X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.h;h=e33fc87bdf8c2ae8f590b64aba27b133c7ac7271;hp=9d2175c1038c6d35142faf8d7704e9d24a2af237;hb=98352a5e84096c906d5ecc1aeb2fca8745e173c2;hpb=9fc602bae74b8e09bd45ace3b42a8ce84d56b23c diff --git a/src/material.h b/src/material.h index 9d2175c1..e33fc87b 100644 --- a/src/material.h +++ b/src/material.h @@ -17,22 +17,22 @@ 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, @@ -49,8 +49,6 @@ class MaterialInfo { friend class MaterialInfoTable; public: - MaterialInfo() : key(0) { clear(); } - Score material_value() const; ScaleFactor scale_factor(const Position& pos, Color c) const; int space_weight() const; @@ -59,64 +57,32 @@ public: Value evaluate(const Position& pos) const; private: - inline void clear(); - 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. 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 EndgameFunctions; -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(); - 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; - 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::clear() resets a MaterialInfo object to an empty state, -/// with all slots at their default values but the key. - -inline void MaterialInfo::clear() { + template + static int imbalance(const int pieceCount[][8]); - value = 0; - factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL); - evaluationFunction = NULL; - scalingFunction[WHITE] = scalingFunction[BLACK] = NULL; - spaceWeight = 0; -} + Endgames* funcs; +}; /// MaterialInfo::scale_factor takes a position and a color as input, and @@ -128,50 +94,31 @@ 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])(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)