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 enum keeps a midgame and an endgame value in a single
56 /// integer (enum), first LSB 16 bits are used to store endgame
57 /// value, while upper bits are used for midgame value.
61 inline Value eg_value(Score s) { return Value(int16_t(s & 0xffff)); }
62 inline Value mg_value(Score s) { return Value((int(s) + 32768) >> 16); }
64 inline Score make_score(int mg, int eg) { return Score((mg << 16) + eg); }
66 inline Score operator-(Score s) { return Score(-int(s)); }
67 inline Score operator+(Score s1, Score s2) { return Score(int(s1) + int(s2)); }
68 inline Score operator-(Score s1, Score s2) { return Score(int(s1) - int(s2)); }
69 inline void operator+=(Score& s1, Score s2) { s1 = Score(int(s1) + int(s2)); }
70 inline void operator-=(Score& s1, Score s2) { s1 = Score(int(s1) - int(s2)); }
71 inline Score operator*(int i, Score s) { return Score(i * int(s)); }
73 // Division must be handled separately for each term
74 inline Score operator/(Score s, int i) { return make_score(mg_value(s) / i, eg_value(s) / i); }
76 // Only declared but not defined. We don't want to multiply two scores due to
77 // a very high risk of overflow. So user should explicitly convert to integer.
78 inline Score operator*(Score s1, Score s2);
82 //// Constants and variables
85 /// Piece values, middle game and endgame
87 /// Important: If the material values are changed, one must also
88 /// adjust the piece square tables, and the method game_phase() in the
91 /// Values modified by Joona Kiiski
93 const Value PawnValueMidgame = Value(0x0C6);
94 const Value PawnValueEndgame = Value(0x102);
95 const Value KnightValueMidgame = Value(0x331);
96 const Value KnightValueEndgame = Value(0x34E);
97 const Value BishopValueMidgame = Value(0x344);
98 const Value BishopValueEndgame = Value(0x359);
99 const Value RookValueMidgame = Value(0x4F6);
100 const Value RookValueEndgame = Value(0x4FE);
101 const Value QueenValueMidgame = Value(0x9D9);
102 const Value QueenValueEndgame = Value(0x9FE);
104 const Value PieceValueMidgame[17] = {
106 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
107 RookValueMidgame, QueenValueMidgame,
108 Value(0), Value(0), Value(0),
109 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
110 RookValueMidgame, QueenValueMidgame,
111 Value(0), Value(0), Value(0)
114 const Value PieceValueEndgame[17] = {
116 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
117 RookValueEndgame, QueenValueEndgame,
118 Value(0), Value(0), Value(0),
119 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
120 RookValueEndgame, QueenValueEndgame,
121 Value(0), Value(0), Value(0)
124 /// Bonus for having the side to move (modified by Joona Kiiski)
126 const Score TempoValue = make_score(48, 22);
130 //// Inline functions
133 inline Value operator+ (Value v, int i) { return Value(int(v) + i); }
134 inline Value operator+ (Value v1, Value v2) { return Value(int(v1) + int(v2)); }
135 inline void operator+= (Value &v1, Value v2) {
136 v1 = Value(int(v1) + int(v2));
138 inline Value operator- (Value v, int i) { return Value(int(v) - i); }
139 inline Value operator- (Value v) { return Value(-int(v)); }
140 inline Value operator- (Value v1, Value v2) { return Value(int(v1) - int(v2)); }
141 inline void operator-= (Value &v1, Value v2) {
142 v1 = Value(int(v1) - int(v2));
144 inline Value operator* (Value v, int i) { return Value(int(v) * i); }
145 inline void operator*= (Value &v, int i) { v = Value(int(v) * i); }
146 inline Value operator* (int i, Value v) { return Value(int(v) * i); }
147 inline Value operator/ (Value v, int i) { return Value(int(v) / i); }
148 inline void operator/= (Value &v, int i) { v = Value(int(v) / i); }
151 inline Value value_mate_in(int ply) {
152 return Value(VALUE_MATE - Value(ply));
155 inline Value value_mated_in(int ply) {
156 return Value(-VALUE_MATE + Value(ply));
159 inline bool is_upper_bound(ValueType vt) {
160 return (int(vt) & int(VALUE_TYPE_UPPER)) != 0;
163 inline bool is_lower_bound(ValueType vt) {
164 return (int(vt) & int(VALUE_TYPE_LOWER)) != 0;
167 inline Value piece_value_midgame(PieceType pt) {
168 return PieceValueMidgame[pt];
171 inline Value piece_value_endgame(PieceType pt) {
172 return PieceValueEndgame[pt];
175 inline Value piece_value_midgame(Piece p) {
176 return PieceValueMidgame[p];
179 inline Value piece_value_endgame(Piece p) {
180 return PieceValueEndgame[p];
188 extern Value value_to_tt(Value v, int ply);
189 extern Value value_from_tt(Value v, int ply);
190 extern int value_to_centipawns(Value v);
191 extern Value value_from_centipawns(int cp);
192 extern const std::string value_to_string(Value v);
195 #endif // !defined(VALUE_H_INCLUDED)