const Value EndgameLimit = Value(3998);
// Scale factors used when one side has no more pawns
- const uint8_t NoPawnsSF[4] = { 6, 12, 32 };
+ const int NoPawnsSF[4] = { 6, 12, 32 };
// Polynomial material balance parameters
const Value RedundantQueenPenalty = Value(320);
/// MaterialInfoTable c'tor and d'tor allocate and free the space for Endgames
-MaterialInfoTable::MaterialInfoTable() { funcs = new Endgames(); }
+void MaterialInfoTable::init() { Base::init(); if (!funcs) funcs = new Endgames(); }
MaterialInfoTable::~MaterialInfoTable() { delete funcs; }
MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
Key key = pos.get_material_key();
- MaterialInfo* mi = find(key);
+ MaterialInfo* mi = probe(key);
// If mi->key matches the position's material hash key, it means that we
// have analysed this material configuration before, and we can simply
// No pawns makes it difficult to win, even with a material advantage
if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
{
- mi->factor[WHITE] =
+ mi->factor[WHITE] = uint8_t
(npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(WHITE, BISHOP), 2)]);
}
if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
{
- mi->factor[BLACK] =
+ mi->factor[BLACK] = uint8_t
(npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(BLACK, BISHOP), 2)]);
}
{ 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) } };
- mi->value = (int16_t)(imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16;
+ mi->value = int16_t((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
return mi;
}