mirror of
https://github.com/sockspls/badfish
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Directly access the table in the few call places. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
174 lines
5 KiB
C
174 lines
5 KiB
C
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#if !defined(VALUE_H_INCLUDED)
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#define VALUE_H_INCLUDED
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////
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//// Includes
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////
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#include "piece.h"
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////
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//// Types
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////
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enum ValueType {
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VALUE_TYPE_NONE = 0,
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VALUE_TYPE_UPPER = 1, // Upper bound
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VALUE_TYPE_LOWER = 2, // Lower bound
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VALUE_TYPE_EXACT = VALUE_TYPE_UPPER | VALUE_TYPE_LOWER
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};
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enum Value {
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VALUE_ZERO = 0,
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VALUE_DRAW = 0,
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VALUE_KNOWN_WIN = 15000,
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VALUE_MATE = 30000,
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VALUE_INFINITE = 30001,
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VALUE_NONE = 30002,
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VALUE_ENSURE_SIGNED = -1
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};
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ENABLE_OPERATORS_ON(Value);
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enum ScaleFactor {
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SCALE_FACTOR_ZERO = 0,
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SCALE_FACTOR_NORMAL = 64,
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SCALE_FACTOR_MAX = 128,
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SCALE_FACTOR_NONE = 255
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};
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/// Score enum keeps a midgame and an endgame value in a single
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/// integer (enum), first LSB 16 bits are used to store endgame
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/// value, while upper bits are used for midgame value.
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// Compiler is free to choose the enum type as long as can keep
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// its data, so ensure Score to be an integer type.
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enum Score {
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SCORE_ZERO = 0,
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SCORE_ENSURE_32_BITS_SIZE_P = (1 << 16),
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SCORE_ENSURE_32_BITS_SIZE_N = -(1 << 16)
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};
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ENABLE_OPERATORS_ON(Score);
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// Extracting the _signed_ lower and upper 16 bits it not so trivial
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// because according to the standard a simple cast to short is
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// implementation defined and so is a right shift of a signed integer.
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inline Value mg_value(Score s) { return Value(((int(s) + 32768) & ~0xffff) / 0x10000); }
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// Unfortunatly on Intel 64 bit we have a small speed regression, so use a faster code in
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// this case, although not 100% standard compliant it seems to work for Intel and MSVC.
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#if defined(IS_64BIT) && (!defined(__GNUC__) || defined(__INTEL_COMPILER))
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inline Value eg_value(Score s) { return Value(int16_t(s & 0xffff)); }
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#else
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inline Value eg_value(Score s) { return Value((int)(unsigned(s) & 0x7fffu) - (int)(unsigned(s) & 0x8000u)); }
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#endif
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inline Score make_score(int mg, int eg) { return Score((mg << 16) + eg); }
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// Division must be handled separately for each term
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inline Score operator/(Score s, int i) { return make_score(mg_value(s) / i, eg_value(s) / i); }
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// Only declared but not defined. We don't want to multiply two scores due to
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// a very high risk of overflow. So user should explicitly convert to integer.
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inline Score operator*(Score s1, Score s2);
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////
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//// Constants and variables
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////
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/// Piece values, middle game and endgame
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/// Important: If the material values are changed, one must also
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/// adjust the piece square tables, and the method game_phase() in the
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/// Position class!
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///
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/// Values modified by Joona Kiiski
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const Value PawnValueMidgame = Value(0x0C6);
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const Value PawnValueEndgame = Value(0x102);
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const Value KnightValueMidgame = Value(0x331);
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const Value KnightValueEndgame = Value(0x34E);
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const Value BishopValueMidgame = Value(0x344);
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const Value BishopValueEndgame = Value(0x359);
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const Value RookValueMidgame = Value(0x4F6);
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const Value RookValueEndgame = Value(0x4FE);
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const Value QueenValueMidgame = Value(0x9D9);
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const Value QueenValueEndgame = Value(0x9FE);
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const Value PieceValueMidgame[17] = {
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VALUE_ZERO,
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PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame,
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VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
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PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame,
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VALUE_ZERO, VALUE_ZERO, VALUE_ZERO
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};
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const Value PieceValueEndgame[17] = {
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VALUE_ZERO,
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PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
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RookValueEndgame, QueenValueEndgame,
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VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
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PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
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RookValueEndgame, QueenValueEndgame,
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VALUE_ZERO, VALUE_ZERO, VALUE_ZERO
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};
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/// Bonus for having the side to move (modified by Joona Kiiski)
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const Score TempoValue = make_score(48, 22);
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////
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//// Inline functions
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////
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inline Value operator+ (Value v, int i) { return Value(int(v) + i); }
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inline Value operator- (Value v, int i) { return Value(int(v) - i); }
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inline Value value_mate_in(int ply) {
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return VALUE_MATE - ply;
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}
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inline Value value_mated_in(int ply) {
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return -VALUE_MATE + ply;
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}
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inline int is_upper_bound(ValueType vt) {
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return vt & VALUE_TYPE_UPPER;
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}
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inline int is_lower_bound(ValueType vt) {
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return vt & VALUE_TYPE_LOWER;
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}
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#endif // !defined(VALUE_H_INCLUDED)
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