// Polynomial material balance parameters
const Value RedundantQueenPenalty = Value(320);
const Value RedundantRookPenalty = Value(554);
- const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
+
+ const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
const int QuadraticCoefficientsSameColor[][6] = {
{ 7, 7, 7, 7, 7, 7 }, { 39, 2, 7, 7, 7, 7 }, { 35, 271, -4, 7, 7, 7 },
}
-/// MaterialInfoTable::game_phase() calculate the phase given the current
+/// MaterialInfoTable::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
/// is stored in MaterialInfo.
mi->clear();
mi->key = key;
- // Calculate game phase
+ // Store game phase
mi->gamePhase = MaterialInfoTable::game_phase(pos);
// Let's look if we have a specialized evaluation function for this
{ 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;
- int matValue = 0;
+ int sign, pt1, pt2, pc;
+ int v, vv, matValue = 0;
for (c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign)
{
matValue -= sign * ((pieceCount[c][ROOK] - 1) * RedundantRookPenalty + pieceCount[c][QUEEN] * RedundantQueenPenalty);
them = opposite_color(c);
+ v = 0;
// Second-degree polynomial material imbalance by Tord Romstad
//
// We use NO_PIECE_TYPE as a place holder for the bishop pair "extended piece",
// this allow us to be more flexible in defining bishop pair bonuses.
- for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
+ for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
{
- int c1 = sign * pieceCount[c][pt1];
- if (!c1)
+ pc = pieceCount[c][pt1];
+ if (!pc)
continue;
- matValue += c1 * LinearCoefficients[pt1];
+ vv = LinearCoefficients[pt1];
- for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
- {
- matValue += c1 * pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2];
- matValue += c1 * pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
- }
+ for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
+ vv += pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2]
+ + pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
+
+ v += pc * vv;
}
+ matValue += sign * v;
}
mi->value = int16_t(matValue / 16);
return mi;