X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fvalue.h;h=ef638923e79d5880430c2d3c934c56a8d4e3880a;hp=6e030db48c0debef8037b2c6f46675c505da29d9;hb=83d8d542166d77f5417d334d2e6138ace0820ae4;hpb=3444b9473570e5c188cbc886e8177d83e082b7a5 diff --git a/src/value.h b/src/value.h index 6e030db4..ef638923 100644 --- a/src/value.h +++ b/src/value.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) 2008-2009 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 @@ -21,82 +21,83 @@ #if !defined(VALUE_H_INCLUDED) #define VALUE_H_INCLUDED -//// -//// Includes -//// - -#include "piece.h" - - //// //// Types //// enum ValueType { - VALUE_TYPE_NONE = 0, + VALUE_TYPE_NONE = 0, VALUE_TYPE_UPPER = 1, // Upper bound VALUE_TYPE_LOWER = 2, // Lower bound - VALUE_TYPE_EXACT = 3, // Exact score - VALUE_TYPE_EVAL = 4 // Evaluation cache + VALUE_TYPE_EXACT = VALUE_TYPE_UPPER | VALUE_TYPE_LOWER }; enum Value { - VALUE_DRAW = 0, + VALUE_ZERO = 0, + VALUE_DRAW = 0, VALUE_KNOWN_WIN = 15000, - VALUE_MATE = 30000, - VALUE_INFINITE = 30001, - VALUE_NONE = 30002 + VALUE_MATE = 30000, + VALUE_INFINITE = 30001, + VALUE_NONE = 30002, + VALUE_ENSURE_SIGNED = -1 }; +ENABLE_OPERATORS_ON(Value) -//// -//// Constants and variables -//// -/// Piece values, middle game and endgame - -/// Important: If the material values are changed, one must also -/// adjust the piece square tables, and the method game_phase() in the -/// Position class! -/// -/// Values modified by Joona Kiiski - -const Value PawnValueMidgame = Value(0x0C6); -const Value PawnValueEndgame = Value(0x102); -const Value KnightValueMidgame = Value(0x331); -const Value KnightValueEndgame = Value(0x34E); -const Value BishopValueMidgame = Value(0x344); -const Value BishopValueEndgame = Value(0x359); -const Value RookValueMidgame = Value(0x4F6); -const Value RookValueEndgame = Value(0x4FE); -const Value QueenValueMidgame = Value(0x9D9); -const Value QueenValueEndgame = Value(0x9FE); - -const Value PieceValueMidgame[17] = { - Value(0), - PawnValueMidgame, KnightValueMidgame, BishopValueMidgame, - RookValueMidgame, QueenValueMidgame, - Value(0), Value(0), Value(0), - PawnValueMidgame, KnightValueMidgame, BishopValueMidgame, - RookValueMidgame, QueenValueMidgame, - Value(0), Value(0), Value(0) +enum ScaleFactor { + SCALE_FACTOR_ZERO = 0, + SCALE_FACTOR_NORMAL = 64, + SCALE_FACTOR_MAX = 128, + SCALE_FACTOR_NONE = 255 }; -const Value PieceValueEndgame[17] = { - Value(0), - PawnValueEndgame, KnightValueEndgame, BishopValueEndgame, - RookValueEndgame, QueenValueEndgame, - Value(0), Value(0), Value(0), - PawnValueEndgame, KnightValueEndgame, BishopValueEndgame, - RookValueEndgame, QueenValueEndgame, - Value(0), Value(0), Value(0) + +/// Score enum keeps a midgame and an endgame value in a single +/// integer (enum), first LSB 16 bits are used to store endgame +/// value, while upper bits are used for midgame value. + +// Compiler is free to choose the enum type as long as can keep +// its data, so ensure Score to be an integer type. +enum Score { + SCORE_ZERO = 0, + SCORE_ENSURE_32_BITS_SIZE_P = (1 << 16), + SCORE_ENSURE_32_BITS_SIZE_N = -(1 << 16) }; -/// Bonus for having the side to move (modified by Joona Kiiski) +// Extracting the _signed_ lower and upper 16 bits it not so trivial +// because according to the standard a simple cast to short is +// implementation defined and so is a right shift of a signed integer. +inline Value mg_value(Score s) { return Value(((int(s) + 32768) & ~0xffff) / 0x10000); } -const Value TempoValueMidgame = Value(46); -const Value TempoValueEndgame = Value(28); +// Unfortunatly on Intel 