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96 | pmbaty | 1 | /* |
2 | Stockfish, a UCI chess playing engine derived from Glaurung 2.1 |
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3 | Copyright (C) 2004-2008 Tord Romstad (Glaurung author) |
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4 | Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad |
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169 | pmbaty | 5 | Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad |
96 | pmbaty | 6 | |
7 | Stockfish is free software: you can redistribute it and/or modify |
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8 | it under the terms of the GNU General Public License as published by |
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9 | the Free Software Foundation, either version 3 of the License, or |
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10 | (at your option) any later version. |
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11 | |||
12 | Stockfish is distributed in the hope that it will be useful, |
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13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | GNU General Public License for more details. |
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16 | |||
17 | You should have received a copy of the GNU General Public License |
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18 | along with this program. If not, see <http://www.gnu.org/licenses/>. |
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19 | */ |
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20 | |||
21 | #include <algorithm> // For std::min |
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22 | #include <cassert> |
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23 | #include <cstring> // For std::memset |
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24 | |||
25 | #include "material.h" |
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26 | #include "thread.h" |
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27 | |||
28 | using namespace std; |
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29 | |||
30 | namespace { |
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31 | |||
32 | // Polynomial material imbalance parameters |
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33 | |||
34 | const int QuadraticOurs[][PIECE_TYPE_NB] = { |
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35 | // OUR PIECES |
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36 | // pair pawn knight bishop rook queen |
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154 | pmbaty | 37 | {1667 }, // Bishop pair |
169 | pmbaty | 38 | { 40, 0 }, // Pawn |
96 | pmbaty | 39 | { 32, 255, -3 }, // Knight OUR PIECES |
40 | { 0, 104, 4, 0 }, // Bishop |
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41 | { -26, -2, 47, 105, -149 }, // Rook |
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169 | pmbaty | 42 | {-189, 24, 117, 133, -134, -10 } // Queen |
96 | pmbaty | 43 | }; |
44 | |||
45 | const int QuadraticTheirs[][PIECE_TYPE_NB] = { |
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46 | // THEIR PIECES |
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47 | // pair pawn knight bishop rook queen |
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48 | { 0 }, // Bishop pair |
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49 | { 36, 0 }, // Pawn |
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50 | { 9, 63, 0 }, // Knight OUR PIECES |
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51 | { 59, 65, 42, 0 }, // Bishop |
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52 | { 46, 39, 24, -24, 0 }, // Rook |
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169 | pmbaty | 53 | { 97, 100, -42, 137, 268, 0 } // Queen |
96 | pmbaty | 54 | }; |
55 | |||
56 | // Endgame evaluation and scaling functions are accessed directly and not through |
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57 | // the function maps because they correspond to more than one material hash key. |
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58 | Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) }; |
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59 | |||
60 | Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) }; |
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61 | Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) }; |
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62 | Endgame<KPsK> ScaleKPsK[] = { Endgame<KPsK>(WHITE), Endgame<KPsK>(BLACK) }; |
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63 | Endgame<KPKP> ScaleKPKP[] = { Endgame<KPKP>(WHITE), Endgame<KPKP>(BLACK) }; |
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64 | |||
65 | // Helper used to detect a given material distribution |
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66 | bool is_KXK(const Position& pos, Color us) { |
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67 | return !more_than_one(pos.pieces(~us)) |
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68 | && pos.non_pawn_material(us) >= RookValueMg; |
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69 | } |
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70 | |||
71 | bool is_KBPsKs(const Position& pos, Color us) { |
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72 | return pos.non_pawn_material(us) == BishopValueMg |
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73 | && pos.count<BISHOP>(us) == 1 |
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74 | && pos.count<PAWN >(us) >= 1; |
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75 | } |
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76 | |||
77 | bool is_KQKRPs(const Position& pos, Color us) { |
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78 | return !pos.count<PAWN>(us) |
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79 | && pos.non_pawn_material(us) == QueenValueMg |
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80 | && pos.count<QUEEN>(us) == 1 |
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81 | && pos.count<ROOK>(~us) == 1 |
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82 | && pos.count<PAWN>(~us) >= 1; |
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83 | } |
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84 | |||
85 | /// imbalance() calculates the imbalance by comparing the piece count of each |
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86 | /// piece type for both colors. |
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87 | template<Color Us> |
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88 | int imbalance(const int pieceCount[][PIECE_TYPE_NB]) { |
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89 | |||
90 | const Color Them = (Us == WHITE ? BLACK : WHITE); |
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91 | |||
92 | int bonus = 0; |
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93 | |||
169 | pmbaty | 94 | // Second-degree polynomial material imbalance, by Tord Romstad |
96 | pmbaty | 95 | for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; ++pt1) |
96 | { |
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97 | if (!pieceCount[Us][pt1]) |
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98 | continue; |
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99 | |||
154 | pmbaty | 100 | int v = 0; |
96 | pmbaty | 101 | |
102 | for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2) |
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103 | v += QuadraticOurs[pt1][pt2] * pieceCount[Us][pt2] |
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104 | + QuadraticTheirs[pt1][pt2] * pieceCount[Them][pt2]; |
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105 | |||
106 | bonus += pieceCount[Us][pt1] * v; |
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107 | } |
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108 | |||
109 | return bonus; |
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110 | } |
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111 | |||
112 | } // namespace |
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113 | |||
114 | namespace Material { |
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115 | |||
116 | /// Material::probe() looks up the current position's material configuration in |
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117 | /// the material hash table. It returns a pointer to the Entry if the position |
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118 | /// is found. Otherwise a new Entry is computed and stored there, so we don't |
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119 | /// have to recompute all when the same material configuration occurs again. |
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120 | |||
121 | Entry* probe(const Position& pos) { |
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122 | |||
