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https://github.com/sockspls/badfish
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Tempeltize material imbalance
Speedup of almost 1% No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
7a84b8ca34
commit
c88eebc989
4 changed files with 105 additions and 108 deletions
166
src/material.cpp
166
src/material.cpp
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@ -17,11 +17,6 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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////
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//// Includes
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////
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#include <cassert>
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#include <cassert>
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#include <cstring>
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#include <cstring>
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#include <map>
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#include <map>
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@ -30,11 +25,6 @@
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using namespace std;
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using namespace std;
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////
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//// Local definitions
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////
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namespace {
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namespace {
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// Values modified by Joona Kiiski
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// Values modified by Joona Kiiski
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@ -77,7 +67,7 @@ namespace {
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&& pos.non_pawn_material(Us) >= RookValueMidgame;
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&& pos.non_pawn_material(Us) >= RookValueMidgame;
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}
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}
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template<Color Us> bool is_KBPsK(const Position& pos) {
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template<Color Us> bool is_KBPsKs(const Position& pos) {
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return pos.non_pawn_material(Us) == BishopValueMidgame
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return pos.non_pawn_material(Us) == BishopValueMidgame
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&& pos.piece_count(Us, BISHOP) == 1
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&& pos.piece_count(Us, BISHOP) == 1
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&& pos.piece_count(Us, PAWN) >= 1;
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&& pos.piece_count(Us, PAWN) >= 1;
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@ -94,10 +84,6 @@ namespace {
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}
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}
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////
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//// Classes
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////
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/// EndgameFunctions class stores endgame evaluation and scaling functions
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/// EndgameFunctions class stores endgame evaluation and scaling functions
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/// in two std::map. Because STL library is not guaranteed to be thread
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/// in two std::map. Because STL library is not guaranteed to be thread
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/// safe even for read access, the maps, although with identical content,
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/// safe even for read access, the maps, although with identical content,
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@ -128,29 +114,11 @@ template<> const EFMap& EndgameFunctions::get<EF>() const { return maps.first; }
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template<> const SFMap& EndgameFunctions::get<SF>() const { return maps.second; }
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template<> const SFMap& EndgameFunctions::get<SF>() const { return maps.second; }
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////
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/// MaterialInfoTable c'tor and d'tor allocate and free the space for EndgameFunctions
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//// Functions
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////
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MaterialInfoTable::MaterialInfoTable() { funcs = new EndgameFunctions(); }
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MaterialInfoTable::MaterialInfoTable() { funcs = new EndgameFunctions(); }
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MaterialInfoTable::~MaterialInfoTable() { delete funcs; }
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MaterialInfoTable::~MaterialInfoTable() { delete funcs; }
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/// MaterialInfoTable::game_phase() calculates the phase given the current
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/// position. Because the phase is strictly a function of the material, it
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/// is stored in MaterialInfo.
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Phase MaterialInfoTable::game_phase(const Position& pos) {
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Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
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if (npm >= MidgameLimit)
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return PHASE_MIDGAME;
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if (npm <= EndgameLimit)
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return PHASE_ENDGAME;
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return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
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}
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/// MaterialInfoTable::get_material_info() takes a position object as input,
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/// MaterialInfoTable::get_material_info() takes a position object as input,
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/// computes or looks up a MaterialInfo object, and returns a pointer to it.
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/// computes or looks up a MaterialInfo object, and returns a pointer to it.
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@ -158,7 +126,7 @@ Phase MaterialInfoTable::game_phase(const Position& pos) {
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/// is stored there, so we don't have to recompute everything when the
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/// is stored there, so we don't have to recompute everything when the
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/// same material configuration occurs again.
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/// same material configuration occurs again.
