X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmaterial.cpp;h=50b3a2aaa0a5d7ea30c283b2136c719704997c1d;hb=0049d3f337b6f3a66a0;hp=19a334baa25727e35ee2f198b3e72d93e14b7267;hpb=1d0159075e916c738760b788d605b71b3736cb7c;p=stockfish
diff --git a/src/material.cpp b/src/material.cpp
index 19a334ba..50b3a2aa 100644
--- a/src/material.cpp
+++ b/src/material.cpp
@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, 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
@@ -17,6 +17,7 @@
along with this program. If not, see .
*/
+#include
#include
#include
@@ -49,13 +50,13 @@ namespace {
// Endgame evaluation and scaling functions accessed direcly and not through
// the function maps because correspond to more then one material hash key.
- Endgame EvaluateKmmKm[] = { Endgame(WHITE), Endgame(BLACK) };
- Endgame EvaluateKXK[] = { Endgame(WHITE), Endgame(BLACK) };
+ Endgame EvaluateKmmKm[] = { Endgame(WHITE), Endgame(BLACK) };
+ Endgame EvaluateKXK[] = { Endgame(WHITE), Endgame(BLACK) };
- Endgame ScaleKBPsK[] = { Endgame(WHITE), Endgame(BLACK) };
- Endgame ScaleKQKRPs[] = { Endgame(WHITE), Endgame(BLACK) };
- Endgame ScaleKPsK[] = { Endgame(WHITE), Endgame(BLACK) };
- Endgame ScaleKPKP[] = { Endgame(WHITE), Endgame(BLACK) };
+ Endgame ScaleKBPsK[] = { Endgame(WHITE), Endgame(BLACK) };
+ Endgame ScaleKQKRPs[] = { Endgame(WHITE), Endgame(BLACK) };
+ Endgame ScaleKPsK[] = { Endgame(WHITE), Endgame(BLACK) };
+ Endgame ScaleKPKP[] = { Endgame(WHITE), Endgame(BLACK) };
// Helper templates used to detect a given material distribution
template bool is_KXK(const Position& pos) {
@@ -83,53 +84,43 @@ namespace {
} // namespace
-/// MaterialInfoTable c'tor and d'tor allocate and free the space for Endgames
+/// 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.
-void MaterialInfoTable::init() { Base::init(); if (!funcs) funcs = new Endgames(); }
-MaterialInfoTable::~MaterialInfoTable() { delete funcs; }
+MaterialEntry* MaterialTable::probe(const Position& pos) {
+ Key key = pos.material_key();
+ MaterialEntry* e = entries[key];
-/// MaterialInfoTable::get_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.
-
-MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
-
- Key key = pos.get_material_key();
- MaterialInfo* mi = probe(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))
@@ -142,8 +133,8 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
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[WHITE];
- return mi;
+ e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
+ return e;
}
}
@@ -154,26 +145,26 @@ MaterialInfo* MaterialInfoTable::get_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);
@@ -183,33 +174,33 @@ MaterialInfo* MaterialInfoTable::get_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)
{
- mi->factor[WHITE] = uint8_t
- (npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(WHITE, BISHOP), 2)]);
+ e->factor[WHITE] = (uint8_t)
+ (npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
}
if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
{
- mi->factor[BLACK] = uint8_t
- (npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(BLACK, BISHOP), 2)]);
+ e->factor[BLACK] = (uint8_t)
+ (npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
}
// Compute the space weight
@@ -218,7 +209,7 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
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
@@ -230,16 +221,16 @@ MaterialInfo* MaterialInfoTable::get_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);
@@ -253,7 +244,7 @@ int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
+ RedundantQueenPenalty * pieceCount[Us][QUEEN];
// Second-degree polynomial material imbalance by Tord Romstad
- for (pt1 = PIECE_TYPE_NONE; pt1 <= QUEEN; pt1++)
+ for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
{
pc = pieceCount[Us][pt1];
if (!pc)
@@ -261,7 +252,7 @@ int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
v = LinearCoefficients[pt1];
- for (pt2 = PIECE_TYPE_NONE; pt2 <= pt1; pt2++)
+ for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
@@ -271,11 +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);