123 | Key key = pos.material_key(); |
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124 | Entry* e = pos.this_thread()->materialTable[key]; |
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125 | |||
126 | if (e->key == key) |
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127 | return e; |
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128 | |||
129 | std::memset(e, 0, sizeof(Entry)); |
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130 | e->key = key; |
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131 | e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL; |
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132 | |||
169 | pmbaty | 133 | Value npm_w = pos.non_pawn_material(WHITE); |
134 | Value npm_b = pos.non_pawn_material(BLACK); |
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135 | Value npm = std::max(EndgameLimit, std::min(npm_w + npm_b, MidgameLimit)); |
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136 | |||
137 | // Map total non-pawn material into [PHASE_ENDGAME, PHASE_MIDGAME] |
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138 | e->gamePhase = Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit)); |
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139 | |||
96 | pmbaty | 140 | // Let's look if we have a specialized evaluation function for this particular |
141 | // material configuration. Firstly we look for a fixed configuration one, then |
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142 | // for a generic one if the previous search failed. |
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143 | if ((e->evaluationFunction = pos.this_thread()->endgames.probe<Value>(key)) != nullptr) |
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144 | return e; |
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145 | |||
146 | for (Color c = WHITE; c <= BLACK; ++c) |
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147 | if (is_KXK(pos, c)) |
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148 | { |
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149 | e->evaluationFunction = &EvaluateKXK[c]; |
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150 | return e; |
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151 | } |
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152 | |||
153 | // OK, we didn't find any special evaluation function for the current material |
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154 | // configuration. Is there a suitable specialized scaling function? |
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155 | EndgameBase<ScaleFactor>* sf; |
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156 | |||
157 | if ((sf = pos.this_thread()->endgames.probe<ScaleFactor>(key)) != nullptr) |
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158 | { |
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169 | pmbaty | 159 | e->scalingFunction[sf->strongSide] = sf; // Only strong color assigned |
96 | pmbaty | 160 | return e; |
161 | } |
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162 | |||
163 | // We didn't find any specialized scaling function, so fall back on generic |
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164 | // ones that refer to more than one material distribution. Note that in this |
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165 | // case we don't return after setting the function. |
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166 | for (Color c = WHITE; c <= BLACK; ++c) |
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167 | { |
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168 | if (is_KBPsKs(pos, c)) |
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169 | e->scalingFunction[c] = &ScaleKBPsK[c]; |
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170 | |||
171 | else if (is_KQKRPs(pos, c)) |
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172 | e->scalingFunction[c] = &ScaleKQKRPs[c]; |
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173 | } |
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174 | |||
175 | if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN)) // Only pawns on the board |
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176 | { |
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177 | if (!pos.count<PAWN>(BLACK)) |
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178 | { |
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179 | assert(pos.count<PAWN>(WHITE) >= 2); |
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180 | |||
181 | e->scalingFunction[WHITE] = &ScaleKPsK[WHITE]; |
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182 | } |
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183 | else if (!pos.count<PAWN>(WHITE)) |
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184 | { |
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185 | assert(pos.count<PAWN>(BLACK) >= 2); |
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186 | |||
187 | e->scalingFunction[BLACK] = &ScaleKPsK[BLACK]; |
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188 | } |
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189 | else if (pos.count<PAWN>(WHITE) == 1 && pos.count<PAWN>(BLACK) == 1) |
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190 | { |
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191 | // This is a special case because we set scaling functions |
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192 | // for both colors instead of only one. |
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193 | e->scalingFunction[WHITE] = &ScaleKPKP[WHITE]; |
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194 | e->scalingFunction[BLACK] = &ScaleKPKP[BLACK]; |
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195 | } |
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196 | } |
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197 | |||
198 | // Zero or just one pawn makes it difficult to win, even with a small material |
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199 | // advantage. This catches some trivial draws like KK, KBK and KNK and gives a |
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200 | // drawish scale factor for cases such as KRKBP and KmmKm (except for KBBKN). |
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201 | if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg) |
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202 | e->factor[WHITE] = uint8_t(npm_w < RookValueMg ? SCALE_FACTOR_DRAW : |
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203 | npm_b <= BishopValueMg ? 4 : 14); |
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204 | |||
205 | if (!pos.count<PAWN>(BLACK) && npm_b - npm_w <= BishopValueMg) |
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206 | e->factor[BLACK] = uint8_t(npm_b < RookValueMg ? SCALE_FACTOR_DRAW : |
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207 | npm_w <= BishopValueMg ? 4 : 14); |
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208 | |||
209 | if (pos.count<PAWN>(WHITE) == 1 && npm_w - npm_b <= BishopValueMg) |
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210 | e->factor[WHITE] = (uint8_t) SCALE_FACTOR_ONEPAWN; |
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211 | |||
212 | if (pos.count<PAWN>(BLACK) == 1 && npm_b - npm_w <= BishopValueMg) |
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213 | e->factor[BLACK] = (uint8_t) SCALE_FACTOR_ONEPAWN; |
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214 | |||
215 | // Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder |
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216 | // for the bishop pair "extended piece", which allows us to be more flexible |
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217 | // in defining bishop pair bonuses. |
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218 | const int PieceCount[COLOR_NB][PIECE_TYPE_NB] = { |
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219 | { pos.count<BISHOP>(WHITE) > 1, pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE), |
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220 | pos.count<BISHOP>(WHITE) , pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) }, |
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221 | { pos.count<BISHOP>(BLACK) > 1, pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK), |
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222 | pos.count<BISHOP>(BLACK) , pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } }; |
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223 | |||
224 | e->value = int16_t((imbalance<WHITE>(PieceCount) - imbalance<BLACK>(PieceCount)) / 16); |
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225 | return e; |
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226 | } |
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227 | |||
228 | } // namespace Material |