X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fvalue.h;h=fec6516a4c8c4014427afeeb3cf22d6b9941d865;hp=f60e286fb46f70e46dd4fb1858a9996fc23d71b3;hb=0973cc2ef63060294f790803e0525b66ee91dfee;hpb=bb751d6c890f5c50c642366d601740366cfae8d0 diff --git a/src/value.h b/src/value.h index f60e286f..fec6516a 100644 --- a/src/value.h +++ b/src/value.h @@ -1,17 +1,18 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + 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 - Glaurung is free software: you can redistribute it and/or modify + 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. - - Glaurung is distributed in the hope that it will be useful, + + 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 . */ @@ -35,7 +36,10 @@ enum ValueType { VALUE_TYPE_NONE = 0, VALUE_TYPE_UPPER = 1, // Upper bound VALUE_TYPE_LOWER = 2, // Lower bound - VALUE_TYPE_EXACT = 3 // Exact score + VALUE_TYPE_EXACT = 3, // Exact score + VALUE_TYPE_EVAL = 4, // Evaluation cache + VALUE_TYPE_EV_UP = 5, // Evaluation cache for upper bound + VALUE_TYPE_EV_LO = 6 // Evaluation cache for lower bound }; @@ -48,6 +52,32 @@ enum Value { }; +/// 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. + +enum Score { ENSURE_32_BIT_SIZE = 1 << 31 }; + +inline Value eg_value(Score s) { return Value(int16_t(s & 0xffff)); } +inline Value mg_value(Score s) { return Value((int(s) + 32768) >> 16); } + +inline Score make_score(int mg, int eg) { return Score((mg << 16) + eg); } + +inline Score operator-(Score s) { return Score(-int(s)); } +inline Score operator+(Score s1, Score s2) { return Score(int(s1) + int(s2)); } +inline Score operator-(Score s1, Score s2) { return Score(int(s1) - int(s2)); } +inline void operator+=(Score& s1, Score s2) { s1 = Score(int(s1) + int(s2)); } +inline void operator-=(Score& s1, Score s2) { s1 = Score(int(s1) - int(s2)); } +inline Score operator*(int i, Score s) { return Score(i * int(s)); } + +// 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); + + //// //// Constants and variables //// @@ -57,17 +87,19 @@ enum Value { /// Important: If the material values are changed, one must also /// adjust the piece square tables, and the method game_phase() in the /// Position class! - -const Value PawnValueMidgame = Value(0xCC); -const Value PawnValueEndgame = Value(0x100); -const Value KnightValueMidgame = Value(0x340); -const Value KnightValueEndgame = Value(0x340); -const Value BishopValueMidgame = Value(0x340); -const Value BishopValueEndgame = Value(0x340); -const Value RookValueMidgame = Value(0x505); -const Value RookValueEndgame = Value(0x505); -const Value QueenValueMidgame = Value(0xA00); -const Value QueenValueEndgame = Value(0xA00); +/// +/// 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), @@ -89,10 +121,9 @@ const Value PieceValueEndgame[17] = { Value(0), Value(0), Value(0) }; -/// Bonus for having the side to move +/// Bonus for having the side to move (modified by Joona Kiiski) -const Value TempoValueMidgame = Value(50); -const Value TempoValueEndgame = Value(20); +const Score TempoValue = make_score(48, 22); //// @@ -120,7 +151,7 @@ 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)); } - + inline Value value_mated_in(int ply) { return Value(-VALUE_MATE + Value(ply)); }