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-(Score s1, Score s2) { return Score(s1.mg() - s2.mg(), s1.eg() - s2.eg()); }
88 inline Score operator*(Score s1, Score s2) { return Score(s1.mg() * s2.mg(), s1.eg() * s2.eg()); }
89 inline Score operator*(int i, Score s) { return Score(i * s.mg(), i * s.eg()); }
90 inline Score operator*(Score s, int i) { return Score(s.mg() * i, s.eg() * i); }
91 inline Score operator/(Score s, int i) { return Score(s.mg() / i, s.eg() / i); }
92 inline Score operator-(Score s) { return Score(-s.mg(), -s.eg()); }
94 extern std::ostream& operator<<(std::ostream& os, Score s);
97 //// Constants and variables
100 /// Piece values, middle game and endgame
102 /// Important: If the material values are changed, one must also
103 /// adjust the piece square tables, and the method game_phase() in the
106 /// Values modified by Joona Kiiski
108 const Value PawnValueMidgame = Value(0x0C6);
109 const Value PawnValueEndgame = Value(0x102);
110 const Value KnightValueMidgame = Value(0x331);
111 const Value KnightValueEndgame = Value(0x34E);
112 const Value BishopValueMidgame = Value(0x344);
113 const Value BishopValueEndgame = Value(0x359);
114 const Value RookValueMidgame = Value(0x4F6);
115 const Value RookValueEndgame = Value(0x4FE);
116 const Value QueenValueMidgame = Value(0x9D9);
117 const Value QueenValueEndgame = Value(0x9FE);
119 const Value PieceValueMidgame[17] = {
121 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
122 RookValueMidgame, QueenValueMidgame,
123 Value(0), Value(0), Value(0),
124 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
125 RookValueMidgame, QueenValueMidgame,
126 Value(0), Value(0), Value(0)
129 const Value PieceValueEndgame[17] = {
131 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
132 RookValueEndgame, QueenValueEndgame,
133 Value(0), Value(0), Value(0),
134 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
135 RookValueEndgame, QueenValueEndgame,
136 Value(0), Value(0), Value(0)
139 /// Bonus for having the side to move (modified by Joona Kiiski)
141 const Score TempoValue = Score(48, 22);
145 //// Inline functions
148 inline Value operator+ (Value v, int i) { return Value(int(v) + i); }
149 inline Value operator+ (Value v1, Value v2) { return Value(int(v1) + int(v2)); }
150 inline void operator+= (Value &v1, Value v2) {
151 v1 = Value(int(v1) + int(v2));
153 inline Value operator- (Value v, int i) { return Value(int(v) - i); }
154 inline Value operator- (Value v) { return Value(-int(v)); }
155 inline Value operator- (Value v1, Value v2) { return Value(int(v1) - int(v2)); }
156 inline void operator-= (Value &v1, Value v2) {
157 v1 = Value(int(v1) - int(v2));
159 inline Value operator* (Value v, int i) { return Value(int(v) * i); }
160 inline void operator*= (Value &v, int i) { v = Value(int(v) * i); }
161 inline Value operator* (int i, Value v) { return Value(int(v) * i); }
162 inline Value operator/ (Value v, int i) { return Value(int(v) / i); }
163 inline void operator/= (Value &v, int i) { v = Value(int(v) / i); }
166 inline Value value_mate_in(int ply) {
167 return Value(VALUE_MATE - Value(ply));
170 inline Value value_mated_in(int ply) {
171 return Value(-VALUE_MATE + Value(ply));
174 inline bool is_upper_bound(ValueType vt) {
175 return (int(vt) & int(VALUE_TYPE_UPPER)) != 0;
178 inline bool is_lower_bound(ValueType vt) {
179 return (int(vt) & int(VALUE_TYPE_LOWER)) != 0;
182 inline Value piece_value_midgame(PieceType pt) {
183 return PieceValueMidgame[pt];
186 inline Value piece_value_endgame(PieceType pt) {
187 return PieceValueEndgame[pt];
190 inline Value piece_value_midgame(Piece p) {
191 return PieceValueMidgame[p];
194 inline Value piece_value_endgame(Piece p) {
195 return PieceValueEndgame[p];
203 extern Value value_to_tt(Value v, int ply);
204 extern Value value_from_tt(Value v, int ply);
205 extern int value_to_centipawns(Value v);
206 extern Value value_from_centipawns(int cp);
207 extern const std::string value_to_string(Value v);
210 #endif // !defined(VALUE_H_INCLUDED)