X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fmaterial.cpp;h=72240867372b25977d7ab290948053cc96521e28;hb=3b14b17664b30933e55d0fb1c8248ddab8b49110;hp=50b3a2aaa0a5d7ea30c283b2136c719704997c1d;hpb=7a8429d9f15a45c5a60f98c4aed798d10d511300;p=stockfish
diff --git a/src/material.cpp b/src/material.cpp
index 50b3a2aa..72240867 100644
--- a/src/material.cpp
+++ b/src/material.cpp
@@ -17,7 +17,7 @@
along with this program. If not, see .
*/
-#include
+#include // For std::min
#include
#include
@@ -40,11 +40,11 @@ namespace {
const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
- const int QuadraticCoefficientsSameColor[][8] = {
+ const int QuadraticCoefficientsSameColor[][PIECE_TYPE_NB] = {
{ 7, 7, 7, 7, 7, 7 }, { 39, 2, 7, 7, 7, 7 }, { 35, 271, -4, 7, 7, 7 },
{ 7, 25, 4, 7, 7, 7 }, { -27, -2, 46, 100, 56, 7 }, { 58, 29, 83, 148, -3, -25 } };
- const int QuadraticCoefficientsOppositeColor[][8] = {
+ const int QuadraticCoefficientsOppositeColor[][PIECE_TYPE_NB] = {
{ 41, 41, 41, 41, 41, 41 }, { 37, 41, 41, 41, 41, 41 }, { 10, 62, 41, 41, 41, 41 },
{ 57, 64, 39, 41, 41, 41 }, { 50, 40, 23, -22, 41, 41 }, { 106, 101, 3, 151, 171, 41 } };
@@ -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;
}
@@ -75,24 +75,60 @@ 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;
}
+ /// imbalance() calculates imbalance comparing piece count of each
+ /// piece type for both colors.
+
+ template
+ int imbalance(const int pieceCount[][PIECE_TYPE_NB]) {
+
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ int pt1, pt2, pc, v;
+ int value = 0;
+
+ // Redundancy of major pieces, formula based on Kaufman's paper
+ // "The Evaluation of Material Imbalances in Chess"
+ if (pieceCount[Us][ROOK] > 0)
+ value -= RedundantRookPenalty * (pieceCount[Us][ROOK] - 1)
+ + RedundantQueenPenalty * pieceCount[Us][QUEEN];
+
+ // Second-degree polynomial material imbalance by Tord Romstad
+ for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
+ {
+ pc = pieceCount[Us][pt1];
+ if (!pc)
+ continue;
+
+ v = LinearCoefficients[pt1];
+
+ for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
+ v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
+ + QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
+
+ value += pc * v;
+ }
+ return value;
+ }
+
} // namespace
+namespace Material {
-/// MaterialTable::probe() takes a position object as input, looks up a MaterialEntry
+/// Material::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.
-MaterialEntry* MaterialTable::probe(const Position& pos) {
+Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
Key key = pos.material_key();
- MaterialEntry* e = entries[key];
+ Entry* e = entries[key];
// If e->key matches the position's material hash key, it means that we
// have analysed this material configuration before, and we can simply
@@ -100,10 +136,10 @@ MaterialEntry* MaterialTable::probe(const Position& pos) {
if (e->key == key)
return e;
- memset(e, 0, sizeof(MaterialEntry));
+ memset(e, 0, sizeof(Entry));
e->key = key;
e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
- e->gamePhase = MaterialTable::game_phase(pos);
+ e->gamePhase = game_phase(pos);
// Let's look if we have a specialized evaluation function for this
// particular material configuration. First we look for a fixed
@@ -127,8 +163,8 @@ MaterialEntry* MaterialTable::probe(const Position& pos) {
{
// 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)
@@ -191,20 +227,20 @@ MaterialEntry* MaterialTable::probe(const Position& pos) {
}
// 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)
{
e->factor[WHITE] = (uint8_t)
- (npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
+ (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)
{
e->factor[BLACK] = (uint8_t)
- (npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
+ (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);
@@ -215,7 +251,7 @@ MaterialEntry* MaterialTable::probe(const Position& pos) {
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
// for the bishop pair "extended piece", this allow us to be more flexible
// in defining bishop pair bonuses.
- const int pieceCount[2][8] = {
+ const int pieceCount[COLOR_NB][PIECE_TYPE_NB] = {
{ pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
pos.piece_count(WHITE, BISHOP) , pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
@@ -226,47 +262,11 @@ MaterialEntry* MaterialTable::probe(const Position& pos) {
}
-/// MaterialTable::imbalance() calculates imbalance comparing piece count of each
-/// piece type for both colors.
-
-template
-int MaterialTable::imbalance(const int pieceCount[][8]) {
-
- const Color Them = (Us == WHITE ? BLACK : WHITE);
-
- int pt1, pt2, pc, v;
- int value = 0;
-
- // Redundancy of major pieces, formula based on Kaufman's paper
- // "The Evaluation of Material Imbalances in Chess"
- if (pieceCount[Us][ROOK] > 0)
- value -= RedundantRookPenalty * (pieceCount[Us][ROOK] - 1)
- + RedundantQueenPenalty * pieceCount[Us][QUEEN];
-
- // Second-degree polynomial material imbalance by Tord Romstad
- for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
- {
- pc = pieceCount[Us][pt1];
- if (!pc)
- continue;
-
- v = LinearCoefficients[pt1];
-
- for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
- v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
- + QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
-
- value += pc * v;
- }
- return value;
-}
-
-
-/// MaterialTable::game_phase() calculates the phase given the current
+/// Material::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
/// is stored in MaterialEntry.
-Phase MaterialTable::game_phase(const Position& pos) {
+Phase game_phase(const Position& pos) {
Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
@@ -274,3 +274,5 @@ Phase MaterialTable::game_phase(const Position& pos) {
: npm <= EndgameLimit ? PHASE_ENDGAME
: Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
}
+
+} // namespace Material