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Introduce namespace Material
And retire old struct MaterialTable simplifying the code. No functional change.
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@@ -25,31 +25,26 @@
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#include "position.h"
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#include "types.h"
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const int MaterialTableSize = 8192;
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namespace Material {
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/// MaterialEntry is a class which contains various information about a
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/// material configuration. It contains a material balance evaluation,
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/// a function pointer to a special endgame evaluation function (which in
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/// most cases is NULL, meaning that the standard evaluation function will
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/// be used), and "scale factors" for black and white.
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/// Material::Entry contains various information about a material configuration.
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/// It contains a material balance 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.
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/// For instance, in KRB vs KR endgames, the score is scaled down by a factor
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/// of 4, which will result in scores of absolute value less than one pawn.
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class MaterialEntry {
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struct Entry {
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friend struct MaterialTable;
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public:
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Score material_value() const;
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Score material_value() const { return make_score(value, value); }
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int space_weight() const { return spaceWeight; }
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Phase game_phase() const { return gamePhase; }
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bool specialized_eval_exists() const { return evaluationFunction != NULL; }
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Value evaluate(const Position& p) const { return (*evaluationFunction)(p); }
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ScaleFactor scale_factor(const Position& pos, Color c) const;
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int space_weight() const;
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Phase game_phase() const;
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bool specialized_eval_exists() const;
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Value evaluate(const Position& pos) const;
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private:
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Key key;
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int16_t value;
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uint8_t factor[COLOR_NB];
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@@ -59,55 +54,24 @@ private:
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Phase gamePhase;
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};
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typedef HashTable<Entry, 8192> Table;
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/// The MaterialTable class represents a material hash table. The most important
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/// method is probe(), which returns a pointer to a MaterialEntry object.
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Entry* probe(const Position& pos, Table& entries, Endgames& endgames);
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Phase game_phase(const Position& pos);
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struct MaterialTable {
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MaterialEntry* probe(const Position& pos);
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static Phase game_phase(const Position& pos);
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template<Color Us> static int imbalance(const int pieceCount[][PIECE_TYPE_NB]);
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HashTable<MaterialEntry, MaterialTableSize> entries;
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Endgames endgames;
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};
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/// MaterialEntry::scale_factor takes a position and a color as input, and
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/// Material::scale_factor takes a position and a color as input, and
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/// returns a scale factor for the given color. We have to provide the
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/// position in addition to the color, because the scale factor need not
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/// to be a constant: It can also be a function which should be applied to
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/// the position. For instance, in KBP vs K endgames, a scaling function
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/// which checks for draws with rook pawns and wrong-colored bishops.
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inline ScaleFactor MaterialEntry::scale_factor(const Position& pos, Color c) const {
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inline ScaleFactor Entry::scale_factor(const Position& pos, Color c) const {
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if (!scalingFunction[c])
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return ScaleFactor(factor[c]);
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ScaleFactor sf = (*scalingFunction[c])(pos);
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return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
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return !scalingFunction[c] || (*scalingFunction[c])(pos) == SCALE_FACTOR_NONE
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? ScaleFactor(factor[c]) : (*scalingFunction[c])(pos);
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}
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inline Value MaterialEntry::evaluate(const Position& pos) const {
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return (*evaluationFunction)(pos);
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}
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inline Score MaterialEntry::material_value() const {
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return make_score(value, value);
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}
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inline int MaterialEntry::space_weight() const {
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return spaceWeight;
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}
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inline Phase MaterialEntry::game_phase() const {
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return gamePhase;
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}
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inline bool MaterialEntry::specialized_eval_exists() const {
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return evaluationFunction != NULL;
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}
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#endif // !defined(MATERIAL_H_INCLUDED)
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