X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.h;h=e33fc87bdf8c2ae8f590b64aba27b133c7ac7271;hp=59f7f3e26001c2d05832118cddc2e0fef5fe5fb4;hb=98352a5e84096c906d5ecc1aeb2fca8745e173c2;hpb=d3600c39a745179ed6b094b305d0645e83a1ee86 diff --git a/src/material.h b/src/material.h index 59f7f3e2..e33fc87b 100644 --- a/src/material.h +++ b/src/material.h @@ -1,41 +1,41 @@ /* 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 the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - + 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 . */ - #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" +const int MaterialTableSize = 8192; + +/// Game phase +enum Phase { + PHASE_ENDGAME = 0, + PHASE_MIDGAME = 128 +}; -//// -//// Types -//// /// MaterialInfo is a class which contains various information about a -/// material configuration. It contains a material balance evaluation, +/// 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 /// be used), and "scale factors" for black and white. @@ -49,105 +49,76 @@ class MaterialInfo { friend class MaterialInfoTable; public: - Value mg_value() const; - Value eg_value() const; - ScaleFactor scale_factor(const Position &pos, Color c) 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; - - static void init(); + Value evaluate(const Position& pos) const; private: - void clear(); - Key key; - int16_t mgValue; - int16_t egValue; + int16_t value; uint8_t factor[2]; - EndgameEvaluationFunction *evaluationFunction; - ScalingFunction *scalingFunction[2]; + EndgameBase* evaluationFunction; + EndgameBase* scalingFunction[2]; + int spaceWeight; + Phase gamePhase; }; -/// 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 { +/// 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 MaterialInfoTable : public SimpleHash { public: - MaterialInfoTable(unsigned numOfEntries); ~MaterialInfoTable(); - void clear(); - MaterialInfo *get_material_info(const Position &pos); + void init(); + 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]); + + Endgames* funcs; }; -//// -//// Inline functions -//// +/// 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 +/// 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. -/// MaterialInfo::mg_value and MaterialInfo::eg_value simply returns the -/// material balance evaluation for the middle game and the endgame. +inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const { -inline Value MaterialInfo::mg_value() const { - return Value(mgValue); -} + if (!scalingFunction[c]) + return ScaleFactor(factor[c]); -inline Value MaterialInfo::eg_value() const { - return Value(egValue); + ScaleFactor sf = (*scalingFunction[c])(pos); + return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf; } - -/// 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); - evaluationFunction = NULL; - scalingFunction[WHITE] = scalingFunction[BLACK] = NULL; +inline Value MaterialInfo::evaluate(const Position& pos) const { + return (*evaluationFunction)(pos); } - -/// 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 -/// 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 { - if(scalingFunction[c] != NULL) { - ScaleFactor sf = scalingFunction[c]->apply(pos); - if(sf != SCALE_FACTOR_NONE) - return sf; - } - return ScaleFactor(factor[c]); +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 -/// this->specialized_eval_exists() returns 'true'. - -inline Value MaterialInfo::evaluate(const Position &pos) const { - return evaluationFunction->apply(pos); -} - #endif // !defined(MATERIAL_H_INCLUDED)