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Endgame's apply() method can be 'const'
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 23 additions and 23 deletions
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@ -104,7 +104,7 @@ namespace {
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/// attacking side a bonus for driving the defending king towards the edge
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/// attacking side a bonus for driving the defending king towards the edge
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/// of the board, and for keeping the distance between the two kings small.
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/// of the board, and for keeping the distance between the two kings small.
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template<>
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template<>
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Value EvaluationFunction<KXK>::apply(const Position& pos) {
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Value EvaluationFunction<KXK>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == Value(0));
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assert(pos.non_pawn_material(weakerSide) == Value(0));
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assert(pos.piece_count(weakerSide, PAWN) == Value(0));
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assert(pos.piece_count(weakerSide, PAWN) == Value(0));
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@ -130,7 +130,7 @@ Value EvaluationFunction<KXK>::apply(const Position& pos) {
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/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
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/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
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/// defending king towards a corner square of the right color.
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/// defending king towards a corner square of the right color.
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template<>
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template<>
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Value EvaluationFunction<KBNK>::apply(const Position& pos) {
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Value EvaluationFunction<KBNK>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == Value(0));
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assert(pos.non_pawn_material(weakerSide) == Value(0));
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assert(pos.piece_count(weakerSide, PAWN) == Value(0));
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assert(pos.piece_count(weakerSide, PAWN) == Value(0));
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@ -159,7 +159,7 @@ Value EvaluationFunction<KBNK>::apply(const Position& pos) {
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/// KP vs K. This endgame is evaluated with the help of a bitbase.
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/// KP vs K. This endgame is evaluated with the help of a bitbase.
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template<>
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template<>
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Value EvaluationFunction<KPK>::apply(const Position& pos) {
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Value EvaluationFunction<KPK>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == Value(0));
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assert(pos.non_pawn_material(strongerSide) == Value(0));
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assert(pos.non_pawn_material(weakerSide) == Value(0));
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assert(pos.non_pawn_material(weakerSide) == Value(0));
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@ -207,7 +207,7 @@ Value EvaluationFunction<KPK>::apply(const Position& pos) {
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/// far advanced with support of the king, while the attacking king is far
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/// far advanced with support of the king, while the attacking king is far
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/// away.
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/// away.
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template<>
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template<>
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Value EvaluationFunction<KRKP>::apply(const Position& pos) {
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Value EvaluationFunction<KRKP>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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@ -264,7 +264,7 @@ Value EvaluationFunction<KRKP>::apply(const Position& pos) {
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/// KR vs KB. This is very simple, and always returns drawish scores. The
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/// KR vs KB. This is very simple, and always returns drawish scores. The
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/// score is slightly bigger when the defending king is close to the edge.
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/// score is slightly bigger when the defending king is close to the edge.
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template<>
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template<>
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Value EvaluationFunction<KRKB>::apply(const Position& pos) {
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Value EvaluationFunction<KRKB>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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@ -280,7 +280,7 @@ Value EvaluationFunction<KRKB>::apply(const Position& pos) {
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/// KR vs KN. The attacking side has slightly better winning chances than
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/// KR vs KN. The attacking side has slightly better winning chances than
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/// in KR vs KB, particularly if the king and the knight are far apart.
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/// in KR vs KB, particularly if the king and the knight are far apart.
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template<>
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template<>
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Value EvaluationFunction<KRKN>::apply(const Position& pos) {
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Value EvaluationFunction<KRKN>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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@ -304,7 +304,7 @@ Value EvaluationFunction<KRKN>::apply(const Position& pos) {
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/// for the defending side in the search, this is usually sufficient to be
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/// for the defending side in the search, this is usually sufficient to be
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/// able to win KQ vs KR.
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/// able to win KQ vs KR.
