mirror of
https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00

Plus a bunch of other minor optimizations. With this power pack we have an increase of a whopping 1.4% :-) ...and it took 3 good hours of profiling + hacking to get it out ! No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
159 lines
4.5 KiB
C++
159 lines
4.5 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(MATERIAL_H_INCLUDED)
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#define MATERIAL_H_INCLUDED
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////
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//// Includes
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////
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#include "endgame.h"
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#include "position.h"
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////
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//// Types
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////
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const int MaterialTableSize = 1024;
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/// MaterialInfo is a class which contains various information about a
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/// material configuration. It contains a material balance evaluation,
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/// a function pointer to a special endgame evaluation function (which in
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/// most cases is NULL, meaning that the standard evaluation function will
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/// be used), and "scale factors" for black and white.
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///
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/// The scale factors are used to scale the evaluation score up or down.
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/// For instance, in KRB vs KR endgames, the score is scaled down by a factor
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/// of 4, which will result in scores of absolute value less than one pawn.
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class MaterialInfo {
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friend class MaterialInfoTable;
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public:
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Score material_value() const;
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ScaleFactor scale_factor(const Position& pos, Color c) const;
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int space_weight() const;
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Phase game_phase() const;
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bool specialized_eval_exists() const;
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Value evaluate(const Position& pos) const;
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private:
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Key key;
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int16_t value;
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uint8_t factor[2];
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EndgameEvaluationFunctionBase* evaluationFunction;
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EndgameScalingFunctionBase* scalingFunction[2];
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int spaceWeight;
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Phase gamePhase;
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};
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/// The MaterialInfoTable class represents a pawn hash table. It is basically
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/// just an array of MaterialInfo objects and a few methods for accessing these
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/// objects. The most important method is get_material_info, which looks up a
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/// position in the table and returns a pointer to a MaterialInfo object.
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class EndgameFunctions;
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class MaterialInfoTable {
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public:
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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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static Phase game_phase(const Position& pos);
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private:
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MaterialInfo* entries;
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EndgameFunctions* funcs;
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};
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////
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//// Inline functions
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////
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/// MaterialInfo::material_value simply returns the material balance
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/// evaluation that is independent from game phase.
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inline Score MaterialInfo::material_value() const {
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return make_score(value, value);
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}
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/// MaterialInfo::scale_factor takes a position and a color as input, and
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/// returns a scale factor for the given color. We have to provide the
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/// position in addition to the color, because the scale factor need not
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/// to be a constant: It can also be a function which should be applied to
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/// the position. For instance, in KBP vs K endgames, a scaling function
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/// which checks for draws with rook pawns and wrong-colored bishops.
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inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
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if (scalingFunction[c] != NULL)
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{
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ScaleFactor sf = scalingFunction[c]->apply(pos);
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if (sf != SCALE_FACTOR_NONE)
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return sf;
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}
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return ScaleFactor(factor[c]);
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}
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/// MaterialInfo::space_weight() simply returns the weight for the space
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/// evaluation for this material configuration.
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inline int MaterialInfo::space_weight() const {
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return spaceWeight;
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}
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/// MaterialInfo::game_phase() returns the game phase according
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/// to this material configuration.
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inline Phase MaterialInfo::game_phase() const {
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return gamePhase;
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}
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/// MaterialInfo::specialized_eval_exists decides whether there is a
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/// specialized evaluation function for the current material configuration,
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/// or if the normal evaluation function should be used.
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inline bool MaterialInfo::specialized_eval_exists() const {
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return evaluationFunction != NULL;
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}
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/// MaterialInfo::evaluate applies a specialized evaluation function
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/// to a given position object. It should only be called when
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/// specialized_eval_exists() returns 'true'.
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inline Value MaterialInfo::evaluate(const Position& pos) const {
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return evaluationFunction->apply(pos);
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}
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#endif // !defined(MATERIAL_H_INCLUDED)
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