public:
MaterialInfo() : key(0) { clear(); }
- Value material_value() const;
+ Score material_value() const;
ScaleFactor scale_factor(const Position& pos, Color c) const;
int space_weight() const;
+ Phase game_phase() const;
bool specialized_eval_exists() const;
Value evaluate(const Position& pos) const;
EndgameEvaluationFunctionBase* evaluationFunction;
EndgameScalingFunctionBase* scalingFunction[2];
int spaceWeight;
+ Phase gamePhase;
};
/// The MaterialInfoTable class represents a pawn hash table. It is basically
~MaterialInfoTable();
MaterialInfo* get_material_info(const Position& pos);
+ static Phase game_phase(const Position& pos);
+
private:
unsigned size;
MaterialInfo* entries;
//// Inline functions
////
+
/// MaterialInfo::material_value simply returns the material balance
/// evaluation that is independent from game phase.
-inline Value MaterialInfo::material_value() const {
+inline Score MaterialInfo::material_value() const {
- return Value(value);
+ return make_score(value, value);
}
return spaceWeight;
}
+/// MaterialInfo::game_phase() returns the game phase according
+/// to this material configuration.
+
+inline Phase MaterialInfo::game_phase() const {
+
+ return gamePhase;
+}
+
/// MaterialInfo::specialized_eval_exists decides whether there is a
/// specialized evaluation function for the current material configuration,