X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmaterial.h;h=75074f91bbe411199acd48a20e0e7b9c3d1bd8f6;hb=0049d3f337b6f3a66a0;hp=7ba3b7de00c4760fe16fa51df00d3d1bef7d4fd3;hpb=67375f4693c97fb1321864bb4d143812cd824f9b;p=stockfish
diff --git a/src/material.h b/src/material.h
index 7ba3b7de..75074f91 100644
--- a/src/material.h
+++ b/src/material.h
@@ -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 Marco Costalba
+ 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
@@ -17,24 +17,24 @@
along with this program. If not, see .
*/
-
#if !defined(MATERIAL_H_INCLUDED)
#define MATERIAL_H_INCLUDED
-////
-//// Includes
-////
-
#include "endgame.h"
+#include "misc.h"
#include "position.h"
-#include "scale.h"
+#include "types.h"
+const int MaterialTableSize = 8192;
-////
-//// Types
-////
+/// Game phase
+enum Phase {
+ PHASE_ENDGAME = 0,
+ PHASE_MIDGAME = 128
+};
-/// MaterialInfo is a class which contains various information about a
+
+/// MaterialEntry is a class which contains various information about a
/// material configuration. It contains a material balance evaluation,
/// a function pointer to a special endgame evaluation function (which in
/// most cases is NULL, meaning that the standard evaluation function will
@@ -44,135 +44,77 @@
/// For instance, in KRB vs KR endgames, the score is scaled down by a factor
/// of 4, which will result in scores of absolute value less than one pawn.
-class MaterialInfo {
+class MaterialEntry {
- friend class MaterialInfoTable;
+ friend struct MaterialTable;
public:
- Value mg_value() const;
- Value eg_value() const;
+ Score material_value() const;
ScaleFactor scale_factor(const Position& pos, Color c) const;
int space_weight() const;
+ Phase game_phase() const;
bool specialized_eval_exists() const;
Value evaluate(const Position& pos) const;
private:
- void clear();
-
Key key;
- int16_t mgValue;
- int16_t egValue;
+ int16_t value;
uint8_t factor[2];
- EndgameEvaluationFunctionBase* evaluationFunction;
- EndgameScalingFunctionBase* scalingFunction[2];
- uint8_t spaceWeight;
+ EndgameBase* evaluationFunction;
+ EndgameBase* scalingFunction[2];
+ int spaceWeight;
+ Phase gamePhase;
};
-/// EndgameFunctions class stores the endgame evaluation functions std::map.
-/// Because STL library is not thread safe even for read access, the maps,
-/// although with identical content, are replicated for each thread. This
-/// is faster then using locks with an unique set of global maps.
+/// The MaterialTable class represents a material hash table. The most important
+/// method is probe(), which returns a pointer to a MaterialEntry object.
-class EndgameFunctions;
+struct MaterialTable {
+ MaterialEntry* probe(const Position& pos);
+ static Phase game_phase(const Position& pos);
+ template static int imbalance(const int pieceCount[][8]);
-/// The MaterialInfoTable class represents a pawn hash table. It is basically
-/// just an array of MaterialInfo objects and a few methods for accessing these
-/// objects. The most important method is get_material_info, which looks up a
-/// position in the table and returns a pointer to a MaterialInfo object.
-
-class MaterialInfoTable {
-
-public:
- MaterialInfoTable(unsigned numOfEntries);
- ~MaterialInfoTable();
- void clear();
- MaterialInfo* get_material_info(const Position& pos);
-
-private:
- unsigned size;
- MaterialInfo* entries;
- EndgameFunctions* funcs;
+ HashTable entries;
+ Endgames endgames;
};
-////
-//// Inline functions
-////
-
-/// MaterialInfo::mg_value and MaterialInfo::eg_value simply returns the
-/// material balance evaluation for the middle game and the endgame.
-
-inline Value MaterialInfo::mg_value() const {
-
- return Value(mgValue);
-}
-
-inline Value MaterialInfo::eg_value() const {
-
- return Value(egValue);
-}
-
-
-/// MaterialInfo::clear() resets a MaterialInfo object to an empty state,
-/// with all slots at their default values.
-
-inline void MaterialInfo::clear() {
-
- mgValue = egValue = 0;
- factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
- spaceWeight = 0;
- evaluationFunction = NULL;
- scalingFunction[WHITE] = scalingFunction[BLACK] = NULL;
-}
-
-
-/// MaterialInfo::scale_factor takes a position and a color as input, and
-/// returns a scale factor for the given color. We have to provide the
+/// MaterialEntry::scale_factor takes a position and a color as input, and
+/// returns a scale factor for the given color. We have to provide the
/// position in addition to the color, because the scale factor need not
/// to be a constant: It can also be a function which should be applied to
/// the position. For instance, in KBP vs K endgames, a scaling function
/// which checks for draws with rook pawns and wrong-colored bishops.
-inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
+inline ScaleFactor MaterialEntry::scale_factor(const Position& pos, Color c) const {
- if (scalingFunction[c] != NULL)
- {
- ScaleFactor sf = scalingFunction[c]->apply(pos);
- if (sf != SCALE_FACTOR_NONE)
- return sf;
- }
- return ScaleFactor(factor[c]);
-}
+ if (!scalingFunction[c])
+ return ScaleFactor(factor[c]);
+ ScaleFactor sf = (*scalingFunction[c])(pos);
+ return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
+}
-/// MaterialInfo::space_weight() simply returns the weight for the space
-/// evaluation for this material configuration.
+inline Value MaterialEntry::evaluate(const Position& pos) const {
+ return (*evaluationFunction)(pos);
+}
-inline int MaterialInfo::space_weight() const {
+inline Score MaterialEntry::material_value() const {
+ return make_score(value, value);
+}
+inline int MaterialEntry::space_weight() const {
return spaceWeight;
}
-
-/// MaterialInfo::specialized_eval_exists decides whether there is a
-/// specialized evaluation function for the current material configuration,
-/// or if the normal evaluation function should be used.
-
-inline bool MaterialInfo::specialized_eval_exists() const {
-
- return evaluationFunction != NULL;
+inline Phase MaterialEntry::game_phase() const {
+ return gamePhase;
}
-
-/// MaterialInfo::evaluate applies a specialized evaluation function
-/// to a given position object. It should only be called when
-/// specialized_eval_exists() returns 'true'.
-
-inline Value MaterialInfo::evaluate(const Position& pos) const {
-
- return evaluationFunction->apply(pos);
+inline bool MaterialEntry::specialized_eval_exists() const {
+ return evaluationFunction != NULL;
}
#endif // !defined(MATERIAL_H_INCLUDED)