/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2013 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
#define MATERIAL_H_INCLUDED
#include "endgame.h"
+#include "misc.h"
#include "position.h"
-#include "tt.h"
#include "types.h"
-const int MaterialTableSize = 8192;
+namespace Material {
-/// Game phase
-enum Phase {
- PHASE_ENDGAME = 0,
- PHASE_MIDGAME = 128
-};
-
-
-/// MaterialInfo is a class which contains various information about a
-/// material configuration. It contains a material balance evaluation,
-/// a function pointer to a special endgame evaluation function (which in
-/// most cases is NULL, meaning that the standard evaluation function will
-/// be used), and "scale factors" for black and white.
+/// Material::Entry contains various information about a material configuration.
+/// It contains a material balance evaluation, a function pointer to a special
+/// endgame evaluation function (which in most cases is NULL, meaning that the
+/// standard evaluation function will be used), and "scale factors".
///
/// The scale factors are used to scale the evaluation score up or down.
/// For instance, in KRB vs KR endgames, the score is scaled down by a factor
/// of 4, which will result in scores of absolute value less than one pawn.
-class MaterialInfo {
+struct Entry {
- friend class MaterialInfoTable;
-
-public:
- Score material_value() const;
+ Score material_value() const { return make_score(value, value); }
+ int space_weight() const { return spaceWeight; }
+ Phase game_phase() const { return gamePhase; }
+ bool specialized_eval_exists() const { return evaluationFunction != NULL; }
+ Value evaluate(const Position& p) const { return (*evaluationFunction)(p); }
ScaleFactor scale_factor(const Position& pos, Color c) const;
- int space_weight() const;
- Phase game_phase() const;
- bool specialized_eval_exists() const;
- Value evaluate(const Position& pos) const;
-private:
Key key;
int16_t value;
- uint8_t factor[2];
+ uint8_t factor[COLOR_NB];
EndgameBase<Value>* evaluationFunction;
- EndgameBase<ScaleFactor>* scalingFunction[2];
+ EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB];
int spaceWeight;
Phase gamePhase;
};
+typedef HashTable<Entry, 8192> Table;
-/// The MaterialInfoTable class represents a pawn hash table. The most important
-/// method is material_info(), which returns a pointer to a MaterialInfo object.
-
-class MaterialInfoTable : public SimpleHash<MaterialInfo, MaterialTableSize> {
-public:
- MaterialInfoTable() : funcs(new Endgames()) {}
- ~MaterialInfoTable() { delete funcs; }
-
- MaterialInfo* material_info(const Position& pos) const;
- static Phase game_phase(const Position& pos);
-
-private:
- template<Color Us>
- static int imbalance(const int pieceCount[][8]);
-
- Endgames* funcs;
-};
-
+Entry* probe(const Position& pos, Table& entries, Endgames& endgames);
+Phase game_phase(const Position& pos);
-/// MaterialInfo::scale_factor takes a position and a color as input, and
+/// Material::scale_factor takes a position and a color as input, and
/// returns a scale factor for the given color. We have to provide the
/// position in addition to the color, because the scale factor need not
/// to be a constant: It can also be a function which should be applied to
/// the position. For instance, in KBP vs K endgames, a scaling function
/// which checks for draws with rook pawns and wrong-colored bishops.
-inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
-
- if (!scalingFunction[c])
- return ScaleFactor(factor[c]);
-
- ScaleFactor sf = (*scalingFunction[c])(pos);
- return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
-}
-
-inline Value MaterialInfo::evaluate(const Position& pos) const {
- return (*evaluationFunction)(pos);
-}
-
-inline Score MaterialInfo::material_value() const {
- return make_score(value, value);
-}
-
-inline int MaterialInfo::space_weight() const {
- return spaceWeight;
-}
+inline ScaleFactor Entry::scale_factor(const Position& pos, Color c) const {
-inline Phase MaterialInfo::game_phase() const {
- return gamePhase;
+ return !scalingFunction[c] || (*scalingFunction[c])(pos) == SCALE_FACTOR_NONE
+ ? ScaleFactor(factor[c]) : (*scalingFunction[c])(pos);
}
-inline bool MaterialInfo::specialized_eval_exists() const {
- return evaluationFunction != NULL;
}
#endif // !defined(MATERIAL_H_INCLUDED)