/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
////
#include <cassert>
-#include <sstream>
+#include <cstring>
#include <map>
#include "material.h"
const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
- const int QuadraticCoefficientsSameColor[][6] = {
+ const int QuadraticCoefficientsSameColor[][8] = {
{ 7, 7, 7, 7, 7, 7 }, { 39, 2, 7, 7, 7, 7 }, { 35, 271, -4, 7, 7, 7 },
{ 7, 25, 4, 7, 7, 7 }, { -27, -2, 46, 100, 56, 7 }, { 58, 29, 83, 148, -3, -25 } };
- const int QuadraticCoefficientsOppositeColor[][6] = {
+ const int QuadraticCoefficientsOppositeColor[][8] = {
{ 41, 41, 41, 41, 41, 41 }, { 37, 41, 41, 41, 41, 41 }, { 10, 62, 41, 41, 41, 41 },
{ 57, 64, 39, 41, 41, 41 }, { 50, 40, 23, -22, 41, 41 }, { 106, 101, 3, 151, 171, 41 } };
- // Named endgame evaluation and scaling functions, these
- // are accessed direcly and not through the function maps.
- EvaluationFunction<KmmKm> EvaluateKmmKm(WHITE);
- EvaluationFunction<KXK> EvaluateKXK(WHITE), EvaluateKKX(BLACK);
- ScalingFunction<KBPsK> ScaleKBPsK(WHITE), ScaleKKBPs(BLACK);
- ScalingFunction<KQKRPs> ScaleKQKRPs(WHITE), ScaleKRPsKQ(BLACK);
- ScalingFunction<KPsK> ScaleKPsK(WHITE), ScaleKKPs(BLACK);
- ScalingFunction<KPKP> ScaleKPKPw(WHITE), ScaleKPKPb(BLACK);
-
typedef EndgameEvaluationFunctionBase EF;
typedef EndgameScalingFunctionBase SF;
+ typedef map<Key, EF*> EFMap;
+ typedef map<Key, SF*> SFMap;
+
+ // Endgame evaluation and scaling functions accessed direcly and not through
+ // the function maps because correspond to more then one material hash key.
+ EvaluationFunction<KmmKm> EvaluateKmmKm[] = { EvaluationFunction<KmmKm>(WHITE), EvaluationFunction<KmmKm>(BLACK) };
+ EvaluationFunction<KXK> EvaluateKXK[] = { EvaluationFunction<KXK>(WHITE), EvaluationFunction<KXK>(BLACK) };
+ ScalingFunction<KBPsK> ScaleKBPsK[] = { ScalingFunction<KBPsK>(WHITE), ScalingFunction<KBPsK>(BLACK) };
+ ScalingFunction<KQKRPs> ScaleKQKRPs[] = { ScalingFunction<KQKRPs>(WHITE), ScalingFunction<KQKRPs>(BLACK) };
+ ScalingFunction<KPsK> ScaleKPsK[] = { ScalingFunction<KPsK>(WHITE), ScalingFunction<KPsK>(BLACK) };
+ ScalingFunction<KPKP> ScaleKPKP[] = { ScalingFunction<KPKP>(WHITE), ScalingFunction<KPKP>(BLACK) };
+
+ // Helper templates used to detect a given material distribution
+ template<Color Us> bool is_KXK(const Position& pos) {
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ return pos.non_pawn_material(Them) == VALUE_ZERO
+ && pos.piece_count(Them, PAWN) == 0
+ && pos.non_pawn_material(Us) >= RookValueMidgame;
+ }
+
+ template<Color Us> bool is_KBPsK(const Position& pos) {
+ return pos.non_pawn_material(Us) == BishopValueMidgame
+ && pos.piece_count(Us, BISHOP) == 1
+ && pos.piece_count(Us, PAWN) >= 1;
+ }
+
+ template<Color Us> bool is_KQKRPs(const Position& pos) {
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ return pos.piece_count(Us, PAWN) == 0
+ && pos.non_pawn_material(Us) == QueenValueMidgame
+ && pos.piece_count(Us, QUEEN) == 1
+ && pos.piece_count(Them, ROOK) == 1
+ && pos.piece_count(Them, PAWN) >= 1;
+ }
}
static Key buildKey(const string& keyCode);
static const string swapColors(const string& keyCode);
- // Here we store two maps, for evaluate and scaling functions
- pair<map<Key, EF*>, map<Key, SF*> > maps;
+ // Here we store two maps, for evaluate and scaling functions...
