X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=inline;f=src%2Fmaterial.cpp;h=323611779963de5f62baf564e8ae98e920a9160b;hb=0a18adb02ac375f7d7fc31ef76b59e13a0263773;hp=e2c64ff76e40006e9f93b4fb0c31c013c5e955dd;hpb=a56322fde813094afd8ffa60d12761f94e0bd3ef;p=stockfish
diff --git a/src/material.cpp b/src/material.cpp
index e2c64ff7..32361177 100644
--- a/src/material.cpp
+++ b/src/material.cpp
@@ -17,9 +17,9 @@
along with this program. If not, see .
*/
+#include
#include
#include
-#include
#include "material.h"
@@ -63,11 +63,11 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE);
return pos.non_pawn_material(Them) == VALUE_ZERO
&& pos.piece_count(Them, PAWN) == 0
- && pos.non_pawn_material(Us) >= RookValueMidgame;
+ && pos.non_pawn_material(Us) >= RookValueMg;
}
template bool is_KBPsKs(const Position& pos) {
- return pos.non_pawn_material(Us) == BishopValueMidgame
+ return pos.non_pawn_material(Us) == BishopValueMg
&& pos.piece_count(Us, BISHOP) == 1
&& pos.piece_count(Us, PAWN) >= 1;
}
@@ -75,7 +75,7 @@ namespace {
template bool is_KQKRPs(const Position& pos) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
return pos.piece_count(Us, PAWN) == 0
- && pos.non_pawn_material(Us) == QueenValueMidgame
+ && pos.non_pawn_material(Us) == QueenValueMg
&& pos.piece_count(Us, QUEEN) == 1
&& pos.piece_count(Them, ROOK) == 1
&& pos.piece_count(Them, PAWN) >= 1;
@@ -84,61 +84,57 @@ namespace {
} // namespace
-/// MaterialInfoTable::material_info() takes a position object as input,
-/// computes or looks up a MaterialInfo object, and returns a pointer to it.
-/// If the material configuration is not already present in the table, it
-/// is stored there, so we don't have to recompute everything when the
-/// same material configuration occurs again.
+/// MaterialTable::probe() takes a position object as input, looks up a MaterialEntry
+/// object, and returns a pointer to it. If the material configuration is not
+/// already present in the table, it is computed and stored there, so we don't
+/// have to recompute everything when the same material configuration occurs again.
-MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
+MaterialEntry* MaterialTable::probe(const Position& pos) {
Key key = pos.material_key();
- MaterialInfo* mi = probe(key);
+ MaterialEntry* e = entries[key];
- // If mi->key matches the position's material hash key, it means that we
+ // If e->key matches the position's material hash key, it means that we
// have analysed this material configuration before, and we can simply
// return the information we found the last time instead of recomputing it.
- if (mi->key == key)
- return mi;
-
- // Initialize MaterialInfo entry
- memset(mi, 0, sizeof(MaterialInfo));
- mi->key = key;
- mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
+ if (e->key == key)
+ return e;
- // Store game phase
- mi->gamePhase = MaterialInfoTable::game_phase(pos);
+ memset(e, 0, sizeof(MaterialEntry));
+ e->key = key;
+ e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
+ e->gamePhase = MaterialTable::game_phase(pos);
// Let's look if we have a specialized evaluation function for this
// particular material configuration. First we look for a fixed
// configuration one, then a generic one if previous search failed.
- if ((mi->evaluationFunction = funcs->get(key)) != NULL)
- return mi;
+ if (endgames.probe(key, e->evaluationFunction))
+ return e;
if (is_KXK(pos))
{
- mi->evaluationFunction = &EvaluateKXK[WHITE];
- return mi;
+ e->evaluationFunction = &EvaluateKXK[WHITE];
+ return e;
}
if (is_KXK(pos))
{
- mi->evaluationFunction = &EvaluateKXK[BLACK];
- return mi;
+ e->evaluationFunction = &EvaluateKXK[BLACK];
+ return e;
}
if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
{
// Minor piece endgame with at least one minor piece per side and
// no pawns. Note that the case KmmK is already handled by KXK.
- assert((pos.pieces(KNIGHT, WHITE) | pos.pieces(BISHOP, WHITE)));
- assert((pos.pieces(KNIGHT, BLACK) | pos.pieces(BISHOP, BLACK)));
+ assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP)));
+ assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP)));
if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
{
- mi->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
- return mi;
+ e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
+ return e;
}
}
@@ -149,26 +145,26 @@ MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
// scaling functions and we need to decide which one to use.
EndgameBase* sf;
- if ((sf = funcs->get(key)) != NULL)
+ if (endgames.probe(key, sf))
{
- mi->scalingFunction[sf->color()] = sf;
- return mi;
+ e->scalingFunction[sf->color()] = sf;
+ return e;
}
// Generic scaling functions that refer to more then one material
// distribution. Should be probed after the specialized ones.
// Note that these ones don't return after setting the function.
if (is_KBPsKs(pos))
- mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
if (is_KBPsKs(pos))
- mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
+ e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
if (is_KQKRPs(pos))
- mi->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
else if (is_KQKRPs(pos))
- mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
+ e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
@@ -178,42 +174,42 @@ MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
if (pos.piece_count(BLACK, PAWN) == 0)
{
assert(pos.piece_count(WHITE, PAWN) >= 2);
- mi->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (pos.piece_count(WHITE, PAWN) == 0)
{
assert(pos.piece_count(BLACK, PAWN) >= 2);
- mi->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
+ e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
}
else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1)
{
// This is a special case because we set scaling functions
// for both colors instead of only one.
- mi->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
- mi->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
+ e->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
+ e->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
}
}
// No pawns makes it difficult to win, even with a material advantage
- if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
+ if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMg)
{
- mi->factor[WHITE] = (uint8_t)
- (npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
+ e->factor[WHITE] = (uint8_t)
+ (npm_w == npm_b || npm_w < RookValueMg ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
}
- if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
+ if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMg)
{
- mi->factor[BLACK] = (uint8_t)
- (npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
+ e->factor[BLACK] = (uint8_t)
+ (npm_w == npm_b || npm_b < RookValueMg ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
}
// Compute the space weight
- if (npm_w + npm_b >= 2 * QueenValueMidgame + 4 * RookValueMidgame + 2 * KnightValueMidgame)
+ if (npm_w + npm_b >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg)
{
int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
+ pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
- mi->spaceWeight = minorPieceCount * minorPieceCount;
+ e->spaceWeight = minorPieceCount * minorPieceCount;
}
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
@@ -225,16 +221,16 @@ MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
{ 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) } };
- mi->value = (int16_t)((imbalance(pieceCount) - imbalance(pieceCount)) / 16);
- return mi;
+ e->value = (int16_t)((imbalance(pieceCount) - imbalance(pieceCount)) / 16);
+ return e;
}
-/// MaterialInfoTable::imbalance() calculates imbalance comparing piece count of each
+/// MaterialTable::imbalance() calculates imbalance comparing piece count of each
/// piece type for both colors.
template
-int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
+int MaterialTable::imbalance(const int pieceCount[][8]) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@@ -266,11 +262,11 @@ int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
}
-/// MaterialInfoTable::game_phase() calculates the phase given the current
+/// MaterialTable::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
-/// is stored in MaterialInfo.
+/// is stored in MaterialEntry.
-Phase MaterialInfoTable::game_phase(const Position& pos) {
+Phase MaterialTable::game_phase(const Position& pos) {
Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);