From: Marco Costalba Date: Sun, 21 Aug 2011 19:11:37 +0000 (+0100) Subject: Detect family type of endgame from its enum value X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=6963c3802d73c61396af32eb7fc6a4e4a76763ae Detect family type of endgame from its enum value No functional change. Signed-off-by: Marco Costalba --- diff --git a/src/endgame.cpp b/src/endgame.cpp index 0856883b..1d93c0ca 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -106,21 +106,21 @@ template<> const SFMap& Endgames::map() const { return maps.second; Endgames::Endgames() { - add("KPK"); - add("KNNK"); - add("KBNK"); - add("KRKP"); - add("KRKB"); - add("KRKN"); - add("KQKR"); - add("KBBKN"); - - add("KNPK"); - add("KRPKR"); - add("KBPKB"); - add("KBPKN"); - add("KBPPKB"); - add("KRPPKRP"); + add("KPK"); + add("KNNK"); + add("KBNK"); + add("KRKP"); + add("KRKB"); + add("KRKN"); + add("KQKR"); + add("KBBKN"); + + add("KNPK"); + add("KRPKR"); + add("KBPKB"); + add("KBPKN"); + add("KBPPKB"); + add("KRPPKRP"); } Endgames::~Endgames() { @@ -132,15 +132,14 @@ Endgames::~Endgames() { delete it->second; } -template +template void Endgames::add(const string& keyCode) { - typedef Endgame EG; - typedef typename EG::Base B; + typedef typename eg_family::type T; typedef typename EMap::type M; - const_cast(map()).insert(std::pair(mat_key(keyCode), new EG(WHITE))); - const_cast(map()).insert(std::pair(mat_key(swap_colors(keyCode)), new EG(BLACK))); + const_cast(map()).insert(std::make_pair(mat_key(keyCode), new Endgame(WHITE))); + const_cast(map()).insert(std::make_pair(mat_key(swap_colors(keyCode)), new Endgame(BLACK))); } template @@ -160,7 +159,7 @@ template EndgameBase* Endgames::get(Key key) const; /// attacking side a bonus for driving the defending king towards the edge /// of the board, and for keeping the distance between the two kings small. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); @@ -186,7 +185,7 @@ Value Endgame::apply(const Position& pos) const { /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the /// defending king towards a corner square of the right color. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); @@ -218,7 +217,7 @@ Value Endgame::apply(const Position& pos) const { /// KP vs K. This endgame is evaluated with the help of a bitbase. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); @@ -266,7 +265,7 @@ Value Endgame::apply(const Position& pos) const { /// far advanced with support of the king, while the attacking king is far /// away. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -323,7 +322,7 @@ Value Endgame::apply(const Position& pos) const { /// KR vs KB. This is very simple, and always returns drawish scores. The /// score is slightly bigger when the defending king is close to the edge. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -339,7 +338,7 @@ Value Endgame::apply(const Position& pos) const { /// KR vs KN. The attacking side has slightly better winning chances than /// in KR vs KB, particularly if the king and the knight are far apart. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -365,7 +364,7 @@ Value Endgame::apply(const Position& pos) const { /// for the defending side in the search, this is usually sufficient to be /// able to win KQ vs KR. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -384,7 +383,7 @@ Value Endgame::apply(const Position& pos) const { } template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.piece_count(strongerSide, BISHOP) == 2); assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame); @@ -413,12 +412,12 @@ Value Endgame::apply(const Position& pos) const { /// K and two minors vs K and one or two minors or K and two knights against /// king alone are always draw. template<> -Value Endgame::apply(const Position&) const { +Value Endgame::apply(const Position&) const { return VALUE_DRAW; } template<> -Value Endgame::apply(const Position&) const { +Value Endgame::apply(const Position&) const { return VALUE_DRAW; } @@ -428,7 +427,7 @@ Value Endgame::apply(const Position&) const { /// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -482,7 +481,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// It tests for fortress draws with a rook on the third rank defended by /// a pawn. