/*
- Glaurung, a UCI chess playing engine.
- Copyright (C) 2004-2008 Tord Romstad
+ Stockfish, a UCI chess playing engine derived from Glaurung 2.1
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
+ Copyright (C) 2008-2009 Marco Costalba
- Glaurung is free software: you can redistribute it and/or modify
+ Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
-
- Glaurung is distributed in the hope that it will be useful,
+
+ Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-
+
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
VALUE_TYPE_NONE = 0,
VALUE_TYPE_UPPER = 1, // Upper bound
VALUE_TYPE_LOWER = 2, // Lower bound
- VALUE_TYPE_EXACT = 3 // Exact score
+ VALUE_TYPE_EXACT = 3, // Exact score
+ VALUE_TYPE_EVAL = 4, // Evaluation cache
+ VALUE_TYPE_EV_UP = 5, // Evaluation cache for upper bound
+ VALUE_TYPE_EV_LO = 6 // Evaluation cache for lower bound
};
};
+/// Score struct keeps a midgame and an endgame value in a single
+/// ScoreValue 64 bit union.
+
+union ScoreValue {
+ int64_t v64;
+ struct {
+ int32_t mgv;
+ int32_t egv;
+ } v32;
+};
+
+struct Score {
+
+ Score() {}
+ Score(const Score& s) { v = s.v; }
+ Score(int mg, int eg) { v.v32.mgv = int32_t(mg); v.v32.egv = int32_t(eg); }
+
+ Score& operator=(const Score& s) { v = s.v; return *this; }
+ Score& operator+=(const Score& s) { v.v32.mgv += s.v.v32.mgv; v.v32.egv += s.v.v32.egv; return *this; }
+ Score& operator-=(const Score& s) { v.v32.mgv -= s.v.v32.mgv; v.v32.egv -= s.v.v32.egv; return *this; }
+
+ bool operator==(const Score& s) { return v.v64 == s.v.v64; }
+ bool operator!=(const Score& s) { return v.v64 != s.v.v64; }
+
+ Value mg() const { return Value(v.v32.mgv); }
+ Value eg() const { return Value(v.v32.egv); }
+
+private:
+ ScoreValue v;
+};
+
+inline Score operator-(Score s1, Score s2) { return Score(s1.mg() - s2.mg(), s1.eg() - s2.eg()); }
+inline Score operator*(int i, Score s) { return Score(i * s.mg(), i * s.eg()); }
+inline Score operator*(Score s, int i) { return s * i; }
+inline Score operator/(Score s, int i) { return Score(s.mg() / i, s.eg() / i); }
+inline Score operator-(Score s) { return Score(-s.mg(), -s.eg()); }
+
+extern std::ostream& operator<<(std::ostream& os, Score s);
+
////
//// Constants and variables
////
/// Important: If the material values are changed, one must also
/// adjust the piece square tables, and the method game_phase() in the
/// Position class!
-
-const Value PawnValueMidgame = Value(0xCC);
-const Value PawnValueEndgame = Value(0x100);
-const Value KnightValueMidgame = Value(0x340);
-const Value KnightValueEndgame = Value(0x340);
-const Value BishopValueMidgame = Value(0x340);
-const Value BishopValueEndgame = Value(0x340);
-const Value RookValueMidgame = Value(0x505);
-const Value RookValueEndgame = Value(0x505);
-const Value QueenValueMidgame = Value(0xA00);
-const Value QueenValueEndgame = Value(0xA00);
+///
+/// Values modified by Joona Kiiski
+
+const Value PawnValueMidgame = Value(0x0C6);
+const Value PawnValueEndgame = Value(0x102);
+const Value KnightValueMidgame = Value(0x331);
+const Value KnightValueEndgame = Value(0x34E);
+const Value BishopValueMidgame = Value(0x344);
+const Value BishopValueEndgame = Value(0x359);
+const Value RookValueMidgame = Value(0x4F6);
+const Value RookValueEndgame = Value(0x4FE);
+const Value QueenValueMidgame = Value(0x9D9);
+const Value QueenValueEndgame = Value(0x9FE);
const Value PieceValueMidgame[17] = {
Value(0),
Value(0), Value(0), Value(0)
};
-/// Bonus for having the side to move
+/// Bonus for having the side to move (modified by Joona Kiiski)
-const Value TempoValueMidgame = Value(50);
-const Value TempoValueEndgame = Value(20);
+const Score TempoValue = Score(48, 22);
////
inline Value value_mate_in(int ply) {
return Value(VALUE_MATE - Value(ply));
}
-
+
inline Value value_mated_in(int ply) {
return Value(-VALUE_MATE + Value(ply));
}