////
#include <cassert>
+#include <cstring>
+#include <sstream>
#include <map>
#include "material.h"
namespace {
- const Value BishopPairMidgameBonus = Value(100);
- const Value BishopPairEndgameBonus = Value(100);
+ const Value BishopPairMidgameBonus = Value(109);
+ const Value BishopPairEndgameBonus = Value(97);
Key KNNKMaterialKey, KKNNMaterialKey;
public:
EndgameFunctions();
- EndgameEvaluationFunction* getEEF(Key key) const;
- ScalingFunction* getESF(Key key, Color* c) const;
+ EndgameEvaluationFunctionBase* getEEF(Key key) const;
+ EndgameScalingFunctionBase* getESF(Key key, Color* c) const;
private:
- void add(Key k, EndgameEvaluationFunction* f);
- void add(Key k, Color c, ScalingFunction* f);
+ void add(const std::string& keyCode, EndgameEvaluationFunctionBase* f);
+ void add(const std::string& keyCode, Color c, EndgameScalingFunctionBase* f);
+ Key buildKey(const std::string& keyCode);
struct ScalingInfo
{
Color col;
- ScalingFunction* fun;
+ EndgameScalingFunctionBase* fun;
};
- std::map<Key, EndgameEvaluationFunction*> EEFmap;
+ std::map<Key, EndgameEvaluationFunctionBase*> EEFmap;
std::map<Key, ScalingInfo> ESFmap;
};
}
// Let's look if we have a specialized evaluation function for this
- // particular material configuration.
+ // particular material configuration. First we look for a fixed
+ // configuration one, then a generic one if previous search failed.
if ((mi->evaluationFunction = funcs->getEEF(key)) != NULL)
return mi;
mi->evaluationFunction = &EvaluateKKX;
return mi;
}
+ else if ( pos.pawns() == EmptyBoardBB
+ && pos.rooks() == EmptyBoardBB
+ && pos.queens() == EmptyBoardBB)
+ {
+ // Minor piece endgame with at least one minor piece per side,
+ // and no pawns.
+ assert(pos.knights(WHITE) | pos.bishops(WHITE));
+ assert(pos.knights(BLACK) | pos.bishops(BLACK));
+
+ 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;
+ return mi;
+ }
+ }
// OK, we didn't find any special evaluation function for the current
// material configuration. Is there a suitable scaling function?
// are several conflicting applicable scaling functions and we need to
// decide which one to use.
Color c;
- ScalingFunction* sf;
+ EndgameScalingFunctionBase* sf;
if ((sf = funcs->getESF(key, &c)) != NULL)
{
}
}
+ // Compute the space weight
+ if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >=
+ 2*QueenValueMidgame + 4*RookValueMidgame + 2*KnightValueMidgame)
+ {
+ int minorPieceCount = pos.piece_count(WHITE, KNIGHT)
+ + pos.piece_count(BLACK, KNIGHT)
+ + pos.piece_count(WHITE, BISHOP)
+ + pos.piece_count(BLACK, BISHOP);
+
+ mi->spaceWeight = minorPieceCount * minorPieceCount;
+ }
+
// Evaluate the material balance
int sign;
/// EndgameFunctions member definitions. This class is used to store the maps
-/// of end game and scaling functions that MaterialInfoTable will query for
+/// of end game and scaling functions that MaterialInfoTable will query for
/// each key. The maps are constant and are populated only at construction,
/// but are per-thread instead of globals to avoid expensive locks.
