X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.h;h=e33fc87bdf8c2ae8f590b64aba27b133c7ac7271;hp=9992c0b71c51ba55dafde449f61c75f6b4b2b929;hb=98352a5e84096c906d5ecc1aeb2fca8745e173c2;hpb=0fcda095df1caa860e8e3f3a714d5545ec9dc122 diff --git a/src/material.h b/src/material.h index 9992c0b7..e33fc87b 100644 --- a/src/material.h +++ b/src/material.h @@ -23,8 +23,16 @@ #include "endgame.h" #include "position.h" #include "tt.h" +#include "types.h" + +const int MaterialTableSize = 8192; + +/// Game phase +enum Phase { + PHASE_ENDGAME = 0, + PHASE_MIDGAME = 128 +}; -const int MaterialTableSize = 1024; /// MaterialInfo is a class which contains various information about a /// material configuration. It contains a material balance evaluation, @@ -52,34 +60,29 @@ 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; class MaterialInfoTable : public SimpleHash { public: - MaterialInfoTable(); ~MaterialInfoTable(); - 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: - EndgameFunctions* funcs; -}; - - -/// MaterialInfo::material_value simply returns the material balance -/// evaluation that is independent from game phase. -inline Score MaterialInfo::material_value() const { +private: + template + static int imbalance(const int pieceCount[][8]); - return make_score(value, value); -} + Endgames* funcs; +}; /// MaterialInfo::scale_factor takes a position and a color as input, and @@ -91,51 +94,31 @@ 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])(pos); + return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf; } +inline Value MaterialInfo::evaluate(const Position& pos) const { + return (*evaluationFunction)(pos); +} -/// 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); -} - #endif // !defined(MATERIAL_H_INCLUDED)