X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.h;h=08752572e96910dcae4c8dd63782e5b8217a4082;hp=d039dbbf4888eea7ce5ae097fcf10d75ee46e4d3;hb=08c464c690e62b874b7d9b34dfabf455820153d6;hpb=0ddf84870ad9f7fb4309e992e1e5eae968577958 diff --git a/src/material.h b/src/material.h index d039dbbf..08752572 100644 --- a/src/material.h +++ b/src/material.h @@ -17,24 +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 "tt.h" +#include "types.h" - -//// -//// Types -//// - -const int MaterialTableSize = 1024; +const int MaterialTableSize = 8192; /// MaterialInfo is a class which contains various information about a /// material configuration. It contains a material balance evaluation, @@ -68,6 +59,7 @@ private: Phase gamePhase; }; + /// 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; @@ -76,26 +68,17 @@ class MaterialInfoTable : public SimpleHash { public: MaterialInfoTable(); ~MaterialInfoTable(); - MaterialInfo* get_material_info(const Position& pos); + MaterialInfo* get_material_info(const Position& pos) const; static Phase game_phase(const Position& pos); + private: + template + static int imbalance(const int pieceCount[][8]); + EndgameFunctions* funcs; }; -//// -//// Inline functions -//// - - -/// MaterialInfo::material_value simply returns the material balance -/// evaluation that is independent from game phase. - -inline Score MaterialInfo::material_value() const { - - return make_score(value, value); -} - /// 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 /// position in addition to the color, because the scale factor need not @@ -105,49 +88,30 @@ inline Score MaterialInfo::material_value() const { 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::game_phase() returns the game phase according -/// to this material configuration. - inline Phase MaterialInfo::game_phase() const { - return gamePhase; } - -/// 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 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); }