X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.h;h=08752572e96910dcae4c8dd63782e5b8217a4082;hp=bd4183154113d7b48b3fc95301304c41306ca2ab;hb=08c464c690e62b874b7d9b34dfabf455820153d6;hpb=b870f5a091793ea423de78e74f5652b9307cfcbd diff --git a/src/material.h b/src/material.h index bd418315..08752572 100644 --- a/src/material.h +++ b/src/material.h @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008 Marco Costalba + Copyright (C) 2008-2010 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 @@ -17,22 +17,15 @@ along with this program. If not, see . */ - #if !defined(MATERIAL_H_INCLUDED) #define MATERIAL_H_INCLUDED -//// -//// Includes -//// - #include "endgame.h" #include "position.h" -#include "scale.h" - +#include "tt.h" +#include "types.h" -//// -//// Types -//// +const int MaterialTableSize = 8192; /// MaterialInfo is a class which contains various information about a /// material configuration. It contains a material balance evaluation, @@ -49,87 +42,45 @@ class MaterialInfo { friend class MaterialInfoTable; public: - Value mg_value() const; - Value eg_value() const; + Score material_value() const; ScaleFactor scale_factor(const Position& pos, Color c) const; int space_weight() const; + Phase game_phase() const; bool specialized_eval_exists() const; Value evaluate(const Position& pos) const; private: - void clear(); - Key key; - int16_t mgValue; - int16_t egValue; + int16_t value; uint8_t factor[2]; EndgameEvaluationFunctionBase* evaluationFunction; EndgameScalingFunctionBase* scalingFunction[2]; int spaceWeight; + Phase gamePhase; }; -/// EndgameFunctions class stores the endgame evaluation functions std::map. -/// Because STL library is not thread safe even for read access, the maps, -/// although with identical content, are replicated for each thread. This -/// is faster then using locks with an unique set of global maps. - +/// The MaterialInfoTable class represents a pawn hash table. The most important +/// method is get_material_info, which returns a pointer to a MaterialInfo object. class EndgameFunctions; - -/// The MaterialInfoTable class represents a pawn hash table. It is basically -/// just an array of MaterialInfo objects and a few methods for accessing these -/// objects. The most important method is get_material_info, which looks up a -/// position in the table and returns a pointer to a MaterialInfo object. - -class MaterialInfoTable { - +class MaterialInfoTable : public SimpleHash { public: - MaterialInfoTable(unsigned numOfEntries); + MaterialInfoTable(); ~MaterialInfoTable(); - void clear(); - MaterialInfo* get_material_info(const Position& pos); + MaterialInfo* get_material_info(const Position& pos) const; + static Phase game_phase(const Position& pos); private: - unsigned size; - MaterialInfo* entries; + template + static int imbalance(const int pieceCount[][8]); + EndgameFunctions* funcs; }; -//// -//// Inline functions -//// - -/// MaterialInfo::mg_value and MaterialInfo::eg_value simply returns the -/// material balance evaluation for the middle game and the endgame. - -inline Value MaterialInfo::mg_value() const { - - return Value(mgValue); -} - -inline Value MaterialInfo::eg_value() const { - - return Value(egValue); -} - - -/// MaterialInfo::clear() resets a MaterialInfo object to an empty state, -/// with all slots at their default values. - -inline void MaterialInfo::clear() { - - mgValue = egValue = 0; - factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL); - spaceWeight = 0; - evaluationFunction = NULL; - scalingFunction[WHITE] = scalingFunction[BLACK] = NULL; -} - - /// MaterialInfo::scale_factor takes a position and a color as input, and -/// returns a scale factor for the given color. We have to provide the +/// returns a scale factor for the given color. We have to provide the /// position in addition to the color, because the scale factor need not /// to be a constant: It can also be a function which should be applied to /// the position. For instance, in KBP vs K endgames, a scaling function @@ -137,41 +88,30 @@ inline void MaterialInfo::clear() { inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const { - if (scalingFunction[c] != NULL) - { - ScaleFactor sf = scalingFunction[c]->apply(pos); - if (sf != SCALE_FACTOR_NONE) - return sf; - } - return ScaleFactor(factor[c]); -} + if (!scalingFunction[c]) + return ScaleFactor(factor[c]); + ScaleFactor sf = scalingFunction[c]->apply(pos); + return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf; +} -/// MaterialInfo::space_weight() simply returns the weight for the space -/// evaluation for this material configuration. +inline Score MaterialInfo::material_value() const { + return make_score(value, value); +} inline int MaterialInfo::space_weight() const { - return spaceWeight; } - -/// MaterialInfo::specialized_eval_exists decides whether there is a -/// specialized evaluation function for the current material configuration, -/// or if the normal evaluation function should be used. +inline Phase MaterialInfo::game_phase() const { + return gamePhase; +} inline bool MaterialInfo::specialized_eval_exists() const { - return evaluationFunction != NULL; } - -/// MaterialInfo::evaluate applies a specialized evaluation function -/// to a given position object. It should only be called when -/// specialized_eval_exists() returns 'true'. - inline Value MaterialInfo::evaluate(const Position& pos) const { - return evaluationFunction->apply(pos); }