X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmaterial.h;h=8ca13cd005e09bd8178a7d66d66362ee7ca5aee9;hb=41641e3b1eea0038ab6984;hp=d039dbbf4888eea7ce5ae097fcf10d75ee46e4d3;hpb=0ddf84870ad9f7fb4309e992e1e5eae968577958;p=stockfish
diff --git a/src/material.h b/src/material.h
index d039dbbf..8ca13cd0 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) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2014 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
@@ -17,138 +17,61 @@
along with this program. If not, see .
*/
-
-#if !defined(MATERIAL_H_INCLUDED)
+#ifndef MATERIAL_H_INCLUDED
#define MATERIAL_H_INCLUDED
-////
-//// Includes
-////
-
#include "endgame.h"
+#include "misc.h"
#include "position.h"
-#include "tt.h"
-
-
-////
-//// Types
-////
+#include "types.h"
-const int MaterialTableSize = 1024;
+namespace Material {
-/// MaterialInfo 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
-/// be used), and "scale factors" for black and white.
+/// Material::Entry 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 be used), and "scale factors".
///
/// The scale factors are used to scale the evaluation score up or down.
/// 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 {
+struct Entry {
- friend class MaterialInfoTable;
-
-public:
- Score material_value() const;
+ Score material_value() const { return make_score(value, value); }
+ Score space_weight() const { return spaceWeight; }
+ Phase game_phase() const { return gamePhase; }
+ bool specialized_eval_exists() const { return evaluationFunction != NULL; }
+ Value evaluate(const Position& p) const { return (*evaluationFunction)(p); }
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:
Key key;
int16_t value;
- uint8_t factor[2];
- EndgameEvaluationFunctionBase* evaluationFunction;
- EndgameScalingFunctionBase* scalingFunction[2];
- int spaceWeight;
+ uint8_t factor[COLOR_NB];
+ EndgameBase* evaluationFunction;
+ EndgameBase* scalingFunction[COLOR_NB];
+ Score spaceWeight;
Phase gamePhase;
};
-/// The MaterialInfoTable class represents a pawn hash table. The most important
-/// method is get_material_info, which returns a pointer to a MaterialInfo object.
-class EndgameFunctions;
-
-class MaterialInfoTable : public SimpleHash {
-public:
- MaterialInfoTable();
- ~MaterialInfoTable();
- MaterialInfo* get_material_info(const Position& pos);
- static Phase game_phase(const Position& pos);
-private:
- EndgameFunctions* funcs;
-};
-
-
-////
-//// Inline functions
-////
+typedef HashTable Table;
+Entry* probe(const Position& pos, Table& entries, Endgames& endgames);
+Phase game_phase(const Position& pos);
-/// MaterialInfo::material_value simply returns the material balance
-/// evaluation that is independent from game phase.
-
-inline Score MaterialInfo::material_value() const {
-
- return make_score(value, value);
-}
-
-/// MaterialInfo::scale_factor takes a position and a color as input, and
+/// Material::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
+/// 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 Entry::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]);
+ return !scalingFunction[c] || (*scalingFunction[c])(pos) == SCALE_FACTOR_NONE
+ ? ScaleFactor(factor[c]) : (*scalingFunction[c])(pos);
}
-
-/// MaterialInfo::space_weight() simply returns the weight for the space
-/// evaluation for this material configuration.
-
-inline int MaterialInfo::space_weight() const {
-
- return spaceWeight;
-}
-
-/// MaterialInfo::game_phase() returns the game phase according
-/// to this material configuration.
-
-inline Phase MaterialInfo::game_phase() const {
-
- return gamePhase;
-}
-
-
-/// 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;
-}
-
-
-/// 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);
}
-#endif // !defined(MATERIAL_H_INCLUDED)
+#endif // #ifndef MATERIAL_H_INCLUDED