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MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
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Key key = pos.get_material_key();
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Key key = pos.get_material_key();
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MaterialInfo* mi = find(key);
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MaterialInfo* mi = find(key);
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@ -169,10 +137,10 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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if (mi->key == key)
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if (mi->key == key)
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return mi;
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return mi;
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// Clear the MaterialInfo object, and set its key
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// Initialize MaterialInfo entry
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memset(mi, 0, sizeof(MaterialInfo));
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memset(mi, 0, sizeof(MaterialInfo));
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mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
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mi->key = key;
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mi->key = key;
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mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
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// Store game phase
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// Store game phase
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mi->gamePhase = MaterialInfoTable::game_phase(pos);
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mi->gamePhase = MaterialInfoTable::game_phase(pos);
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@ -183,15 +151,19 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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if ((mi->evaluationFunction = funcs->get<EF>(key)) != NULL)
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if ((mi->evaluationFunction = funcs->get<EF>(key)) != NULL)
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return mi;
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return mi;
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if (is_KXK<WHITE>(pos) || is_KXK<BLACK>(pos))
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if (is_KXK<WHITE>(pos))
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{
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{
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mi->evaluationFunction = is_KXK<WHITE>(pos) ? &EvaluateKXK[WHITE] : &EvaluateKXK[BLACK];
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mi->evaluationFunction = &EvaluateKXK[WHITE];
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return mi;
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return mi;
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}
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}
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if ( pos.pieces(PAWN) == EmptyBoardBB
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if (is_KXK<BLACK>(pos))
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&& pos.pieces(ROOK) == EmptyBoardBB
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{
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&& pos.pieces(QUEEN) == EmptyBoardBB)
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mi->evaluationFunction = &EvaluateKXK[BLACK];
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return mi;
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}
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if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
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{
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{
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// Minor piece endgame with at least one minor piece per side and
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// Minor piece endgame with at least one minor piece per side and
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// no pawns. Note that the case KmmK is already handled by KXK.
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// no pawns. Note that the case KmmK is already handled by KXK.
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@ -222,10 +194,10 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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// Generic scaling functions that refer to more then one material
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// Generic scaling functions that refer to more then one material
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// distribution. Should be probed after the specialized ones.
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// distribution. Should be probed after the specialized ones.
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// Note that these ones don't return after setting the function.
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// Note that these ones don't return after setting the function.
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if (is_KBPsK<WHITE>(pos))
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if (is_KBPsKs<WHITE>(pos))
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mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
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mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
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if (is_KBPsK<BLACK>(pos))
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if (is_KBPsKs<BLACK>(pos))
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mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
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mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
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if (is_KQKRPs<WHITE>(pos))
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if (is_KQKRPs<WHITE>(pos))
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}
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}
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}
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}
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// Compute the space weight
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if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >=
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2*QueenValueMidgame + 4*RookValueMidgame + 2*KnightValueMidgame)
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{
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int minorPieceCount = pos.piece_count(WHITE, KNIGHT)
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+ pos.piece_count(BLACK, KNIGHT)
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+ pos.piece_count(WHITE, BISHOP)
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+ pos.piece_count(BLACK, BISHOP);
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mi->spaceWeight = minorPieceCount * minorPieceCount;
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}
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// Evaluate the material balance
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const int pieceCount[2][8] = {
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{ pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
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pos.piece_count(WHITE, BISHOP), pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
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{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
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pos.piece_count(BLACK, BISHOP), pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
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Color c, them;
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int sign, pt1, pt2, pc;
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int v, vv, matValue = 0;
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for (c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign)
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{
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// No pawns makes it difficult to win, even with a material advantage
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// No pawns makes it difficult to win, even with a material advantage
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for (Color c = WHITE; c <= BLACK; c++)
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if ( pos.piece_count(c, PAWN) == 0
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if ( pos.piece_count(c, PAWN) == 0
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&& pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c)) <= BishopValueMidgame)
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&& pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c)) <= BishopValueMidgame)
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{
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{
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@ -303,37 +251,83 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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}
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}
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}
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}
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// Compute the space weight
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if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >=
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2*QueenValueMidgame + 4*RookValueMidgame + 2*KnightValueMidgame)
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{
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int minorPieceCount = pos.piece_count(WHITE, KNIGHT)
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+ pos.piece_count(WHITE, BISHOP)
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+ pos.piece_count(BLACK, KNIGHT)
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+ pos.piece_count(BLACK, BISHOP);
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mi->spaceWeight = minorPieceCount * minorPieceCount;
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}
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// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
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// for the bishop pair "extended piece", this allow us to be more flexible
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// in defining bishop pair bonuses.
