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| /* | |
| Stockfish, a UCI chess playing engine derived from Glaurung 2.1 | |
| Copyright (C) 2004-2008 Tord Romstad (Glaurung author) | |
| Copyright (C) 2008-2013 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 <http://www.gnu.org/licenses/>. | |
| */ | |
| using namespace std; | |
| namespace { | |
| // Values modified by Joona Kiiski | |
| const Value MidgameLimit = Value(15581); | |
| const Value EndgameLimit = Value(3998); | |
| // Scale factors used when one side has no more pawns | |
| const int NoPawnsSF[4] = { 6, 12, 32 }; | |
| // Polynomial material balance parameters | |
| const Value RedundantQueen = Value(320); | |
| const Value RedundantRook = Value(554); | |
| // pair pawn knight bishop rook queen | |
| const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 }; | |
| const int QuadraticCoefficientsSameColor[][PIECE_TYPE_NB] = { | |
| // pair pawn knight bishop rook queen | |
| { 7 }, // Bishop pair | |
| { 39, 2 }, // Pawn | |
| { 35, 271, -4 }, // Knight | |
| { 7, 105, 4, 7 }, // Bishop | |
| { -27, -2, 46, 100, 56 }, // Rook | |
| { 58, 29, 83, 148, -3, -25 } // Queen | |
| }; | |
| const int QuadraticCoefficientsOppositeColor[][PIECE_TYPE_NB] = { | |
| // THEIR PIECES | |
| // pair pawn knight bishop rook queen | |
| { 41 }, // Bishop pair | |
| { 37, 41 }, // Pawn | |
| { 10, 62, 41 }, // Knight OUR PIECES | |
| { 57, 64, 39, 41 }, // Bishop | |
| { 50, 40, 23, -22, 41 }, // Rook | |
| { 106, 101, 3, 151, 171, 41 } // Queen | |
| }; | |
| // Endgame evaluation and scaling functions accessed direcly and not through | |
| // the function maps because correspond to more then one material hash key. | |
| Endgame<KmmKm> EvaluateKmmKm[] = { Endgame<KmmKm>(WHITE), Endgame<KmmKm>(BLACK) }; | |
| Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) }; | |
| Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) }; | |
| Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) }; | |
| Endgame<KPsK> ScaleKPsK[] = { Endgame<KPsK>(WHITE), Endgame<KPsK>(BLACK) }; | |
| Endgame<KPKP> ScaleKPKP[] = { Endgame<KPKP>(WHITE), Endgame<KPKP>(BLACK) }; | |
| // Helper templates used to detect a given material distribution | |
| template<Color Us> bool is_KXK(const Position& pos) { | |
| const Color Them = (Us == WHITE ? BLACK : WHITE); | |
| return !pos.count<PAWN>(Them) | |
| && pos.non_pawn_material(Them) == VALUE_ZERO | |
| && pos.non_pawn_material(Us) >= RookValueMg; | |
| } | |
| template<Color Us> bool is_KBPsKs(const Position& pos) { | |
| return pos.non_pawn_material(Us) == BishopValueMg | |
| && pos.count<BISHOP>(Us) == 1 | |
| && pos.count<PAWN >(Us) >= 1; | |
| } | |
| template<Color Us> bool is_KQKRPs(const Position& pos) { | |
| const Color Them = (Us == WHITE ? BLACK : WHITE); | |
| return !pos.count<PAWN>(Us) | |
| && pos.non_pawn_material(Us) == QueenValueMg | |
| && pos.count<QUEEN>(Us) == 1 | |
| && pos.count<ROOK>(Them) == 1 | |
| && pos.count<PAWN>(Them) >= 1; | |
| } | |
| /// imbalance() calculates imbalance comparing piece count of each | |
| /// piece type for both colors. | |
| template<Color Us> | |
| int imbalance(const int pieceCount[][PIECE_TYPE_NB]) { | |
| const Color Them = (Us == WHITE ? BLACK : WHITE); | |
| int pt1, pt2, pc, v; | |
| int value = 0; | |
| // Redundancy of major pieces, formula based on Kaufman's paper | |
| // "The Evaluation of Material Imbalances in Chess" | |
| if (pieceCount[Us][ROOK] > 0) | |
| value -= RedundantRook * (pieceCount[Us][ROOK] - 1) | |
| + RedundantQueen * pieceCount[Us][QUEEN]; | |
| // Second-degree polynomial material imbalance by Tord Romstad | |
| for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++) | |
| { | |
| pc = pieceCount[Us][pt1]; | |
| if (!pc) | |
| continue; | |
| v = LinearCoefficients[pt1]; | |
| for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++) | |
| v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2] | |
| + QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2]; | |
| value += pc * v; | |
| } | |
| return value; | |
| } | |
| } // namespace | |
| namespace Material { | |
| /// Material::probe() takes a position object as input, looks up a MaterialEntry | |
| /// object, and returns a pointer to it. If the material configuration is not | |
| /// already present in the table, it is computed and stored there, so we don't | |
| /// have to recompute everything when the same material configuration occurs again. | |
| Entry* probe(const Position& pos, Table& entries, Endgames& endgames) { | |
| Key key = pos.material_key(); | |
| Entry* e = entries[key]; | |
| // If e->key matches the position's material hash key, it means that we | |
| // have analysed this material configuration before, and we can simply | |
| // return the information we found the last time instead of recomputing it. | |
| if (e->key == key) | |
| return e; | |
| std::memset(e, 0, sizeof(Entry)); | |
| e->key = key; | |
| e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL; | |
