namespace {
- // Polynomial material balance parameters
+ // Polynomial material imbalance parameters
// pair pawn knight bishop rook queen
const int Linear[6] = { 1852, -162, -1122, -183, 249, -154 };
// pair pawn knight bishop rook queen
{ 0 }, // Bishop pair
{ 39, 2 }, // Pawn
- { 35, 271, -4 }, // knight OUR PIECES
+ { 35, 271, -4 }, // Knight OUR PIECES
{ 0, 105, 4, 0 }, // Bishop
{ -27, -2, 46, 100, -141 }, // Rook
{-177, 25, 129, 142, -137, 0 } // Queen
std::memset(e, 0, sizeof(Entry));
e->key = key;
e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
- e->gamePhase = game_phase(pos);
+ e->gamePhase = pos.game_phase();
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
if (pos.count<PAWN>(BLACK) == 1 && npm_b - npm_w <= BishopValueMg)
e->factor[BLACK] = (uint8_t) SCALE_FACTOR_ONEPAWN;
- // Compute the space weight
- if (npm_w + npm_b >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg)
- {
- int minorPieceCount = pos.count<KNIGHT>(WHITE) + pos.count<BISHOP>(WHITE)
- + pos.count<KNIGHT>(BLACK) + pos.count<BISHOP>(BLACK);
-
- e->spaceWeight = make_score(minorPieceCount * minorPieceCount, 0);
- }
-
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
// for the bishop pair "extended piece", which allows us to be more flexible
// in defining bishop pair bonuses.
return e;
}
-
-/// Material::game_phase() calculates the phase given the current
-/// position. Because the phase is strictly a function of the material, it
-/// is stored in MaterialEntry.
-
-Phase game_phase(const Position& pos) {
-
- Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
-
- return npm >= MidgameLimit ? PHASE_MIDGAME
- : npm <= EndgameLimit ? PHASE_ENDGAME
- : Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
-}
-
} // namespace Material