64 bit we have a small speed regression, so use a faster code in +// this case, although not 100% standard compliant it seems to work for Intel and MSVC. +#if defined(IS_64BIT) && (!defined(__GNUC__) || defined(__INTEL_COMPILER)) +inline Value eg_value(Score s) { return Value(int16_t(s & 0xffff)); } +#else +inline Value eg_value(Score s) { return Value((int)(unsigned(s) & 0x7fffu) - (int)(unsigned(s) & 0x8000u)); } +#endif + +inline Score make_score(int mg, int eg) { return Score((mg << 16) + eg); } + +// Division must be handled separately for each term +inline Score operator/(Score s, int i) { return make_score(mg_value(s) / i, eg_value(s) / i); } + +// Only declared but not defined. We don't want to multiply two scores due to +// a very high risk of overflow. So user should explicitly convert to integer. +inline Score operator*(Score s1, Score s2); + +// Rest of operators are standard: +inline Score operator+ (const Score d1, const Score d2) { return Score(int(d1) + int(d2)); } +inline Score operator- (const Score d1, const Score d2) { return Score(int(d1) - int(d2)); } +inline Score operator* (int i, const Score d) { return Score(i * int(d)); } +inline Score operator* (const Score d, int i) { return Score(int(d) * i); } +inline Score operator- (const Score d) { return Score(-int(d)); } +inline void operator+= (Score& d1, const Score d2) { d1 = d1 + d2; } +inline void operator-= (Score& d1, const Score d2) { d1 = d1 - d2; } +inline void operator*= (Score& d, int i) { d = Score(int(d) * i); } +inline void operator/= (Score& d, int i) { d = Score(int(d) / i); } //// @@ -104,65 +105,15 @@ const Value TempoValueEndgame = Value(28); //// inline Value operator+ (Value v, int i) { return Value(int(v) + i); } -inline Value operator+ (Value v1, Value v2) { return Value(int(v1) + int(v2)); } -inline void operator+= (Value &v1, Value v2) { - v1 = Value(int(v1) + int(v2)); -} inline Value operator- (Value v, int i) { return Value(int(v) - i); } -inline Value operator- (Value v) { return Value(-int(v)); } -inline Value operator- (Value v1, Value v2) { return Value(int(v1) - int(v2)); } -inline void operator-= (Value &v1, Value v2) { - v1 = Value(int(v1) - int(v2)); -} -inline Value operator* (Value v, int i) { return Value(int(v) * i); } -inline void operator*= (Value &v, int i) { v = Value(int(v) * i); } -inline Value operator* (int i, Value v) { return Value(int(v) * i); } -inline Value operator/ (Value v, int i) { return Value(int(v) / i); } -inline void operator/= (Value &v, int i) { v = Value(int(v) / i); } inline Value value_mate_in(int ply) { - return Value(VALUE_MATE - Value(ply)); + return VALUE_MATE - ply; } inline Value value_mated_in(int ply) { - return Value(-VALUE_MATE + Value(ply)); -} - -inline bool is_upper_bound(ValueType vt) { - return (int(vt) & int(VALUE_TYPE_UPPER)) != 0; + return -VALUE_MATE + ply; } -inline bool is_lower_bound(ValueType vt) { - return (int(vt) & int(VALUE_TYPE_LOWER)) != 0; -} - -inline Value piece_value_midgame(PieceType pt) { - return PieceValueMidgame[pt]; -} - -inline Value piece_value_endgame(PieceType pt) { - return PieceValueEndgame[pt]; -} - -inline Value piece_value_midgame(Piece p) { - return PieceValueMidgame[p]; -} - -inline Value piece_value_endgame(Piece p) { - return PieceValueEndgame[p]; -} - - -//// -//// Prototypes -//// - -extern Value value_to_tt(Value v, int ply); -extern Value value_from_tt(Value v, int ply); -extern int value_to_centipawns(Value v); -extern Value value_from_centipawns(int cp); -extern const std::string value_to_string(Value v); - - #endif // !defined(VALUE_H_INCLUDED)