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template<>
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template<>
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Value EvaluationFunction<KQKR>::apply(const Position& pos) {
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Value EvaluationFunction<KQKR>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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@ -323,7 +323,7 @@ Value EvaluationFunction<KQKR>::apply(const Position& pos) {
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}
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}
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template<>
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template<>
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Value EvaluationFunction<KBBKN>::apply(const Position& pos) {
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Value EvaluationFunction<KBBKN>::apply(const Position& pos) const {
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assert(pos.piece_count(strongerSide, BISHOP) == 2);
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assert(pos.piece_count(strongerSide, BISHOP) == 2);
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assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
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@ -352,12 +352,12 @@ Value EvaluationFunction<KBBKN>::apply(const Position& pos) {
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/// K and two minors vs K and one or two minors or K and two knights against
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/// K and two minors vs K and one or two minors or K and two knights against
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/// king alone are always draw.
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/// king alone are always draw.
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template<>
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template<>
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Value EvaluationFunction<KmmKm>::apply(const Position&) {
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Value EvaluationFunction<KmmKm>::apply(const Position&) const {
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return Value(0);
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return Value(0);
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}
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}
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template<>
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template<>
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Value EvaluationFunction<KNNK>::apply(const Position&) {
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Value EvaluationFunction<KNNK>::apply(const Position&) const {
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return Value(0);
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return Value(0);
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}
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}
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@ -367,7 +367,7 @@ Value EvaluationFunction<KNNK>::apply(const Position&) {
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/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
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/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
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/// will be used.
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/// will be used.
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template<>
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template<>
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ScaleFactor ScalingFunction<KBPsK>::apply(const Position& pos) {
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ScaleFactor ScalingFunction<KBPsK>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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@ -421,7 +421,7 @@ ScaleFactor ScalingFunction<KBPsK>::apply(const Position& pos) {
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/// It tests for fortress draws with a rook on the third rank defended by
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/// It tests for fortress draws with a rook on the third rank defended by
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/// a pawn.
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/// a pawn.
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template<>
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template<>
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ScaleFactor ScalingFunction<KQKRPs>::apply(const Position& pos) {
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ScaleFactor ScalingFunction<KQKRPs>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
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assert(pos.piece_count(strongerSide, QUEEN) == 1);
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assert(pos.piece_count(strongerSide, QUEEN) == 1);
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@ -452,7 +452,7 @@ ScaleFactor ScalingFunction<KQKRPs>::apply(const Position& pos) {
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/// It would also be nice to rewrite the actual code for this function,
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/// It would also be nice to rewrite the actual code for this function,
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/// which is mostly copied from Glaurung 1.x, and not very pretty.
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/// which is mostly copied from Glaurung 1.x, and not very pretty.
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template<>
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template<>
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ScaleFactor ScalingFunction<KRPKR>::apply(const Position &pos) {
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ScaleFactor ScalingFunction<KRPKR>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 1);
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assert(pos.piece_count(strongerSide, PAWN) == 1);
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@ -570,7 +570,7 @@ ScaleFactor ScalingFunction<KRPKR>::apply(const Position &pos) {
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/// single pattern: If the stronger side has no pawns and the defending king
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/// single pattern: If the stronger side has no pawns and the defending king
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/// is actively placed, the position is drawish.
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/// is actively placed, the position is drawish.
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template<>
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template<>
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ScaleFactor ScalingFunction<KRPPKRP>::apply(const Position &pos) {
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ScaleFactor ScalingFunction<KRPPKRP>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 2);
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assert(pos.piece_count(strongerSide, PAWN) == 2);
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@ -609,7 +609,7 @@ ScaleFactor ScalingFunction<KRPPKRP>::apply(const Position &pos) {
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/// against king. There is just a single rule here: If all pawns are on
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/// against king. There is just a single rule here: If all pawns are on
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/// the same rook file and are blocked by the defending king, it's a draw.
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/// the same rook file and are blocked by the defending king, it's a draw.
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template<>
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template<>
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ScaleFactor ScalingFunction<KPsK>::apply(const Position &pos) {
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ScaleFactor ScalingFunction<KPsK>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == Value(0));
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assert(pos.non_pawn_material(strongerSide) == Value(0));
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assert(pos.piece_count(strongerSide, PAWN) >= 2);
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assert(pos.piece_count(strongerSide, PAWN) >= 2);
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@ -655,7 +655,7 @@ ScaleFactor ScalingFunction<KPsK>::apply(const Position &pos) {
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/// it's a draw. If the two bishops have opposite color, it's almost always
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/// it's a draw. If the two bishops have opposite color, it's almost always
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/// a draw.
