2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2009 Marco Costalba
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/>.
21 #if !defined(VALUE_H_INCLUDED)
22 #define VALUE_H_INCLUDED
37 VALUE_TYPE_UPPER = 1, // Upper bound
38 VALUE_TYPE_LOWER = 2, // Lower bound
39 VALUE_TYPE_EXACT = 3, // Exact score
40 VALUE_TYPE_EVAL = 4, // Evaluation cache
41 VALUE_TYPE_EV_UP = 5, // Evaluation cache for upper bound
42 VALUE_TYPE_EV_LO = 6 // Evaluation cache for lower bound
48 VALUE_KNOWN_WIN = 15000,
50 VALUE_INFINITE = 30001,
55 /// Score struct keeps a midgame and an endgame value in a single
56 /// ScoreValue 64 bit union.
69 Score(const Score& s) { v = s.v; }
70 Score(int mg, int eg) { v.v32.mgv = int32_t(mg); v.v32.egv = int32_t(eg); }
72 Score& operator=(const Score& s) { v = s.v; return *this; }
73 Score& operator+=(const Score& s) { v.v32.mgv += s.v.v32.mgv; v.v32.egv += s.v.v32.egv; return *this; }
74 Score& operator-=(const Score& s) { v.v32.mgv -= s.v.v32.mgv; v.v32.egv -= s.v.v32.egv; return *this; }
76 bool operator==(const Score& s) { return v.v64 == s.v.v64; }
77 bool operator!=(const Score& s) { return v.v64 != s.v.v64; }
79 Value mg() const { return Value(v.v32.mgv); }
80 Value eg() const { return Value(v.v32.egv); }
86 inline Score operator-(Score s1, Score s2) { return Score(s1.mg() - s2.mg(), s1.eg() - s2.eg()); }
87 inline Score operator*(int i, Score s) { return Score(i * s.mg(), i * s.eg()); }
88 inline Score operator*(Score s, int i) { return s * i; }
89 inline Score operator/(Score s, int i) { return Score(s.mg() / i, s.eg() / i); }
90 inline Score operator-(Score s) { return Score(-s.mg(), -s.eg()); }
92 extern std::ostream& operator<<(std::ostream& os, Score s);
95 //// Constants and variables
98 /// Piece values, middle game and endgame
100 /// Important: If the material values are changed, one must also
101 /// adjust the piece square tables, and the method game_phase() in the
104 /// Values modified by Joona Kiiski
106 const Value PawnValueMidgame = Value(0x0C6);
107 const Value PawnValueEndgame = Value(0x102);
108 const Value KnightValueMidgame = Value(0x331);
109 const Value KnightValueEndgame = Value(0x34E);
110 const Value BishopValueMidgame = Value(0x344);
111 const Value BishopValueEndgame = Value(0x359);
112 const Value RookValueMidgame = Value(0x4F6);
113 const Value RookValueEndgame = Value(0x4FE);
114 const Value QueenValueMidgame = Value(0x9D9);
115 const Value QueenValueEndgame = Value(0x9FE);
117 const Value PieceValueMidgame[17] = {
119 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
120 RookValueMidgame, QueenValueMidgame,
121 Value(0), Value(0), Value(0),
122 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
123 RookValueMidgame, QueenValueMidgame,
124 Value(0), Value(0), Value(0)
127 const Value PieceValueEndgame[17] = {
129 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
130 RookValueEndgame, QueenValueEndgame,
131 Value(0), Value(0), Value(0),
132 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
133 RookValueEndgame, QueenValueEndgame,
134 Value(0), Value(0), Value(0)
137 /// Bonus for having the side to move (modified by Joona Kiiski)
139 const Score TempoValue = Score(48, 22);
143 //// Inline functions
146 inline Value operator+ (Value v, int i) { return Value(int(v) + i); }
147 inline Value operator+ (Value v1, Value v2) { return Value(int(v1) + int(v2)); }
148 inline void operator+= (Value &v1, Value v2) {
149 v1 = Value(int(v1) + int(v2));
151 inline Value operator- (Value v, int i) { return Value(int(v) - i); }
152 inline Value operator- (Value v) { return Value(-int(v)); }
153 inline Value operator- (Value v1, Value v2) { return Value(int(v1) - int(v2)); }
154 inline void operator-= (Value &v1, Value v2) {
155 v1 = Value(int(v1) - int(v2));
157 inline Value operator* (Value v, int i) { return Value(int(v) * i); }
158 inline void operator*= (Value &v, int i) { v = Value(int(v) * i); }
159 inline Value operator* (int i, Value v) { return Value(int(v) * i); }
160 inline Value operator/ (Value v, int i) { return Value(int(v) / i); }
161 inline void operator/= (Value &v, int i) { v = Value(int(v) / i); }
164 inline Value value_mate_in(int ply) {
165 return Value(VALUE_MATE - Value(ply));
168 inline Value value_mated_in(int ply) {
169 return Value(-VALUE_MATE + Value(ply));
172 inline bool is_upper_bound(ValueType vt) {
173 return (int(vt) & int(VALUE_TYPE_UPPER)) != 0;
176 inline bool is_lower_bound(ValueType vt) {
177 return (int(vt) & int(VALUE_TYPE_LOWER)) != 0;
180 inline Value piece_value_midgame(PieceType pt) {
181 return PieceValueMidgame[pt];
184 inline Value piece_value_endgame(PieceType pt) {
185 return PieceValueEndgame[pt];
188 inline Value piece_value_midgame(Piece p) {
189 return PieceValueMidgame[p];
192 inline Value piece_value_endgame(Piece p) {
193 return PieceValueEndgame[p];
201 extern Value value_to_tt(Value v, int ply);
202 extern Value value_from_tt(Value v, int ply);
203 extern int value_to_centipawns(Value v);
204 extern Value value_from_centipawns(int cp);
205 extern const std::string value_to_string(Value v);
208 #endif // !defined(VALUE_H_INCLUDED)