along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-
#if !defined(MATERIAL_H_INCLUDED)
#define MATERIAL_H_INCLUDED
-////
-//// Includes
-////
-
#include "endgame.h"
#include "position.h"
+#include "tt.h"
+#include "types.h"
-
-////
-//// Types
-////
-
-const int MaterialTableSize = 1024;
+const int MaterialTableSize = 8192;
/// MaterialInfo is a class which contains various information about a
/// material configuration. It contains a material balance evaluation,
Key key;
int16_t value;
uint8_t factor[2];
- EndgameEvaluationFunctionBase* evaluationFunction;
- EndgameScalingFunctionBase* scalingFunction[2];
+ EndgameBase<Value>* evaluationFunction;
+ EndgameBase<ScaleFactor>* scalingFunction[2];
int spaceWeight;
Phase gamePhase;
};
-/// 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 {
+/// The MaterialInfoTable class represents a pawn hash table. The most important
+/// method is get_material_info, which returns a pointer to a MaterialInfo object.
+class MaterialInfoTable : public SimpleHash<MaterialInfo, MaterialTableSize> {
public:
- MaterialInfoTable();
~MaterialInfoTable();
- MaterialInfo* get_material_info(const Position& pos);
-
+ void init();
+ MaterialInfo* get_material_info(const Position& pos) const;
static Phase game_phase(const Position& pos);
private:
- MaterialInfo* entries;
- EndgameFunctions* funcs;
-};
-
-
-////
-//// Inline functions
-////
-
+ template<Color Us>
+ static int imbalance(const int pieceCount[][8]);
-/// MaterialInfo::material_value simply returns the material balance
-/// evaluation that is independent from game phase.
-
-inline Score MaterialInfo::material_value() const {
+ Endgames* funcs;
+};
- return make_score(value, value);
-}
/// MaterialInfo::scale_factor takes a position and a color as input, and
/// returns a scale factor for the given color. We have to provide the
inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
- if (scalingFunction[c] != NULL)
- {
- ScaleFactor sf = scalingFunction[c]->apply(pos);
- if (sf != SCALE_FACTOR_NONE)
- return sf;
- }
- return ScaleFactor(factor[c]);
+ if (!scalingFunction[c])
+ return ScaleFactor(factor[c]);
+
+ ScaleFactor sf = scalingFunction[c]->apply(pos);
+ return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
}
+inline Value MaterialInfo::evaluate(const Position& pos) const {
+ return evaluationFunction->apply(pos);
+}
-/// MaterialInfo::space_weight() simply returns the weight for the space
-/// evaluation for this material configuration.
+inline Score MaterialInfo::material_value() const {
+ return make_score(value, value);
+}
inline int MaterialInfo::space_weight() const {
-
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,
-/// or if the normal evaluation function should be used.
-
inline bool MaterialInfo::specialized_eval_exists() const {
-
return evaluationFunction != NULL;
}
-
-/// MaterialInfo::evaluate applies a specialized evaluation function
-/// to a given position object. It should only be called when
-/// specialized_eval_exists() returns 'true'.
-
-inline Value MaterialInfo::evaluate(const Position& pos) const {
-
- return evaluationFunction->apply(pos);
-}
-
#endif // !defined(MATERIAL_H_INCLUDED)