X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.h;h=c5484c49032395da2e20f248c4a0ab3549d78c72;hp=1a5f110547ca6dcf8d1a2abc35a2228cc892e62c;hb=304deb5e833baf47c147e93377f5c7ef582ab822;hpb=c88eebc98905b47077ef2b35b35ea5705d448d4f diff --git a/src/material.h b/src/material.h index 1a5f1105..c5484c49 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) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2012 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 @@ -25,9 +25,16 @@ #include "tt.h" #include "types.h" -const int MaterialTableSize = 1024; +const int MaterialTableSize = 8192; -/// MaterialInfo is a class which contains various information about a +/// Game phase +enum Phase { + PHASE_ENDGAME = 0, + PHASE_MIDGAME = 128 +}; + + +/// MaterialEntry is a class which contains various information about a /// material configuration. It contains a material balance evaluation, /// a function pointer to a special endgame evaluation function (which in /// most cases is NULL, meaning that the standard evaluation function will @@ -37,9 +44,9 @@ const int MaterialTableSize = 1024; /// For instance, in KRB vs KR endgames, the score is scaled down by a factor /// of 4, which will result in scores of absolute value less than one pawn. -class MaterialInfo { +class MaterialEntry { - friend class MaterialInfoTable; + friend class MaterialTable; public: Score material_value() const; @@ -53,66 +60,66 @@ private: Key key; int16_t value; uint8_t factor[2]; - EndgameEvaluationFunctionBase* evaluationFunction; - EndgameScalingFunctionBase* scalingFunction[2]; + EndgameBase* evaluationFunction; + EndgameBase* scalingFunction[2]; int spaceWeight; 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; +/// The MaterialTable class represents a material hash table. The most important +/// method is probe(), which returns a pointer to a MaterialEntry object. -class MaterialInfoTable : public SimpleHash { +class MaterialTable : public HashTable { public: - MaterialInfoTable(); - ~MaterialInfoTable(); - MaterialInfo* get_material_info(const Position& pos) const; + MaterialTable() : funcs(new Endgames()) {} + ~MaterialTable() { delete funcs; } + + MaterialEntry* probe(const Position& pos) const; static Phase game_phase(const Position& pos); private: template static int imbalance(const int pieceCount[][8]); - EndgameFunctions* funcs; + Endgames* funcs; }; -/// MaterialInfo::scale_factor takes a position and a color as input, and +/// MaterialEntry::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 /// 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 /// which checks for draws with rook pawns and wrong-colored bishops. -inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const { +inline ScaleFactor MaterialEntry::scale_factor(const Position& pos, Color c) const { if (!scalingFunction[c]) return ScaleFactor(factor[c]); - ScaleFactor sf = scalingFunction[c]->apply(pos); + ScaleFactor sf = (*scalingFunction[c])(pos); return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf; } -inline Score MaterialInfo::material_value() const { +inline Value MaterialEntry::evaluate(const Position& pos) const { + return (*evaluationFunction)(pos); +} + +inline Score MaterialEntry::material_value() const { return make_score(value, value); } -inline int MaterialInfo::space_weight() const { +inline int MaterialEntry::space_weight() const { return spaceWeight; } -inline Phase MaterialInfo::game_phase() const { +inline Phase MaterialEntry::game_phase() const { return gamePhase; } -inline bool MaterialInfo::specialized_eval_exists() const { +inline bool MaterialEntry::specialized_eval_exists() const { return evaluationFunction != NULL; } -inline Value MaterialInfo::evaluate(const Position& pos) const { - return evaluationFunction->apply(pos); -} - #endif // !defined(MATERIAL_H_INCLUDED)