/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
{ 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 } };
{ 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 } };
{ 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 } };
// Endgame evaluation and scaling functions accessed direcly and not through
// the function maps because correspond to more then one material hash key.
{ 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 } };
// Endgame evaluation and scaling functions accessed direcly and not through
// the function maps because correspond to more then one material hash key.
- Endgame<Value, KmmKm> EvaluateKmmKm[] = { Endgame<Value, KmmKm>(WHITE), Endgame<Value, KmmKm>(BLACK) };
- Endgame<Value, KXK> EvaluateKXK[] = { Endgame<Value, KXK>(WHITE), Endgame<Value, KXK>(BLACK) };
+ Endgame<KmmKm> EvaluateKmmKm[] = { Endgame<KmmKm>(WHITE), Endgame<KmmKm>(BLACK) };
+ Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
- Endgame<ScaleFactor, KBPsK> ScaleKBPsK[] = { Endgame<ScaleFactor, KBPsK>(WHITE), Endgame<ScaleFactor, KBPsK>(BLACK) };
- Endgame<ScaleFactor, KQKRPs> ScaleKQKRPs[] = { Endgame<ScaleFactor, KQKRPs>(WHITE), Endgame<ScaleFactor, KQKRPs>(BLACK) };
- Endgame<ScaleFactor, KPsK> ScaleKPsK[] = { Endgame<ScaleFactor, KPsK>(WHITE), Endgame<ScaleFactor, KPsK>(BLACK) };
- Endgame<ScaleFactor, KPKP> ScaleKPKP[] = { Endgame<ScaleFactor, KPKP>(WHITE), Endgame<ScaleFactor, KPKP>(BLACK) };
+ Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) };
+ Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) };
+ Endgame<KPsK> ScaleKPsK[] = { Endgame<KPsK>(WHITE), Endgame<KPsK>(BLACK) };
+ Endgame<KPKP> ScaleKPKP[] = { Endgame<KPKP>(WHITE), Endgame<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
// 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.piece_count(Us, BISHOP) == 1
&& pos.piece_count(Us, PAWN) >= 1;
}
&& 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
template<Color Us> bool is_KQKRPs(const Position& pos) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
return pos.piece_count(Us, PAWN) == 0
&& pos.piece_count(Us, QUEEN) == 1
&& pos.piece_count(Them, ROOK) == 1
&& pos.piece_count(Them, PAWN) >= 1;
&& pos.piece_count(Us, QUEEN) == 1
&& pos.piece_count(Them, ROOK) == 1
&& pos.piece_count(Them, PAWN) >= 1;
-/// MaterialInfoTable c'tor and d'tor allocate and free the space for Endgames
+/// MaterialTable::probe() takes a position object as input, looks up a MaterialEntry
+/// object, and returns a pointer to it. If the material configuration is not
+/// already present in the table, it is computed and stored there, so we don't
+/// have to recompute everything when the same material configuration occurs again.
-/// MaterialInfoTable::get_material_info() takes a position object as input,
-/// computes or looks up a MaterialInfo object, and returns a pointer to it.
-/// If the material configuration is not already present in the table, it
-/// is stored there, so we don't have to recompute everything when the
-/// same material configuration occurs again.
-
-MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
-
- Key key = pos.get_material_key();
- MaterialInfo* mi = probe(key);
-
- // If mi->key matches the position's material hash key, it means that we
+ // If e->key matches the position's material hash key, it means that we
// have analysed this material configuration before, and we can simply
// return the information we found the last time instead of recomputing it.
// have analysed this material configuration before, and we can simply
// return the information we found the last time instead of recomputing it.
- // Store game phase
- mi->gamePhase = MaterialInfoTable::game_phase(pos);
+ memset(e, 0, sizeof(MaterialEntry));
+ e->key = key;
+ e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
+ e->gamePhase = MaterialTable::game_phase(pos);
// Let's look if we have a specialized evaluation function for this
// particular material configuration. First we look for a fixed
// configuration one, then a generic one if previous search failed.
// Let's look if we have a specialized evaluation function for this
// particular material configuration. First we look for a fixed
// configuration one, then a generic one if previous search failed.
}
if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
{
// 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.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
{
// Minor piece endgame with at least one minor piece per side and
// no pawns. Note that the case KmmK is already handled by KXK.
- assert((pos.pieces(KNIGHT, WHITE) | pos.pieces(BISHOP, WHITE)));
- assert((pos.pieces(KNIGHT, BLACK) | pos.pieces(BISHOP, BLACK)));
+ assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP)));
+ assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP)));
if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
{
if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
{
}
// 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 (is_KBPsKs<WHITE>(pos))
}
// 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 (is_KBPsKs<WHITE>(pos))
if (pos.piece_count(BLACK, PAWN) == 0)
{
assert(pos.piece_count(WHITE, PAWN) >= 2);
if (pos.piece_count(BLACK, PAWN) == 0)
{
assert(pos.piece_count(WHITE, PAWN) >= 2);
}
else if (pos.piece_count(WHITE, PAWN) == 0)
{
assert(pos.piece_count(BLACK, PAWN) >= 2);
}
else if (pos.piece_count(WHITE, PAWN) == 0)
{
assert(pos.piece_count(BLACK, PAWN) >= 2);
}
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.
}
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->factor[WHITE] = uint8_t
- (npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(WHITE, BISHOP), 2)]);
+ e->factor[WHITE] = (uint8_t)
+ (npm_w == npm_b || npm_w < RookValueMg ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
- mi->factor[BLACK] = uint8_t
- (npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(BLACK, BISHOP), 2)]);
+ e->factor[BLACK] = (uint8_t)
+ (npm_w == npm_b || npm_b < RookValueMg ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
{
int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
+ pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
{
int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
+ pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
}
// Evaluate the material imbalance. 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.
}
// Evaluate the material imbalance. 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.
{ 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) } };
{ 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) } };
v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];