friend class MaterialInfoTable;
public:
- Value mg_value() const;
- Value eg_value() const;
+ MaterialInfo() : key(0) { clear(); }
+
+ Score material_value() const;
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:
- void clear();
+ inline void clear();
Key key;
- int16_t mgValue;
- int16_t egValue;
+ int16_t value;
uint8_t factor[2];
EndgameEvaluationFunctionBase* evaluationFunction;
EndgameScalingFunctionBase* scalingFunction[2];
int spaceWeight;
+ Phase gamePhase;
};
-
-/// EndgameFunctions class stores the endgame evaluation functions std::map.
-/// Because STL library is not thread safe even for read access, the maps,
-/// although with identical content, are replicated for each thread. This
-/// is faster then using locks with an unique set of global maps.
-
-class EndgameFunctions;
-
-
/// The MaterialInfoTable class represents a pawn hash table. It is basically
/// just an array of MaterialInfo objects and a few methods for accessing these
/// objects. The most important method is get_material_info, which looks up a
/// position in the table and returns a pointer to a MaterialInfo object.
+class EndgameFunctions;
class MaterialInfoTable {
public:
MaterialInfoTable(unsigned numOfEntries);
~MaterialInfoTable();
- void clear();
MaterialInfo* get_material_info(const Position& pos);
+ static Phase game_phase(const Position& pos);
+
private:
unsigned size;
MaterialInfo* entries;
//// Inline functions
////
-/// MaterialInfo::mg_value and MaterialInfo::eg_value simply returns the
-/// material balance evaluation for the middle game and the endgame.
-inline Value MaterialInfo::mg_value() const {
+/// MaterialInfo::material_value simply returns the material balance
+/// evaluation that is independent from game phase.
- return Value(mgValue);
-}
-
-inline Value MaterialInfo::eg_value() const {
+inline Score MaterialInfo::material_value() const {
- return Value(egValue);
+ return make_score(value, value);
}
/// MaterialInfo::clear() resets a MaterialInfo object to an empty state,
-/// with all slots at their default values.
+/// with all slots at their default values but the key.
inline void MaterialInfo::clear() {
- mgValue = egValue = 0;
+ value = 0;
factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
- spaceWeight = 0;
evaluationFunction = NULL;
scalingFunction[WHITE] = scalingFunction[BLACK] = NULL;
+ spaceWeight = 0;
}
/// MaterialInfo::scale_factor takes a position and a color as input, and
-/// returns a scale factor for the given color. We have to provide the
+/// 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
return spaceWeight;
}
+/// MaterialInfo::game_phase() returns the game phase according
+/// to this material configuration.
+
+inline Phase MaterialInfo::game_phase() const {
+
+ return gamePhase;
+}
+
/// MaterialInfo::specialized_eval_exists decides whether there is a
/// specialized evaluation function for the current material configuration,
/// MaterialInfo::evaluate applies a specialized evaluation function
-/// to a given position object. It should only be called when
+/// to a given position object. It should only be called when
/// specialized_eval_exists() returns 'true'.
inline Value MaterialInfo::evaluate(const Position& pos) const {