X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.cpp;h=72240867372b25977d7ab290948053cc96521e28;hp=073bef81d98e968da6f2bc8e38635a1bdc5df9a3;hb=158014b39d69eaaf791d4913b98ffde5c4d7a874;hpb=e304db9d1ecf6a2318708483c90fadecf4fac4ee diff --git a/src/material.cpp b/src/material.cpp index 073bef81..72240867 100644 --- a/src/material.cpp +++ b/src/material.cpp @@ -17,7 +17,7 @@ along with this program. If not, see . */ -#include +#include // For std::min #include #include @@ -81,18 +81,54 @@ namespace { && pos.piece_count(Them, PAWN) >= 1; } + /// imbalance() calculates imbalance comparing piece count of each + /// piece type for both colors. + + template + int imbalance(const int pieceCount[][PIECE_TYPE_NB]) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); + + int pt1, pt2, pc, v; + int value = 0; + + // Redundancy of major pieces, formula based on Kaufman's paper + // "The Evaluation of Material Imbalances in Chess" + if (pieceCount[Us][ROOK] > 0) + value -= RedundantRookPenalty * (pieceCount[Us][ROOK] - 1) + + RedundantQueenPenalty * pieceCount[Us][QUEEN]; + + // Second-degree polynomial material imbalance by Tord Romstad + for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++) + { + pc = pieceCount[Us][pt1]; + if (!pc) + continue; + + v = LinearCoefficients[pt1]; + + for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++) + v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2] + + QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2]; + + value += pc * v; + } + return value; + } + } // namespace +namespace Material { -/// MaterialTable::probe() takes a position object as input, looks up a MaterialEntry +/// Material::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. -MaterialEntry* MaterialTable::probe(const Position& pos) { +Entry* probe(const Position& pos, Table& entries, Endgames& endgames) { Key key = pos.material_key(); - MaterialEntry* e = entries[key]; + Entry* e = entries[key]; // If e->key matches the position's material hash key, it means that we // have analysed this material configuration before, and we can simply @@ -100,10 +136,10 @@ MaterialEntry* MaterialTable::probe(const Position& pos) { if (e->key == key) return e; - memset(e, 0, sizeof(MaterialEntry)); + memset(e, 0, sizeof(Entry)); e->key = key; e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL; - e->gamePhase = MaterialTable::game_phase(pos); + e->gamePhase = game_phase(pos); // Let's look if we have a specialized evaluation function for this // particular material configuration. First we look for a fixed @@ -226,47 +262,11 @@ MaterialEntry* MaterialTable::probe(const Position& pos) { } -/// MaterialTable::imbalance() calculates imbalance comparing piece count of each -/// piece type for both colors. - -template -int MaterialTable::imbalance(const int pieceCount[][PIECE_TYPE_NB]) { - - const Color Them = (Us == WHITE ? BLACK : WHITE); - - int pt1, pt2, pc, v; - int value = 0; - - // Redundancy of major pieces, formula based on Kaufman's paper - // "The Evaluation of Material Imbalances in Chess" - if (pieceCount[Us][ROOK] > 0) - value -= RedundantRookPenalty * (pieceCount[Us][ROOK] - 1) - + RedundantQueenPenalty * pieceCount[Us][QUEEN]; - - // Second-degree polynomial material imbalance by Tord Romstad - for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++) - { - pc = pieceCount[Us][pt1]; - if (!pc) - continue; - - v = LinearCoefficients[pt1]; - - for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++) - v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2] - + QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2]; - - value += pc * v; - } - return value; -} - - -/// MaterialTable::game_phase() calculates the phase given the current +/// Material::game_phase() calculates the phase given the current /// position. Because the phase is strictly a function of the material, it /// is stored in MaterialEntry. -Phase MaterialTable::game_phase(const Position& pos) { +Phase game_phase(const Position& pos) { Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK); @@ -274,3 +274,5 @@ Phase MaterialTable::game_phase(const Position& pos) { : npm <= EndgameLimit ? PHASE_ENDGAME : Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit)); } + +} // namespace Material