/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
constexpr int QuadraticTheirs[][PIECE_TYPE_NB] = {
// THEIR PIECES
// pair pawn knight bishop rook queen
- { 0 }, // Bishop pair
- { 36, 0 }, // Pawn
- { 9, 63, 0 }, // Knight OUR PIECES
- { 59, 65, 42, 0 }, // Bishop
- { 46, 39, 24, -24, 0 }, // Rook
- { 97, 100, -42, 137, 268, 0 } // Queen
+ { }, // Bishop pair
+ { 36, }, // Pawn
+ { 9, 63, }, // Knight OUR PIECES
+ { 59, 65, 42, }, // Bishop
+ { 46, 39, 24, -24, }, // Rook
+ { 97, 100, -42, 137, 268, } // Queen
};
// Endgame evaluation and scaling functions are accessed directly and not through
&& pos.count<PAWN>(~us) >= 1;
}
+
/// imbalance() calculates the imbalance by comparing the piece count of each
/// piece type for both colors.
+
template<Color Us>
int imbalance(const int pieceCount[][PIECE_TYPE_NB]) {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
int bonus = 0;
if (!pieceCount[Us][pt1])
continue;
- int v = 0;
+ int v = QuadraticOurs[pt1][pt1] * pieceCount[Us][pt1];
- for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
+ for (int pt2 = NO_PIECE_TYPE; pt2 < pt1; ++pt2)
v += QuadraticOurs[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticTheirs[pt1][pt2] * pieceCount[Them][pt2];
namespace Material {
+
/// Material::probe() looks up the current position's material configuration in
/// the material hash table. It returns a pointer to the Entry if the position
/// is found. Otherwise a new Entry is computed and stored there, so we don't
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
- Value npm = clamp(npm_w + npm_b, EndgameLimit, MidgameLimit);
+ Value npm = std::clamp(npm_w + npm_b, EndgameLimit, MidgameLimit);
// Map total non-pawn material into [PHASE_ENDGAME, PHASE_MIDGAME]
e->gamePhase = Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
// for a generic one if the previous search failed.
- if ((e->evaluationFunction = pos.this_thread()->endgames.probe<Value>(key)) != nullptr)
+ if ((e->evaluationFunction = Endgames::probe<Value>(key)) != nullptr)
return e;
- for (Color c = WHITE; c <= BLACK; ++c)
+ for (Color c : { WHITE, BLACK })
if (is_KXK(pos, c))
{
e->evaluationFunction = &EvaluateKXK[c];
// OK, we didn't find any special evaluation function for the current material
// configuration. Is there a suitable specialized scaling function?
- const auto* sf = pos.this_thread()->endgames.probe<ScaleFactor>(key);
+ const auto* sf = Endgames::probe<ScaleFactor>(key);
if (sf)
{
// We didn't find any specialized scaling function, so fall back on generic
// ones that refer to more than one material distribution. Note that in this
// case we don't return after setting the function.
- for (Color c = WHITE; c <= BLACK; ++c)
+ for (Color c : { WHITE, BLACK })
{
if (is_KBPsK(pos, c))
e->scalingFunction[c] = &ScaleKBPsK[c];