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Introduce and use NoPawnsSF[] in material.cpp
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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c88eebc989
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1 changed files with 23 additions and 31 deletions
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@ -31,6 +31,9 @@ namespace {
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const Value MidgameLimit = Value(15581);
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const Value EndgameLimit = Value(3998);
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// Scale factors used when one side has no more pawns
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const int NoPawnsSF[4] = { 6, 12, 32 };
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// Polynomial material balance parameters
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const Value RedundantQueenPenalty = Value(320);
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const Value RedundantRookPenalty = Value(554);
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@ -206,7 +209,10 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
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else if (is_KQKRPs<BLACK>(pos))
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mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
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if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == VALUE_ZERO)
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Value npm_w = pos.non_pawn_material(WHITE);
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Value npm_b = pos.non_pawn_material(BLACK);
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if (npm_w + npm_b == VALUE_ZERO)
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{
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if (pos.piece_count(BLACK, PAWN) == 0)
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{
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@ -228,37 +234,23 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
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}
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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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&& pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c)) <= BishopValueMidgame)
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{
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if ( pos.non_pawn_material(c) == pos.non_pawn_material(opposite_color(c))
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|| pos.non_pawn_material(c) < RookValueMidgame)
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mi->factor[c] = 0;
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else
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{
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switch (pos.piece_count(c, BISHOP)) {
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case 2:
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mi->factor[c] = 32;
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break;
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case 1:
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mi->factor[c] = 12;
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break;
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case 0:
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mi->factor[c] = 6;
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break;
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}
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}
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}
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if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
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{
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mi->factor[WHITE] =
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(npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(WHITE, BISHOP), 2)]);
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}
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if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
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{
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mi->factor[BLACK] =
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(npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(BLACK, BISHOP), 2)]);
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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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if (npm_w + npm_b >= 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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int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
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+ pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
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mi->spaceWeight = minorPieceCount * minorPieceCount;
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}
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@ -268,9 +260,9 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) const {
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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(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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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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