constexpr int QuadraticTheirs[][PIECE_TYPE_NB] = {
// THEIR PIECES
// pair pawn knight bishop rook queen
- { 0 }, // Bishop pair
- { 36, 0 }, // Pawn
- { 9, 63, 0 }, // Knight OUR PIECES
- { 59, 65, 42, 0 }, // Bishop
- { 46, 39, 24, -24, 0 }, // Rook
- { 97, 100, -42, 137, 268, 0 } // Queen
+ { }, // Bishop pair
+ { 36, }, // Pawn
+ { 9, 63, }, // Knight OUR PIECES
+ { 59, 65, 42, }, // Bishop
+ { 46, 39, 24, -24, }, // Rook
+ { 97, 100, -42, 137, 268, } // Queen
};
// Endgame evaluation and scaling functions are accessed directly and not through
&& pos.count<PAWN>(~us) >= 1;
}
+
/// imbalance() calculates the imbalance by comparing the piece count of each
/// piece type for both colors.
+
template<Color Us>
int imbalance(const int pieceCount[][PIECE_TYPE_NB]) {
if (!pieceCount[Us][pt1])
continue;
- int v = 0;
+ int v = QuadraticOurs[pt1][pt1] * pieceCount[Us][pt1];
- for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
+ for (int pt2 = NO_PIECE_TYPE; pt2 < pt1; ++pt2)
v += QuadraticOurs[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticTheirs[pt1][pt2] * pieceCount[Them][pt2];
namespace Material {
+
/// Material::probe() looks up the current position's material configuration in
/// the material hash table. It returns a pointer to the Entry if the position
/// is found. Otherwise a new Entry is computed and stored there, so we don't