/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 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
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include <algorithm>
#include <cassert>
#include <cstring>
// 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) {
} // namespace
-/// 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.
-void MaterialInfoTable::init() { Base::init(); if (!funcs) funcs = new Endgames(); }
-MaterialInfoTable::~MaterialInfoTable() { delete funcs; }
+MaterialEntry* MaterialTable::probe(const Position& pos) {
+ Key key = pos.material_key();
+ MaterialEntry* e = entries[key];
-/// 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 = find(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.
- if (mi->key == key)
- return mi;
-
- // Initialize MaterialInfo entry
- memset(mi, 0, sizeof(MaterialInfo));
- mi->key = key;
- mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
+ if (e->key == key)
+ return e;
- // 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.
- if ((mi->evaluationFunction = funcs->get<EndgameBase<Value> >(key)) != NULL)
- return mi;
+ if (endgames.probe(key, e->evaluationFunction))
+ return e;
if (is_KXK<WHITE>(pos))
{
- mi->evaluationFunction = &EvaluateKXK[WHITE];
- return mi;
+ e->evaluationFunction = &EvaluateKXK[WHITE];
+ return e;
}
if (is_KXK<BLACK>(pos))
{
- mi->evaluationFunction = &EvaluateKXK[BLACK];
- return mi;
+ e->evaluationFunction = &EvaluateKXK[BLACK];
+ return e;
}
if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
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[WHITE];
- return mi;
+ e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
+ return e;
}
}
// scaling functions and we need to decide which one to use.
EndgameBase<ScaleFactor>* sf;
- if ((sf = funcs->get<EndgameBase<ScaleFactor> >(key)) != NULL)
+ if (endgames.probe(key, sf))
{
- mi->scalingFunction[sf->color()] = sf;
- return mi;
+ e->scalingFunction[sf->color()] = sf;
+ return e;
}
// 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))
- mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
if (is_KBPsKs<BLACK>(pos))
- mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
+ e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
if (is_KQKRPs<WHITE>(pos))
- mi->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
else if (is_KQKRPs<BLACK>(pos))
- mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
+ e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
if (pos.piece_count(BLACK, PAWN) == 0)
{
assert(pos.piece_count(WHITE, PAWN) >= 2);
- mi->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (pos.piece_count(WHITE, PAWN) == 0)
{
assert(pos.piece_count(BLACK, PAWN) >= 2);
- mi->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
+ e->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] = &ScaleKPKP[WHITE];
- mi->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
+ e->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
+ e->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
}
}
// 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] = 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 < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
}
if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
{
- 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 < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
}
// Compute the space weight
int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
+ pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
- mi->spaceWeight = minorPieceCount * minorPieceCount;
+ e->spaceWeight = minorPieceCount * minorPieceCount;
}
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
{ 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);
- return mi;
+ e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
+ return e;
}
-/// MaterialInfoTable::imbalance() calculates imbalance comparing piece count of each
+/// MaterialTable::imbalance() calculates imbalance comparing piece count of each
/// piece type for both colors.
template<Color Us>
-int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
+int MaterialTable::imbalance(const int pieceCount[][8]) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ RedundantQueenPenalty * pieceCount[Us][QUEEN];
// Second-degree polynomial material imbalance by Tord Romstad
- for (pt1 = PIECE_TYPE_NONE; pt1 <= QUEEN; pt1++)
+ for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
{
pc = pieceCount[Us][pt1];
if (!pc)
v = LinearCoefficients[pt1];
- for (pt2 = PIECE_TYPE_NONE; pt2 <= pt1; pt2++)
+ for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
}
-/// MaterialInfoTable::game_phase() calculates the phase given the current
+/// MaterialTable::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
-/// is stored in MaterialInfo.
+/// is stored in MaterialEntry.
-Phase MaterialInfoTable::game_phase(const Position& pos) {
+Phase MaterialTable::game_phase(const Position& pos) {
Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);