFmap.insert(std::pair(k, f)); +} + +void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) { + + ScalingInfo s = {c, f}; + ESFmap.insert(std::pair(k, s)); +} + +EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) const { + + std::map::const_iterator it(EEFmap.find(key)); + return (it != EEFmap.end() ? it->second : NULL); +} + +ScalingFunction* EndgameFunctions::getESF(Key key, Color* c) const { + + std::map::const_iterator it(ESFmap.find(key)); + if (it == ESFmap.end()) + return NULL; + + *c = it->second.col; + return it->second.fun; +}