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/// a draw.
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template<>
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template<>
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ScaleFactor ScalingFunction<KBPKB>::apply(const Position &pos) {
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ScaleFactor ScalingFunction<KBPKB>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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@ -708,7 +708,7 @@ ScaleFactor ScalingFunction<KBPKB>::apply(const Position &pos) {
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/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic
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/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic
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/// draws with opposite-colored bishops.
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/// draws with opposite-colored bishops.
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template<>
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template<>
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ScaleFactor ScalingFunction<KBPPKB>::apply(const Position& pos) {
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ScaleFactor ScalingFunction<KBPPKB>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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@ -784,7 +784,7 @@ ScaleFactor ScalingFunction<KBPPKB>::apply(const Position& pos) {
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/// square of the king is not of the same color as the stronger side's bishop,
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/// square of the king is not of the same color as the stronger side's bishop,
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/// it's a draw.
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/// it's a draw.
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template<>
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template<>
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ScaleFactor ScalingFunction<KBPKN>::apply(const Position &pos) {
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ScaleFactor ScalingFunction<KBPKN>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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@ -811,7 +811,7 @@ ScaleFactor ScalingFunction<KBPKN>::apply(const Position &pos) {
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/// If the pawn is a rook pawn on the 7th rank and the defending king prevents
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/// If the pawn is a rook pawn on the 7th rank and the defending king prevents
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/// the pawn from advancing, the position is drawn.
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/// the pawn from advancing, the position is drawn.
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template<>
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template<>
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ScaleFactor ScalingFunction<KNPK>::apply(const Position &pos) {
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ScaleFactor ScalingFunction<KNPK>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
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assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
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assert(pos.piece_count(strongerSide, KNIGHT) == 1);
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assert(pos.piece_count(strongerSide, KNIGHT) == 1);
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@ -841,7 +841,7 @@ ScaleFactor ScalingFunction<KNPK>::apply(const Position &pos) {
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/// advanced and not on a rook file; in this case it is often possible to win
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/// advanced and not on a rook file; in this case it is often possible to win
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/// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
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/// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
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template<>
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template<>
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ScaleFactor ScalingFunction<KPKP>::apply(const Position &pos) {
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ScaleFactor ScalingFunction<KPKP>::apply(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == Value(0));
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assert(pos.non_pawn_material(strongerSide) == Value(0));
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assert(pos.non_pawn_material(weakerSide) == Value(0));
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assert(pos.non_pawn_material(weakerSide) == Value(0));
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@ -68,7 +68,7 @@ class EndgameFunctionBase {
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public:
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public:
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EndgameFunctionBase(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
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EndgameFunctionBase(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
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virtual ~EndgameFunctionBase() {}
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virtual ~EndgameFunctionBase() {}
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virtual T apply(const Position&) = 0;
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virtual T apply(const Position&) const = 0;
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Color color() const { return strongerSide; }
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Color color() const { return strongerSide; }
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protected:
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protected:
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@ -85,14 +85,14 @@ template<EndgameType>
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struct EvaluationFunction : public EndgameEvaluationFunctionBase {
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struct EvaluationFunction : public EndgameEvaluationFunctionBase {
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typedef EndgameEvaluationFunctionBase Base;
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typedef EndgameEvaluationFunctionBase Base;
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explicit EvaluationFunction(Color c): EndgameEvaluationFunctionBase(c) {}
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explicit EvaluationFunction(Color c): EndgameEvaluationFunctionBase(c) {}
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Value apply(const Position&);
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Value apply(const Position&) const;
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};
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};
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template<EndgameType>
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template<EndgameType>
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struct ScalingFunction : public EndgameScalingFunctionBase {
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struct ScalingFunction : public EndgameScalingFunctionBase {
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typedef EndgameScalingFunctionBase Base;
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typedef EndgameScalingFunctionBase Base;
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explicit ScalingFunction(Color c) : EndgameScalingFunctionBase(c) {}
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explicit ScalingFunction(Color c) : EndgameScalingFunctionBase(c) {}
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ScaleFactor apply(const Position&);
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ScaleFactor apply(const Position&) const;
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};
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};
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