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const int pieceCount[2][8] = {
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{ pos.piece_count(WHITE, BISHOP) > 1, pos.piece_count(WHITE, PAWN), pos.piece_count(WHITE, KNIGHT),
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pos.piece_count(WHITE, BISHOP), pos.piece_count(WHITE, ROOK), pos.piece_count(WHITE, QUEEN) },
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{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
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pos.piece_count(BLACK, BISHOP), pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
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mi->value = (int16_t)(imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16;
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return mi;
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}
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/// MaterialInfoTable::imbalance() calculates imbalance comparing piece count of each
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/// piece type for both colors.
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template<Color Us>
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int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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int pt1, pt2, pc, vv;
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int value = 0;
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// Redundancy of major pieces, formula based on Kaufman's paper
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// Redundancy of major pieces, formula based on Kaufman's paper
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// "The Evaluation of Material Imbalances in Chess"
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// "The Evaluation of Material Imbalances in Chess"
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// http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm
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if (pieceCount[Us][ROOK] > 0)
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if (pieceCount[c][ROOK] >= 1)
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value -= RedundantRookPenalty * (pieceCount[Us][ROOK] - 1)
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matValue -= sign * ((pieceCount[c][ROOK] - 1) * RedundantRookPenalty + pieceCount[c][QUEEN] * RedundantQueenPenalty);
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+ RedundantQueenPenalty * pieceCount[Us][QUEEN];
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them = opposite_color(c);
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v = 0;
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// Second-degree polynomial material imbalance by Tord Romstad
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// Second-degree polynomial material imbalance by Tord Romstad
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//
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// We use PIECE_TYPE_NONE as a place holder for the bishop pair "extended piece",
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// this allow us to be more flexible in defining bishop pair bonuses.
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for (pt1 = PIECE_TYPE_NONE; pt1 <= QUEEN; pt1++)
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for (pt1 = PIECE_TYPE_NONE; pt1 <= QUEEN; pt1++)
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{
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{
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pc = pieceCount[c][pt1];
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pc = pieceCount[Us][pt1];
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if (!pc)
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if (!pc)
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continue;
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continue;
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vv = LinearCoefficients[pt1];
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vv = LinearCoefficients[pt1];
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for (pt2 = PIECE_TYPE_NONE; pt2 <= pt1; pt2++)
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for (pt2 = PIECE_TYPE_NONE; pt2 <= pt1; pt2++)
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vv += pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2]
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vv += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
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+ pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
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+ QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
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v += pc * vv;
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value += pc * vv;
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}
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}
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matValue += sign * v;
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return value;
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}
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}
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mi->value = (int16_t)(matValue / 16);
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return mi;
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/// MaterialInfoTable::game_phase() calculates the phase given the current
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/// position. Because the phase is strictly a function of the material, it
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/// is stored in MaterialInfo.
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Phase MaterialInfoTable::game_phase(const Position& pos) {
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Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
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if (npm >= MidgameLimit)
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return PHASE_MIDGAME;
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if (npm <= EndgameLimit)
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return PHASE_ENDGAME;
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return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
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}
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}
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@ -68,10 +68,13 @@ class MaterialInfoTable : public SimpleHash<MaterialInfo, MaterialTableSize> {
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public:
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public:
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MaterialInfoTable();
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MaterialInfoTable();
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~MaterialInfoTable();
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~MaterialInfoTable();
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MaterialInfo* get_material_info(const Position& pos);
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MaterialInfo* get_material_info(const Position& pos) const;
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static Phase game_phase(const Position& pos);
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static Phase game_phase(const Position& pos);
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private:
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private:
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template<Color Us>
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static int imbalance(const int pieceCount[][8]);
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EndgameFunctions* funcs;
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EndgameFunctions* funcs;
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};
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};
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@ -106,7 +106,7 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
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template<Color Us>
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template<Color Us>
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Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnInfo* pi) const {
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Bitboard theirPawns, PawnInfo* pi) {
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const BitCountType Max15 = CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
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const BitCountType Max15 = CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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private:
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private:
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template<Color Us>
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template<Color Us>
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Score evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi) const;
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static Score evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi);
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};
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};
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