+ pair<EFMap, SFMap> maps;
- // Maps accessing functions returning const and non-const references
- template<typename T> const map<Key, T*>& get() const { return maps.first; }
- template<typename T> map<Key, T*>& get() { return maps.first; }
+ // ...and here is the accessing template function
+ template<typename T> const map<Key, T*>& get() const;
};
// Explicit specializations of a member function shall be declared in
// the namespace of which the class template is a member.
-template<> const map<Key, SF*>&
-EndgameFunctions::get<SF>() const { return maps.second; }
-
-template<> map<Key, SF*>&
-EndgameFunctions::get<SF>() { return maps.second; }
+template<> const EFMap& EndgameFunctions::get<EF>() const { return maps.first; }
+template<> const SFMap& EndgameFunctions::get<SF>() const { return maps.second; }
////
/// MaterialInfoTable c'tor and d'tor, called once by each thread
-MaterialInfoTable::MaterialInfoTable(unsigned int numOfEntries) {
+MaterialInfoTable::MaterialInfoTable() {
- size = numOfEntries;
- entries = new MaterialInfo[size];
+ entries = new MaterialInfo[MaterialTableSize];
funcs = new EndgameFunctions();
if (!entries || !funcs)
{
- cerr << "Failed to allocate " << numOfEntries * sizeof(MaterialInfo)
+ cerr << "Failed to allocate " << MaterialTableSize * sizeof(MaterialInfo)
<< " bytes for material hash table." << endl;
- Application::exit_with_failure();
+ exit(EXIT_FAILURE);
}
+ memset(entries, 0, MaterialTableSize * sizeof(MaterialInfo));
}
MaterialInfoTable::~MaterialInfoTable() {
if (npm >= MidgameLimit)
return PHASE_MIDGAME;
- else if (npm <= EndgameLimit)
+
+ if (npm <= EndgameLimit)
return PHASE_ENDGAME;
return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
Key key = pos.get_material_key();
- int index = key & (size - 1);
+ unsigned index = unsigned(key & (MaterialTableSize - 1));
MaterialInfo* mi = entries + index;
// If mi->key matches the position's material hash key, it means that we
return mi;
// Clear the MaterialInfo object, and set its key
- mi->clear();
+ memset(mi, 0, sizeof(MaterialInfo));
+ mi->factor[WHITE] = mi->factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
mi->key = key;
// Store game phase
if ((mi->evaluationFunction = funcs->get<EF>(key)) != NULL)
return mi;
- else if ( pos.non_pawn_material(BLACK) == Value(0)
- && pos.piece_count(BLACK, PAWN) == 0
- && pos.non_pawn_material(WHITE) >= RookValueMidgame)
- {
- mi->evaluationFunction = &EvaluateKXK;
- return mi;
- }
- else if ( pos.non_pawn_material(WHITE) == Value(0)
- && pos.piece_count(WHITE, PAWN) == 0
- && pos.non_pawn_material(BLACK) >= RookValueMidgame)
+ if (is_KXK<WHITE>(pos) || is_KXK<BLACK>(pos))
{
- mi->evaluationFunction = &EvaluateKKX;
+ mi->evaluationFunction = is_KXK<WHITE>(pos) ? &EvaluateKXK[WHITE] : &EvaluateKXK[BLACK];
return mi;
}
- else if ( pos.pieces(PAWN) == EmptyBoardBB
- && pos.pieces(ROOK) == EmptyBoardBB
- && pos.pieces(QUEEN) == EmptyBoardBB)
+
+ if ( pos.pieces(PAWN) == EmptyBoardBB
+ && pos.pieces(ROOK) == EmptyBoardBB
+ && pos.pieces(QUEEN) == EmptyBoardBB)
{
// Minor piece endgame with at least one minor piece per side and
// no pawns. Note that the case KmmK is already handled by KXK.
