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/*
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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) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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  Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, 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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#ifndef MATERIAL_H_INCLUDED
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#define MATERIAL_H_INCLUDED
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#include "endgame.h"
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#include "misc.h"
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#include "position.h"
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#include "types.h"
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namespace Material {
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/// Material::Entry contains various information about a material configuration.
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/// It contains a material imbalance evaluation, a function pointer to a special
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/// endgame evaluation function (which in most cases is NULL, meaning that the
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/// standard evaluation function will be used), and scale factors.
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///
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/// The scale factors are used to scale the evaluation score up or down. For
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/// instance, in KRB vs KR endgames, the score is scaled down by a factor of 4,
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/// which will result in scores of absolute value less than one pawn.
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struct Entry {
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  Score imbalance() const { return make_score(value, value); }
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  Phase game_phase() const { return gamePhase; }
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  bool specialized_eval_exists() const { return evaluationFunction != nullptr; }
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  Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
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  // scale_factor takes a position and a color as input and returns a scale factor
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  // for the given color. We have to provide the position in addition to the color
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  // because the scale factor may also be a function which should be applied to
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  // the position. For instance, in KBP vs K endgames, the scaling function looks
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  // for rook pawns and wrong-colored bishops.
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  ScaleFactor scale_factor(const Position& pos, Color c) const {
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    ScaleFactor sf = scalingFunction[c] ? (*scalingFunction[c])(pos)
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                                        :  SCALE_FACTOR_NONE;
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    return sf != SCALE_FACTOR_NONE ? sf : ScaleFactor(factor[c]);
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  }
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  Key key;
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  const EndgameBase<Value>* evaluationFunction;
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  const EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB]; // Could be one for each
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                                                             // side (e.g. KPKP, KBPsKs)
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  int16_t value;
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  uint8_t factor[COLOR_NB];
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  Phase gamePhase;
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};
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typedef HashTable<Entry, 8192> Table;
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Entry* probe(const Position& pos);
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} // namespace Material
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#endif // #ifndef MATERIAL_H_INCLUDED