X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=inline;f=src%2Fmaterial.cpp;h=bb25d3caa7e0e9c9ce78382e030012ec4dfd5e17;hb=9587eeeb5ed29f834d4f956b92e0e732877c47a7;hp=ef7bb14333aa51b0190f19264c30abe268ef3839;hpb=4d22d3e52d561b9c0c7aeacee3df5d1b762f0a38;p=stockfish
diff --git a/src/material.cpp b/src/material.cpp
index ef7bb143..bb25d3ca 100644
--- a/src/material.cpp
+++ b/src/material.cpp
@@ -2,7 +2,7 @@
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -18,7 +18,6 @@
along with this program. If not, see .
*/
-#include // For std::min
#include
#include // For std::memset
@@ -45,12 +44,12 @@ namespace {
constexpr int QuadraticTheirs[][PIECE_TYPE_NB] = {
// THEIR PIECES
// pair pawn knight bishop rook queen
- { 0 }, // Bishop pair
- { 36, 0 }, // Pawn
- { 9, 63, 0 }, // Knight OUR PIECES
- { 59, 65, 42, 0 }, // Bishop
- { 46, 39, 24, -24, 0 }, // Rook
- { 97, 100, -42, 137, 268, 0 } // Queen
+ { }, // Bishop pair
+ { 36, }, // Pawn
+ { 9, 63, }, // Knight OUR PIECES
+ { 59, 65, 42, }, // Bishop
+ { 46, 39, 24, -24, }, // Rook
+ { 97, 100, -42, 137, 268, } // Queen
};
// Endgame evaluation and scaling functions are accessed directly and not through
@@ -70,24 +69,24 @@ namespace {
bool is_KBPsK(const Position& pos, Color us) {
return pos.non_pawn_material(us) == BishopValueMg
- && pos.count(us) == 1
&& pos.count(us) >= 1;
}
bool is_KQKRPs(const Position& pos, Color us) {
return !pos.count(us)
&& pos.non_pawn_material(us) == QueenValueMg
- && pos.count(us) == 1
&& pos.count(~us) == 1
&& pos.count(~us) >= 1;
}
+
/// imbalance() calculates the imbalance by comparing the piece count of each
/// piece type for both colors.
+
template
int imbalance(const int pieceCount[][PIECE_TYPE_NB]) {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
int bonus = 0;
@@ -97,9 +96,9 @@ namespace {
if (!pieceCount[Us][pt1])
continue;
- int v = 0;
+ int v = QuadraticOurs[pt1][pt1] * pieceCount[Us][pt1];
- for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
+ for (int pt2 = NO_PIECE_TYPE; pt2 < pt1; ++pt2)
v += QuadraticOurs[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticTheirs[pt1][pt2] * pieceCount[Them][pt2];
@@ -113,6 +112,7 @@ namespace {
namespace Material {
+
/// Material::probe() looks up the current position's material configuration in
/// the material hash table. It returns a pointer to the Entry if the position
/// is found. Otherwise a new Entry is computed and stored there, so we don't
@@ -132,7 +132,7 @@ Entry* probe(const Position& pos) {
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
- Value npm = std::max(EndgameLimit, std::min(npm_w + npm_b, MidgameLimit));
+ Value npm = Utility::clamp(npm_w + npm_b, EndgameLimit, MidgameLimit);
// Map total non-pawn material into [PHASE_ENDGAME, PHASE_MIDGAME]
e->gamePhase = Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));
@@ -140,10 +140,10 @@ Entry* probe(const Position& pos) {
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
// for a generic one if the previous search failed.
- if ((e->evaluationFunction = pos.this_thread()->endgames.probe(key)) != nullptr)
+ if ((e->evaluationFunction = Endgames::probe(key)) != nullptr)
return e;
- for (Color c = WHITE; c <= BLACK; ++c)
+ for (Color c : { WHITE, BLACK })
if (is_KXK(pos, c))
{
e->evaluationFunction = &EvaluateKXK[c];
@@ -152,9 +152,9 @@ Entry* probe(const Position& pos) {
// OK, we didn't find any special evaluation function for the current material
// configuration. Is there a suitable specialized scaling function?
- const EndgameBase* sf;
+ const auto* sf = Endgames::probe(key);
- if ((sf = pos.this_thread()->endgames.probe(key)) != nullptr)
+ if (sf)
{
e->scalingFunction[sf->strongSide] = sf; // Only strong color assigned
return e;
@@ -163,7 +163,7 @@ Entry* probe(const Position& pos) {
// We didn't find any specialized scaling function, so fall back on generic
// ones that refer to more than one material distribution. Note that in this
// case we don't return after setting the function.
- for (Color c = WHITE; c <= BLACK; ++c)
+ for (Color c : { WHITE, BLACK })
{
if (is_KBPsK(pos, c))
e->scalingFunction[c] = &ScaleKBPsK[c];