| e->gamePhase = game_phase(pos); | |
| // Let's look if we have a specialized evaluation function for this | |
| // particular material configuration. First we look for a fixed | |
| // configuration one, then a generic one if previous search failed. | |
| if (endgames.probe(key, e->evaluationFunction)) | |
| return e; | |
| if (is_KXK<WHITE>(pos)) | |
| { | |
| e->evaluationFunction = &EvaluateKXK[WHITE]; | |
| return e; | |
| } | |
| if (is_KXK<BLACK>(pos)) | |
| { | |
| e->evaluationFunction = &EvaluateKXK[BLACK]; | |
| return e; | |
| } | |
| if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN)) | |
| { | |
| // Minor piece endgame with at least one minor piece per side and | |
| // no pawns. Note that the case KmmK is already handled by KXK. | |
| assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP))); | |
| assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP))); | |
| if ( pos.count<BISHOP>(WHITE) + pos.count<KNIGHT>(WHITE) <= 2 | |
| && pos.count<BISHOP>(BLACK) + pos.count<KNIGHT>(BLACK) <= 2) | |
| { | |
| e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()]; | |
| return e; | |
| } | |
| } | |
| // OK, we didn't find any special evaluation function for the current | |
| // material configuration. Is there a suitable scaling function? | |
| // | |
| // We face problems when there are several conflicting applicable | |
| // scaling functions and we need to decide which one to use. | |
| EndgameBase<ScaleFactor>* sf; | |
| if (endgames.probe(key, sf)) | |
| { | |
| e->scalingFunction[sf->color()] = sf; | |
| return e; | |
| } | |
| // Generic scaling functions that refer to more then one material | |
| // distribution. Should be probed after the specialized ones. | |
| // Note that these ones don't return after setting the function. | |
| if (is_KBPsKs<WHITE>(pos)) | |
| e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE]; | |
| if (is_KBPsKs<BLACK>(pos)) | |
| e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK]; | |
| if (is_KQKRPs<WHITE>(pos)) | |
| e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE]; | |
| else if (is_KQKRPs<BLACK>(pos)) | |
| e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK]; | |
| Value npm_w = pos.non_pawn_material(WHITE); | |
| Value npm_b = pos.non_pawn_material(BLACK); | |
| if (npm_w + npm_b == VALUE_ZERO) | |
| { | |
| if (!pos.count<PAWN>(BLACK)) | |
| { | |
| assert(pos.count<PAWN>(WHITE) >= 2); | |
| e->scalingFunction[WHITE] = &ScaleKPsK[WHITE]; | |
| } | |
| else if (!pos.count<PAWN>(WHITE)) | |
| { | |
| assert(pos.count<PAWN>(BLACK) >= 2); | |
| e->scalingFunction[BLACK] = &ScaleKPsK[BLACK]; | |
| } | |
| else if (pos.count<PAWN>(WHITE) == 1 && pos.count<PAWN>(BLACK) == 1) | |
| { | |
| // This is a special case because we set scaling functions | |
| // for both colors instead of only one. | |
| e->scalingFunction[WHITE] = &ScaleKPKP[WHITE]; | |
| e->scalingFunction[BLACK] = &ScaleKPKP[BLACK]; | |
| } | |
| } | |
| // No pawns makes it difficult to win, even with a material advantage | |
| if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg) | |
| { | |
| e->factor[WHITE] = (uint8_t) | |
| (npm_w == npm_b || npm_w < RookValueMg ? 0 : NoPawnsSF[std::min(pos.count<BISHOP>(WHITE), 2)]); | |
| } | |
| if (!pos.count<PAWN>(BLACK) && npm_b - npm_w <= BishopValueMg) | |
| { | |
| e->factor[BLACK] = (uint8_t) | |
| (npm_w == npm_b || npm_b < RookValueMg ? 0 : NoPawnsSF[std::min(pos.count<BISHOP>(BLACK), 2)]); | |
| } | |
| // Compute the space weight | |
| if (npm_w + npm_b >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg) | |
| { | |
| int minorPieceCount = pos.count<KNIGHT>(WHITE) + pos.count<BISHOP>(WHITE) | |
| + pos.count<KNIGHT>(BLACK) + pos.count<BISHOP>(BLACK); | |
| e->spaceWeight = make_score(minorPieceCount * minorPieceCount, 0); | |
| } | |
| // Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder | |
| // for the bishop pair "extended piece", this allow us to be more flexible | |
| // in defining bishop pair bonuses. | |
| const int pieceCount[COLOR_NB][PIECE_TYPE_NB] = { | |
| { pos.count<BISHOP>(WHITE) > 1, pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE), | |
| pos.count<BISHOP>(WHITE) , pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) }, | |
| { pos.count<BISHOP>(BLACK) > 1, pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK), | |
| pos.count<BISHOP>(BLACK) , pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } }; | |
| e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16); | |
| return e; | |
| } | |
| /// Material::game_phase() calculates the phase given the current | |
| /// position. Because the phase is strictly a function of the material, it | |
| /// is stored in MaterialEntry. | |
| Phase game_phase(const Position& pos) { | |
| Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK); | |
| return npm >= MidgameLimit ? PHASE_MIDGAME | |
| : npm <= EndgameLimit ? PHASE_ENDGAME | |
| : Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit)); | |
| } | |
| } // namespace Material | |