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  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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  Copyright (C) 2015-2018 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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  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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  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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  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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  (at your option) any later version.
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  const int QuadraticOurs[][PIECE_TYPE_NB] = {
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  const int QuadraticOurs[][PIECE_TYPE_NB] = {
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    //            OUR PIECES
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    //            OUR PIECES
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    // pair pawn knight bishop rook queen
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    // pair pawn knight bishop rook queen
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    {1667                               }, // Bishop pair
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    {1667                               }, // Bishop pair
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    {  40,    2                         }, // Pawn
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    {  40,    0                         }, // Pawn
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    {  32,  255,  -3                    }, // Knight      OUR PIECES
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    {  32,  255,  -3                    }, // Knight      OUR PIECES
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    {   0,  104,   4,    0              }, // Bishop
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    {   0,  104,   4,    0              }, // Bishop
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    { -26,   -2,  47,   105,  -149      }, // Rook
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    { -26,   -2,  47,   105,  -149      }, // Rook
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    {-185,   24, 122,   137,  -134,   0 }  // Queen
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    {-189,   24, 117,   133,  -134, -10 }  // Queen
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  };
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  };
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  const int QuadraticTheirs[][PIECE_TYPE_NB] = {
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  const int QuadraticTheirs[][PIECE_TYPE_NB] = {
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    //           THEIR PIECES
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    //           THEIR PIECES
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    // pair pawn knight bishop rook queen
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    // pair pawn knight bishop rook queen
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    {   0                               }, // Bishop pair
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    {   0                               }, // Bishop pair
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    {  36,    0                         }, // Pawn
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    {  36,    0                         }, // Pawn
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    {   9,   63,   0                    }, // Knight      OUR PIECES
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    {   9,   63,   0                    }, // Knight      OUR PIECES
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    {  59,   65,  42,     0             }, // Bishop
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    {  59,   65,  42,     0             }, // Bishop
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    {  46,   39,  24,   -24,    0       }, // Rook
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    {  46,   39,  24,   -24,    0       }, // Rook
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    { 101,  100, -37,   141,  268,    0 }  // Queen
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    {  97,  100, -42,   137,  268,    0 }  // Queen
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  };
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  };
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  // Endgame evaluation and scaling functions are accessed directly and not through
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  // Endgame evaluation and scaling functions are accessed directly and not through
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  // the function maps because they correspond to more than one material hash key.
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  // the function maps because they correspond to more than one material hash key.
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  Endgame<KXK>    EvaluateKXK[] = { Endgame<KXK>(WHITE),    Endgame<KXK>(BLACK) };
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  Endgame<KXK>    EvaluateKXK[] = { Endgame<KXK>(WHITE),    Endgame<KXK>(BLACK) };
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    const Color Them = (Us == WHITE ? BLACK : WHITE);
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    const Color Them = (Us == WHITE ? BLACK : WHITE);
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    int bonus = 0;
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    int bonus = 0;
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    // Second-degree polynomial material imbalance by Tord Romstad
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    // Second-degree polynomial material imbalance, by Tord Romstad
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    for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; ++pt1)
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    for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; ++pt1)
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    {
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    {
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        if (!pieceCount[Us][pt1])
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        if (!pieceCount[Us][pt1])
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            continue;
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            continue;
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      return e;
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      return e;
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  std::memset(e, 0, sizeof(Entry));
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  std::memset(e, 0, sizeof(Entry));
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  e->key = key;
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  e->key = key;
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  e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
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  e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
-
 
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-
 
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  Value npm_w = pos.non_pawn_material(WHITE);
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  e->gamePhase = pos.game_phase();
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  Value npm_b = pos.non_pawn_material(BLACK);
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  Value npm = std::max(EndgameLimit, std::min(npm_w + npm_b, MidgameLimit));
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  // Map total non-pawn material into [PHASE_ENDGAME, PHASE_MIDGAME]
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  e->gamePhase = Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));
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  // Let's look if we have a specialized evaluation function for this particular
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  // Let's look if we have a specialized evaluation function for this particular
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  // material configuration. Firstly we look for a fixed configuration one, then
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  // material configuration. Firstly we look for a fixed configuration one, then
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  // for a generic one if the previous search failed.
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  // for a generic one if the previous search failed.
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  if ((e->evaluationFunction = pos.this_thread()->endgames.probe<Value>(key)) != nullptr)
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  if ((e->evaluationFunction = pos.this_thread()->endgames.probe<Value>(key)) != nullptr)
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      return e;
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      return e;
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  for (Color c = WHITE; c <= BLACK; ++c)
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  for (Color c = WHITE; c <= BLACK; ++c)
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      if (is_KXK(pos, c))
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      if (is_KXK(pos, c))
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      {
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      {
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          e->evaluationFunction = &EvaluateKXK[c];
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          e->evaluationFunction = &EvaluateKXK[c];
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  // configuration. Is there a suitable specialized scaling function?
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  // configuration. Is there a suitable specialized scaling function?
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  EndgameBase<ScaleFactor>* sf;
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  EndgameBase<ScaleFactor>* sf;
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  if ((sf = pos.this_thread()->endgames.probe<ScaleFactor>(key)) != nullptr)
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  if ((sf = pos.this_thread()->endgames.probe<ScaleFactor>(key)) != nullptr)
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  {
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  {
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      e->scalingFunction[sf->strong_side()] = sf; // Only strong color assigned
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      e->scalingFunction[sf->strongSide] = sf; // Only strong color assigned
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      return e;
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      return e;
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  }
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  }
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  // We didn't find any specialized scaling function, so fall back on generic
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  // We didn't find any specialized scaling function, so fall back on generic
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  // ones that refer to more than one material distribution. Note that in this
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  // ones that refer to more than one material distribution. Note that in this
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        e->scalingFunction[c] = &ScaleKBPsK[c];
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        e->scalingFunction[c] = &ScaleKBPsK[c];
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    else if (is_KQKRPs(pos, c))
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    else if (is_KQKRPs(pos, c))
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        e->scalingFunction[c] = &ScaleKQKRPs[c];
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        e->scalingFunction[c] = &ScaleKQKRPs[c];
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  }
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  }
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-
 
169
  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 && pos.pieces(PAWN)) // Only pawns on the board
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  if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN)) // Only pawns on the board
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  {
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  {
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      if (!pos.count<PAWN>(BLACK))
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      if (!pos.count<PAWN>(BLACK))
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      {
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      {