2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
30 // Values modified by Joona Kiiski
31 const Value MidgameLimit = Value(15581);
32 const Value EndgameLimit = Value(3998);
34 // Scale factors used when one side has no more pawns
35 const int NoPawnsSF[4] = { 6, 12, 32 };
37 // Polynomial material balance parameters
38 const Value RedundantQueenPenalty = Value(320);
39 const Value RedundantRookPenalty = Value(554);
41 const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
43 const int QuadraticCoefficientsSameColor[][8] = {
44 { 7, 7, 7, 7, 7, 7 }, { 39, 2, 7, 7, 7, 7 }, { 35, 271, -4, 7, 7, 7 },
45 { 7, 25, 4, 7, 7, 7 }, { -27, -2, 46, 100, 56, 7 }, { 58, 29, 83, 148, -3, -25 } };
47 const int QuadraticCoefficientsOppositeColor[][8] = {
48 { 41, 41, 41, 41, 41, 41 }, { 37, 41, 41, 41, 41, 41 }, { 10, 62, 41, 41, 41, 41 },
49 { 57, 64, 39, 41, 41, 41 }, { 50, 40, 23, -22, 41, 41 }, { 106, 101, 3, 151, 171, 41 } };
51 // Endgame evaluation and scaling functions accessed direcly and not through
52 // the function maps because correspond to more then one material hash key.
53 Endgame<KmmKm> EvaluateKmmKm[] = { Endgame<KmmKm>(WHITE), Endgame<KmmKm>(BLACK) };
54 Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
56 Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) };
57 Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) };
58 Endgame<KPsK> ScaleKPsK[] = { Endgame<KPsK>(WHITE), Endgame<KPsK>(BLACK) };
59 Endgame<KPKP> ScaleKPKP[] = { Endgame<KPKP>(WHITE), Endgame<KPKP>(BLACK) };
61 // Helper templates used to detect a given material distribution
62 template<Color Us> bool is_KXK(const Position& pos) {
63 const Color Them = (Us == WHITE ? BLACK : WHITE);
64 return pos.non_pawn_material(Them) == VALUE_ZERO
65 && pos.piece_count(Them, PAWN) == 0
66 && pos.non_pawn_material(Us) >= RookValueMidgame;
69 template<Color Us> bool is_KBPsKs(const Position& pos) {
70 return pos.non_pawn_material(Us) == BishopValueMidgame
71 && pos.piece_count(Us, BISHOP) == 1
72 && pos.piece_count(Us, PAWN) >= 1;
75 template<Color Us> bool is_KQKRPs(const Position& pos) {
76 const Color Them = (Us == WHITE ? BLACK : WHITE);
77 return pos.piece_count(Us, PAWN) == 0
78 && pos.non_pawn_material(Us) == QueenValueMidgame
79 && pos.piece_count(Us, QUEEN) == 1
80 && pos.piece_count(Them, ROOK) == 1
81 && pos.piece_count(Them, PAWN) >= 1;
87 /// MaterialInfoTable::material_info() takes a position object as input,
88 /// computes or looks up a MaterialInfo object, and returns a pointer to it.
89 /// If the material configuration is not already present in the table, it
90 /// is stored there, so we don't have to recompute everything when the
91 /// same material configuration occurs again.
93 MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
95 Key key = pos.material_key();
96 MaterialInfo* mi = probe(key);
98 // If mi->key matches the position's material hash key, it means that we
99 // have analysed this material configuration before, and we can simply
100 // return the information we found the last time instead of recomputing it.
104 // Initialize MaterialInfo entry
105 memset(mi, 0, sizeof(MaterialInfo));
107 mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
110 mi->gamePhase = MaterialInfoTable::game_phase(pos);
112 // Let's look if we have a specialized evaluation function for this
113 // particular material configuration. First we look for a fixed
114 // configuration one, then a generic one if previous search failed.
