/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #if !defined(MATERIAL_H_INCLUDED) #define MATERIAL_H_INCLUDED #include "endgame.h" #include "position.h" #include "tt.h" #include "types.h" const int MaterialTableSize = 8192; /// Game phase enum Phase { PHASE_ENDGAME = 0, PHASE_MIDGAME = 128 }; /// MaterialInfo is a class which contains various information about a /// material configuration. It contains a material balance evaluation, /// a function pointer to a special endgame evaluation function (which in /// most cases is NULL, meaning that the standard evaluation function will /// be used), and "scale factors" for black and white. /// /// The scale factors are used to scale the evaluation score up or down. /// For instance, in KRB vs KR endgames, the score is scaled down by a factor /// of 4, which will result in scores of absolute value less than one pawn. class MaterialInfo { friend class MaterialInfoTable; public: Score material_value() const; ScaleFactor scale_factor(const Position& pos, Color c) const; int space_weight() const; Phase game_phase() const; bool specialized_eval_exists() const; Value evaluate(const Position& pos) const; private: Key key; int16_t value; uint8_t factor[2]; EndgameBase* evaluationFunction; EndgameBase* scalingFunction[2]; int spaceWeight; Phase gamePhase; }; /// The MaterialInfoTable class represents a pawn hash table. The most important /// method is material_info(), which returns a pointer to a MaterialInfo object. class MaterialInfoTable : public SimpleHash { public: ~MaterialInfoTable(); void init(); MaterialInfo* material_info(const Position& pos) const; static Phase game_phase(const Position& pos); private: template static int imbalance(const int pieceCount[][8]); Endgames* funcs; }; /// MaterialInfo::scale_factor takes a position and a color as input, and /// returns a scale factor for the given color. We have to provide the /// position in addition to the color, because the scale factor need not /// to be a constant: It can also be a function which should be applied to /// the position. For instance, in KBP vs K endgames, a scaling function /// which checks for draws with rook pawns and wrong-colored bishops. inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const { if (!scalingFunction[c]) return ScaleFactor(factor[c]); ScaleFactor sf = (*scalingFunction[c])(pos); return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf; } inline Value MaterialInfo::evaluate(const Position& pos) const { return (*evaluationFunction)(pos); } inline Score MaterialInfo::material_value() const { return make_score(value, value); } inline int MaterialInfo::space_weight() const { return spaceWeight; } inline Phase MaterialInfo::game_phase() const { return gamePhase; } inline bool MaterialInfo::specialized_eval_exists() const { return evaluationFunction != NULL; } #endif // !defined(MATERIAL_H_INCLUDED)