if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
{
- mi->evaluationFunction = &EvaluateKmmKm;
+ mi->evaluationFunction = &EvaluateKmmKm[WHITE];
return mi;
}
}
// OK, we didn't find any special evaluation function for the current
// material configuration. Is there a suitable scaling function?
//
- // The code below is rather messy, and it could easily get worse later,
- // if we decide to add more special cases. We face problems when there
- // are several conflicting applicable scaling functions and we need to
- // decide which one to use.
+ // We face problems when there are several conflicting applicable
+ // scaling functions and we need to decide which one to use.
SF* sf;
if ((sf = funcs->get<SF>(key)) != NULL)
// Generic scaling functions that refer to more then one material
// distribution. Should be probed after the specialized ones.
// Note that these ones don't return after setting the function.
- if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
- && pos.piece_count(WHITE, BISHOP) == 1
- && pos.piece_count(WHITE, PAWN) >= 1)
- mi->scalingFunction[WHITE] = &ScaleKBPsK;
-
- if ( pos.non_pawn_material(BLACK) == BishopValueMidgame
- && pos.piece_count(BLACK, BISHOP) == 1
- && pos.piece_count(BLACK, PAWN) >= 1)
- mi->scalingFunction[BLACK] = &ScaleKKBPs;
-
- if ( pos.piece_count(WHITE, PAWN) == 0
- && pos.non_pawn_material(WHITE) == QueenValueMidgame
- && pos.piece_count(WHITE, QUEEN) == 1
- && pos.piece_count(BLACK, ROOK) == 1
- && pos.piece_count(BLACK, PAWN) >= 1)
- mi->scalingFunction[WHITE] = &ScaleKQKRPs;
-
- else if ( pos.piece_count(BLACK, PAWN) == 0
- && pos.non_pawn_material(BLACK) == QueenValueMidgame
- && pos.piece_count(BLACK, QUEEN) == 1
- && pos.piece_count(WHITE, ROOK) == 1
- && pos.piece_count(WHITE, PAWN) >= 1)
- mi->scalingFunction[BLACK] = &ScaleKRPsKQ;
-
- if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0))
+ if (is_KBPsK<WHITE>(pos))
+ mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
+
+ if (is_KBPsK<BLACK>(pos))
+ mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
+
+ if (is_KQKRPs<WHITE>(pos))
+ mi->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
+
+ else if (is_KQKRPs<BLACK>(pos))
+ mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
+
+ if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == VALUE_ZERO)
{
if (pos.piece_count(BLACK, PAWN) == 0)
{
assert(pos.piece_count(WHITE, PAWN) >= 2);
- mi->scalingFunction[WHITE] = &ScaleKPsK;
+ mi->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (pos.piece_count(WHITE, PAWN) == 0)
{
assert(pos.piece_count(BLACK, PAWN) >= 2);
- mi->scalingFunction[BLACK] = &ScaleKKPs;
+ mi->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
}
else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1)
{
// This is a special case because we set scaling functions
// for both colors instead of only one.
- mi->scalingFunction[WHITE] = &ScaleKPKPw;
- mi->scalingFunction[BLACK] = &ScaleKPKPb;
+ mi->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
+ mi->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
}
}
}
// Evaluate the material balance
- const int pieceCount[2][6] = { { pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
- pos.piece_count(WHITE, BISHOP), pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
- { pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
- pos.piece_count(BLACK, BISHOP), pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
+ const int pieceCount[2][8] = {
+ { pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
+ pos.piece_count(WHITE, BISHOP), pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
+ { pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
+ pos.piece_count(BLACK, BISHOP), pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
+
Color c, them;
int sign, pt1, pt2, pc;
int v, vv, matValue = 0;
// Second-degree polynomial material imbalance by Tord Romstad
//
- // We use NO_PIECE_TYPE as a place holder for the bishop pair "extended piece",
+ // We use PIECE_TYPE_NONE as a place holder for the bishop pair "extended piece",
// this allow us to be more flexible in defining bishop pair bonuses.