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, QUEEN) == 1); @@ -513,7 +512,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// It would also be nice to rewrite the actual code for this function, /// which is mostly copied from Glaurung 1.x, and not very pretty. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 1); @@ -631,7 +630,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// single pattern: If the stronger side has no pawns and the defending king /// is actively placed, the position is drawish. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 2); @@ -670,7 +669,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// against king. There is just a single rule here: If all pawns are on /// the same rook file and are blocked by the defending king, it's a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.piece_count(strongerSide, PAWN) >= 2); @@ -708,7 +707,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// it's a draw. If the two bishops have opposite color, it's almost always /// a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -763,7 +762,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic /// draws with opposite-colored bishops. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -839,7 +838,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// square of the king is not of the same color as the stronger side's bishop, /// it's a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -866,7 +865,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// If the pawn is a rook pawn on the 7th rank and the defending king prevents /// the pawn from advancing, the position is drawn. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame); assert(pos.piece_count(strongerSide, KNIGHT) == 1); @@ -896,7 +895,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// advanced and not on a rook file; in this case it is often possible to win /// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); diff --git a/src/endgame.h b/src/endgame.h index a9634738..195c2365 100644 --- a/src/endgame.h +++ b/src/endgame.h @@ -46,6 +46,7 @@ enum EndgameType { // Scaling functions + SCALE_FUNS, KBPsK, // KB+pawns vs K KQKRPs, // KQ vs KR+pawns @@ -60,20 +61,25 @@ enum EndgameType { }; +/// Some magic to detect family type of endgame from its enum value + +template struct bool_to_type { typedef Value type; }; +template<> struct bool_to_type { typedef ScaleFactor type; }; +template struct eg_family : public bool_to_type<(E > SCALE_FUNS)> {}; + + /// Base and derived templates for endgame evaluation and scaling functions template struct EndgameBase { - typedef EndgameBase Base; - virtual ~EndgameBase() {} virtual Color color() const = 0; virtual T apply(const Position&) const = 0; }; -template +template::type> struct Endgame : public EndgameBase { explicit Endgame(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {} @@ -99,7 +105,7 @@ struct Endgames { template EndgameBase* get(Key key) const; private: - template void add(const std::string& keyCode); + template void add(const std::string& keyCode); // Here we store two maps, for evaluate and scaling functions... std::pair::type, EMap::type> maps; diff --git a/src/material.cpp b/src/material.cpp index ce63e8b5..7ad5dc47 100644 --- a/src/material.cpp +++ b/src/material.cpp @@ -49,13 +49,13 @@ namespace { // Endgame evaluation and scaling functions accessed direcly and not through // the function maps because correspond to more then one material hash key. - Endgame EvaluateKmmKm[] = { Endgame(WHITE), Endgame(BLACK) }; - Endgame EvaluateKXK[] = { Endgame(WHITE), Endgame(BLACK) }; + Endgame EvaluateKmmKm[] = { Endgame(WHITE), Endgame(BLACK) }; + Endgame EvaluateKXK[] = { Endgame(WHITE), Endgame(BLACK) }; - Endgame ScaleKBPsK[] = { Endgame(WHITE), Endgame(BLACK) }; - Endgame ScaleKQKRPs[] = { Endgame(WHITE), Endgame(BLACK) }; - Endgame ScaleKPsK[] = { Endgame(WHITE), Endgame(BLACK) }; - Endgame ScaleKPKP[] = { Endgame(WHITE), Endgame(BLACK) }; + Endgame ScaleKBPsK[] = { Endgame(WHITE), Endgame(BLACK) }; + Endgame ScaleKQKRPs[] = { Endgame(WHITE), Endgame(BLACK) }; + Endgame ScaleKPsK[] = { Endgame(WHITE), Endgame(BLACK) }; + Endgame ScaleKPKP[] = { Endgame(WHITE), Endgame(BLACK) }; // Helper templates used to detect a given material distribution template bool is_KXK(const Position& pos) {