115 if ((mi->evaluationFunction = funcs->get<Value>(key)) != NULL)
118 if (is_KXK<WHITE>(pos))
120 mi->evaluationFunction = &EvaluateKXK[WHITE];
124 if (is_KXK<BLACK>(pos))
126 mi->evaluationFunction = &EvaluateKXK[BLACK];
130 if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
132 // Minor piece endgame with at least one minor piece per side and
133 // no pawns. Note that the case KmmK is already handled by KXK.
134 assert((pos.pieces(KNIGHT, WHITE) | pos.pieces(BISHOP, WHITE)));
135 assert((pos.pieces(KNIGHT, BLACK) | pos.pieces(BISHOP, BLACK)));
137 if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
138 && pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
140 mi->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
145 // OK, we didn't find any special evaluation function for the current
146 // material configuration. Is there a suitable scaling function?
148 // We face problems when there are several conflicting applicable
149 // scaling functions and we need to decide which one to use.
150 EndgameBase<ScaleFactor>* sf;
152 if ((sf = funcs->get<ScaleFactor>(key)) != NULL)
154 mi->scalingFunction[sf->color()] = sf;
158 // Generic scaling functions that refer to more then one material
159 // distribution. Should be probed after the specialized ones.
160 // Note that these ones don't return after setting the function.
161 if (is_KBPsKs<WHITE>(pos))
162 mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
164 if (is_KBPsKs<BLACK>(pos))
165 mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
167 if (is_KQKRPs<WHITE>(pos))
168 mi->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
170 else if (is_KQKRPs<BLACK>(pos))
171 mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
173 Value npm_w = pos.non_pawn_material(WHITE);
174 Value npm_b = pos.non_pawn_material(BLACK);
176 if (npm_w + npm_b == VALUE_ZERO)
178 if (pos.piece_count(BLACK, PAWN) == 0)
180 assert(pos.piece_count(WHITE, PAWN) >= 2);
181 mi->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
183 else if (pos.piece_count(WHITE, PAWN) == 0)
185 assert(pos.piece_count(BLACK, PAWN) >= 2);
186 mi->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
188 else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1)
190 // This is a special case because we set scaling functions
191 // for both colors instead of only one.
192 mi->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
193 mi->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
197 // No pawns makes it difficult to win, even with a material advantage
198 if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
200 mi->factor[WHITE] = (uint8_t)
201 (npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
204 if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
206 mi->factor[BLACK] = (uint8_t)
207 (npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
210 // Compute the space weight
211 if (npm_w + npm_b >= 2 * QueenValueMidgame + 4 * RookValueMidgame + 2 * KnightValueMidgame)
213 int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
214 + pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
216 mi->spaceWeight = minorPieceCount * minorPieceCount;
219 // Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
220 // for the bishop pair "extended piece", this allow us to be more flexible
221 // in defining bishop pair bonuses.
222 const int pieceCount[2][8] = {
223 { pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
224 pos.piece_count(WHITE, BISHOP) , pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
225 { pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
226 pos.piece_count(BLACK, BISHOP) , pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
228 mi->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
233 /// MaterialInfoTable::imbalance() calculates imbalance comparing piece count of each
234 /// piece type for both colors.
237 int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
239 const Color Them = (Us == WHITE ? BLACK : WHITE);
244 // Redundancy of major pieces, formula based on Kaufman's paper
245 // "The Evaluation of Material Imbalances in Chess"
246 if (pieceCount[Us][ROOK] > 0)
247 value -= RedundantRookPenalty * (pieceCount[Us][ROOK] - 1)
248 + RedundantQueenPenalty * pieceCount[Us][QUEEN];
250 // Second-degree polynomial material imbalance by Tord Romstad
251 for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
253 pc = pieceCount[Us][pt1];
257 v = LinearCoefficients[pt1];
259 for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
260 v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
261 + QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
269 /// MaterialInfoTable::game_phase() calculates the phase given the current
270 /// position. Because the phase is strictly a function of the material, it
271 /// is stored in MaterialInfo.
273 Phase MaterialInfoTable::game_phase(const Position& pos) {
275 Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
277 return npm >= MidgameLimit ? PHASE_MIDGAME
278 : npm <= EndgameLimit ? PHASE_ENDGAME
279 : Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));