- for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
+ for (pt1 = PIECE_TYPE_NONE; pt1 <= QUEEN; pt1++)
{
pc = pieceCount[c][pt1];
if (!pc)
vv = LinearCoefficients[pt1];
- for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
+ for (pt2 = PIECE_TYPE_NONE; pt2 <= pt1; pt2++)
vv += pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2]
+ pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
}
-/// EndgameFunctions member definitions.
+/// EndgameFunctions member definitions
EndgameFunctions::EndgameFunctions() {
add<ScalingFunction<KBPPKB> >("KBPPKB");
add<ScalingFunction<KBPKN> >("KBPKN");
add<ScalingFunction<KRPPKRP> >("KRPPKRP");
- add<ScalingFunction<KRPPKRP> >("KRPPKRP");
}
EndgameFunctions::~EndgameFunctions() {
- for (map<Key, EF*>::iterator it = maps.first.begin(); it != maps.first.end(); ++it)
- delete (*it).second;
+ for (EFMap::const_iterator it = maps.first.begin(); it != maps.first.end(); ++it)
+ delete it->second;
- for (map<Key, SF*>::iterator it = maps.second.begin(); it != maps.second.end(); ++it)
- delete (*it).second;
+ for (SFMap::const_iterator it = maps.second.begin(); it != maps.second.end(); ++it)
+ delete it->second;
}
Key EndgameFunctions::buildKey(const string& keyCode) {
- assert(keyCode.length() > 0 && keyCode[0] == 'K');
- assert(keyCode.length() < 8);
+ assert(keyCode.length() > 0 && keyCode.length() < 8);
+ assert(keyCode[0] == 'K');
- stringstream s;
+ string fen;
bool upcase = false;
// Build up a fen string with the given pieces, note that
if (keyCode[i] == 'K')
upcase = !upcase;
- s << char(upcase? toupper(keyCode[i]) : tolower(keyCode[i]));
+ fen += char(upcase ? toupper(keyCode[i]) : tolower(keyCode[i]));
}
- s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w -";
- return Position(s.str()).get_material_key();
+ fen += char(8 - keyCode.length() + '0');
+ fen += "/8/8/8/8/8/8/8 w - -";
+ return Position(fen, 0).get_material_key();
}
const string EndgameFunctions::swapColors(const string& keyCode) {
// Build corresponding key for the opposite color: "KBPKN" -> "KNKBP"
- size_t idx = keyCode.find("K", 1);
+ size_t idx = keyCode.find('K', 1);
return keyCode.substr(idx) + keyCode.substr(0, idx);
}
void EndgameFunctions::add(const string& keyCode) {
typedef typename T::Base F;
+ typedef map<Key, F*> M;
- get<F>().insert(pair<Key, F*>(buildKey(keyCode), new T(WHITE)));
- get<F>().insert(pair<Key, F*>(buildKey(swapColors(keyCode)), new T(BLACK)));
+ const_cast<M&>(get<F>()).insert(pair<Key, F*>(buildKey(keyCode), new T(WHITE)));
+ const_cast<M&>(get<F>()).insert(pair<Key, F*>(buildKey(swapColors(keyCode)), new T(BLACK)));
}
template<class T>
T* EndgameFunctions::get(Key key) const {
- typename map<Key, T*>::const_iterator it(get<T>().find(key));
- return (it != get<T>().end() ? it->second : NULL);
+ typename map<Key, T*>::const_iterator it = get<T>().find(key);
+ return it != get<T>().end() ? it->second : NULL;
}