For some reason, although game phase is used
only in material, it is computed in Position.
Move computation to material, where it belongs,
and remove the useless call chain.
No functional change.
// QueenMinorsImbalance[opp_minor_count] is applied when only one side has a queen.
// It contains a bonus/malus for the side with the queen.
// QueenMinorsImbalance[opp_minor_count] is applied when only one side has a queen.
// It contains a bonus/malus for the side with the queen.
- const int QueenMinorsImbalance[16] = {
- 31, -8, -15, -25, -5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
+ const int QueenMinorsImbalance[13] = {
+ 31, -8, -15, -25, -5
};
// Endgame evaluation and scaling functions are accessed directly and not through
};
// Endgame evaluation and scaling functions are accessed directly and not through
std::memset(e, 0, sizeof(Entry));
e->key = key;
e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
std::memset(e, 0, sizeof(Entry));
e->key = key;
e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
- e->gamePhase = pos.game_phase();
+
+ Value npm_w = pos.non_pawn_material(WHITE);
+ Value npm_b = pos.non_pawn_material(BLACK);
+ Value npm = std::max(EndgameLimit, std::min(npm_w + npm_b, MidgameLimit));
+
+ // Map total non-pawn material into [PHASE_ENDGAME, PHASE_MIDGAME]
+ e->gamePhase = Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
e->scalingFunction[c] = &ScaleKQKRPs[c];
}
e->scalingFunction[c] = &ScaleKQKRPs[c];
}
- Value npm_w = pos.non_pawn_material(WHITE);
- Value npm_b = pos.non_pawn_material(BLACK);
-
if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN)) // Only pawns on the board
{
if (!pos.count<PAWN>(BLACK))
if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN)) // Only pawns on the board
{
if (!pos.count<PAWN>(BLACK))
-/// Position::game_phase() calculates the game phase interpolating total non-pawn
-/// material between endgame and midgame limits.
-
-Phase Position::game_phase() const {
-
- Value npm = st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[BLACK];
-
- npm = std::max(EndgameLimit, std::min(npm, MidgameLimit));
-
- return Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));
-}
-
-
/// Position::slider_blockers() returns a bitboard of all the pieces (both colors)
/// that are blocking attacks on the square 's' from 'sliders'. A piece blocks a
/// slider if removing that piece from the board would result in a position where
/// Position::slider_blockers() returns a bitboard of all the pieces (both colors)
/// that are blocking attacks on the square 's' from 'sliders'. A piece blocks a
/// slider if removing that piece from the board would result in a position where
// Other properties of the position
Color side_to_move() const;
// Other properties of the position
Color side_to_move() const;
- Phase game_phase() const;
int game_ply() const;
bool is_chess960() const;
Thread* this_thread() const;
int game_ply() const;
bool is_chess960() const;
Thread* this_thread() const;