#include <cassert>
#include <cstring>
-#include <sstream>
#include <map>
#include "material.h"
const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
- const int QuadraticCoefficientsSameColor[][6] = {
+ const int QuadraticCoefficientsSameColor[][8] = {
{ 7, 7, 7, 7, 7, 7 }, { 39, 2, 7, 7, 7, 7 }, { 35, 271, -4, 7, 7, 7 },
{ 7, 25, 4, 7, 7, 7 }, { -27, -2, 46, 100, 56, 7 }, { 58, 29, 83, 148, -3, -25 } };
- const int QuadraticCoefficientsOppositeColor[][6] = {
+ const int QuadraticCoefficientsOppositeColor[][8] = {
{ 41, 41, 41, 41, 41, 41 }, { 37, 41, 41, 41, 41, 41 }, { 10, 62, 41, 41, 41, 41 },
{ 57, 64, 39, 41, 41, 41 }, { 50, 40, 23, -22, 41, 41 }, { 106, 101, 3, 151, 171, 41 } };
//// Functions
////
-/// MaterialInfoTable c'tor and d'tor, called once by each thread
-
-MaterialInfoTable::MaterialInfoTable() {
-
- entries = new MaterialInfo[MaterialTableSize];
- funcs = new EndgameFunctions();
-
- if (!entries || !funcs)
- {
- cerr << "Failed to allocate " << MaterialTableSize * sizeof(MaterialInfo)
- << " bytes for material hash table." << endl;
- Application::exit_with_failure();
- }
-}
-
-MaterialInfoTable::~MaterialInfoTable() {
-
- delete funcs;
- delete [] entries;
-}
-
+MaterialInfoTable::MaterialInfoTable() { funcs = new EndgameFunctions(); }
+MaterialInfoTable::~MaterialInfoTable() { delete funcs; }
/// MaterialInfoTable::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
Key key = pos.get_material_key();
- unsigned index = unsigned(key & (MaterialTableSize - 1));
- MaterialInfo* mi = entries + index;
+ MaterialInfo* mi = find(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
// Clear the MaterialInfo object, and set its key
memset(mi, 0, sizeof(MaterialInfo));
- mi->factor[WHITE] = mi->factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
+ mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
mi->key = key;
// Store game phase
}
// Evaluate the material balance
- const int pieceCount[2][6] = { { pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
- pos.piece_count(WHITE, BISHOP), pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
- { 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) } };
+ const int pieceCount[2][8] = {
+ { pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
+ pos.piece_count(WHITE, BISHOP), pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
+ { 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) } };
+
Color c, them;
int sign, pt1, pt2, pc;
int v, vv, matValue = 0;
}
matValue += sign * v;
}
- mi->value = int16_t(matValue / 16);
+ mi->value = (int16_t)(matValue / 16);
return mi;
}
-/// EndgameFunctions member definitions.
+/// EndgameFunctions member definitions
EndgameFunctions::EndgameFunctions() {
Key EndgameFunctions::buildKey(const string& keyCode) {
- assert(keyCode.length() > 0 && keyCode[0] == 'K');
- assert(keyCode.length() < 8);
+ assert(keyCode.length() > 0 && keyCode.length() < 8);
+ assert(keyCode[0] == 'K');
- stringstream s;
+ string fen;
bool upcase = false;
// Build up a fen string with the given pieces, note that
if (keyCode[i] == 'K')
upcase = !upcase;
- s << char(upcase ? toupper(keyCode[i]) : tolower(keyCode[i]));
+ fen += char(upcase ? toupper(keyCode[i]) : tolower(keyCode[i]));
}
- s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w - -";
- return Position(s.str(), 0).get_material_key();
+ fen += char(8 - keyCode.length() + '0');
+ fen += "/8/8/8/8/8/8/8 w - -";
+ return Position(fen, false, 0).get_material_key();
}
const string EndgameFunctions::swapColors(const string& keyCode) {
// Build corresponding key for the opposite color: "KBPKN" -> "KNKBP"
- size_t idx = keyCode.find("K", 1);
+ size_t idx = keyCode.find('K', 1);
return keyCode.substr(idx) + keyCode.substr(0, idx);
}