EndgameFunctions::EndgameFunctions() {
- typedef Key ZM[2][8][16];
- const ZM& z = Position::zobMaterial;
-
- static const Color W = WHITE;
- static const Color B = BLACK;
-
- KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2];
- KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2];
-
- add(z[W][PAWN][1], &EvaluateKPK);
- add(z[B][PAWN][1], &EvaluateKKP);
-
- add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK);
- add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN);
- add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP);
- add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR);
- add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB);
- add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR);
- add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN);
- add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR);
- add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR);
- add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ);
-
- add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK);
- add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP);
-
- add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR);
- add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP);
- add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB);
- add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP);
- add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN);
- add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP);
-
- add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP);
- add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP);
+ KNNKMaterialKey = buildKey("KNNK");
+ KKNNMaterialKey = buildKey("KKNN");
+
+ add("KPK", &EvaluateKPK);
+ add("KKP", &EvaluateKKP);
+ add("KBNK", &EvaluateKBNK);
+ add("KKBN", &EvaluateKKBN);
+ add("KRKP", &EvaluateKRKP);
+ add("KPKR", &EvaluateKPKR);
+ add("KRKB", &EvaluateKRKB);
+ add("KBKR", &EvaluateKBKR);
+ add("KRKN", &EvaluateKRKN);
+ add("KNKR", &EvaluateKNKR);
+ add("KQKR", &EvaluateKQKR);
+ add("KRKQ", &EvaluateKRKQ);
+ add("KBBKN", &EvaluateKBBKN);
+ add("KNKBB", &EvaluateKNKBB);
+
+ add("KNPK", WHITE, &ScaleKNPK);
+ add("KKNP", BLACK, &ScaleKKNP);
+ add("KRPKR", WHITE, &ScaleKRPKR);
+ add("KRKRP", BLACK, &ScaleKRKRP);
+ add("KBPKB", WHITE, &ScaleKBPKB);
+ add("KBKBP", BLACK, &ScaleKBKBP);
+ add("KBPKN", WHITE, &ScaleKBPKN);
+ add("KNKBP", BLACK, &ScaleKNKBP);
+ add("KRPPKRP", WHITE, &ScaleKRPPKRP);
+ add("KRPKRPP", BLACK, &ScaleKRPKRPP);
+ add("KRPPKRP", WHITE, &ScaleKRPPKRP);
+ add("KRPKRPP", BLACK, &ScaleKRPKRPP);
+}
+
+Key EndgameFunctions::buildKey(const std::string& keyCode) {
+
+ assert(keyCode.length() > 0 && keyCode[0] == 'K');
+ assert(keyCode.length() < 8);
+
+ std::stringstream s;
+ bool upcase = false;
+
+ // Build up a fen substring with the given pieces, note
+ // that the fen string could be of an illegal position.
+ for (size_t i = 0; i < keyCode.length(); i++)
+ {
+ if (keyCode[i] == 'K')
+ upcase = !upcase;
+
+ s << char(upcase? toupper(keyCode[i]) : tolower(keyCode[i]));
+ }
+ s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w -";
+ return Position(s.str()).get_material_key();
}
-void EndgameFunctions::add(Key k, EndgameEvaluationFunction* f) {
+void EndgameFunctions::add(const std::string& keyCode, EndgameEvaluationFunctionBase* f) {
- EEFmap.insert(std::pair<Key, EndgameEvaluationFunction*>(k, f));
+ EEFmap.insert(std::pair<Key, EndgameEvaluationFunctionBase*>(buildKey(keyCode), f));
}
-void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) {
+void EndgameFunctions::add(const std::string& keyCode, Color c, EndgameScalingFunctionBase* f) {
ScalingInfo s = {c, f};
- ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
+ ESFmap.insert(std::pair<Key, ScalingInfo>(buildKey(keyCode), s));
}
-EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) const {
+EndgameEvaluationFunctionBase* EndgameFunctions::getEEF(Key key) const {
- std::map<Key, EndgameEvaluationFunction*>::const_iterator it(EEFmap.find(key));
+ std::map<Key, EndgameEvaluationFunctionBase*>::const_iterator it(EEFmap.find(key));
return (it != EEFmap.end() ? it->second : NULL);
}
-ScalingFunction* EndgameFunctions::getESF(Key key, Color* c) const {
+EndgameScalingFunctionBase* EndgameFunctions::getESF(Key key, Color* c) const {
std::map<Key, ScalingInfo>::const_iterator it(ESFmap.find(key));
if (it == ESFmap.end())