public:
MaterialInfo() : key(0) { clear(); }
- Value mg_value() const;
- Value eg_value() const;
+ Score material_value() const;
ScaleFactor scale_factor(const Position& pos, Color c) const;
int space_weight() const;
bool specialized_eval_exists() const;
inline void clear();
Key key;
- int16_t mgValue;
- int16_t egValue;
+ int16_t value;
uint8_t factor[2];
EndgameEvaluationFunctionBase* evaluationFunction;
EndgameScalingFunctionBase* scalingFunction[2];
int spaceWeight;
};
-
-/// EndgameFunctions class stores the endgame evaluation functions std::map.
-/// Because STL library is not thread safe even for read access, the maps,
-/// although with identical content, are replicated for each thread. This
-/// is faster then using locks with an unique set of global maps.
-
-class EndgameFunctions;
-
-
/// The MaterialInfoTable class represents a pawn hash table. It is basically
/// just an array of MaterialInfo objects and a few methods for accessing these
/// objects. The most important method is get_material_info, which looks up a
/// position in the table and returns a pointer to a MaterialInfo object.
+class EndgameFunctions;
class MaterialInfoTable {
//// Inline functions
////
-/// MaterialInfo::mg_value and MaterialInfo::eg_value simply returns the
-/// material balance evaluation for the middle game and the endgame.
-
-inline Value MaterialInfo::mg_value() const {
-
- return Value(mgValue);
-}
+/// MaterialInfo::material_value simply returns the material balance
+/// evaluation that is independent from game phase.
-inline Value MaterialInfo::eg_value() const {
+inline Score MaterialInfo::material_value() const {
- return Value(egValue);
+ return make_score(value, value);
}
inline void MaterialInfo::clear() {
- mgValue = egValue = 0;
+ value = 0;
factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
evaluationFunction = NULL;
scalingFunction[WHITE] = scalingFunction[BLACK] = NULL;