Use template for endgame scaling functions

Also integrate scaling and evaluation in a
single base class.

Nice use of templates here :-)

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2009-02-12 14:59:46 +01:00
parent 039badfda8
commit 67375f4693
4 changed files with 84 additions and 207 deletions

View File

@@ -51,41 +51,15 @@ EvaluationFunction<KBBKN> EvaluateKBBKN(WHITE), EvaluateKNKBB(BLACK); // KBB vs
/// Scaling functions
// KBP vs K
KBPKScalingFunction ScaleKBPK = KBPKScalingFunction(WHITE);
KBPKScalingFunction ScaleKKBP = KBPKScalingFunction(BLACK);
// KQ vs KRP
KQKRPScalingFunction ScaleKQKRP = KQKRPScalingFunction(WHITE);
KQKRPScalingFunction ScaleKRPKQ = KQKRPScalingFunction(BLACK);
// KRP vs KR
KRPKRScalingFunction ScaleKRPKR = KRPKRScalingFunction(WHITE);
KRPKRScalingFunction ScaleKRKRP = KRPKRScalingFunction(BLACK);
// KRPP vs KRP
KRPPKRPScalingFunction ScaleKRPPKRP = KRPPKRPScalingFunction(WHITE);
KRPPKRPScalingFunction ScaleKRPKRPP = KRPPKRPScalingFunction(BLACK);
// King and pawns vs king
KPsKScalingFunction ScaleKPsK = KPsKScalingFunction(WHITE);
KPsKScalingFunction ScaleKKPs = KPsKScalingFunction(BLACK);
// KBP vs KB
KBPKBScalingFunction ScaleKBPKB = KBPKBScalingFunction(WHITE);
KBPKBScalingFunction ScaleKBKBP = KBPKBScalingFunction(BLACK);
// KBP vs KN
KBPKNScalingFunction ScaleKBPKN = KBPKNScalingFunction(WHITE);
KBPKNScalingFunction ScaleKNKBP = KBPKNScalingFunction(BLACK);
// KNP vs K
KNPKScalingFunction ScaleKNPK = KNPKScalingFunction(WHITE);
KNPKScalingFunction ScaleKKNP = KNPKScalingFunction(BLACK);
// KPKP
KPKPScalingFunction ScaleKPKPw = KPKPScalingFunction(WHITE);
KPKPScalingFunction ScaleKPKPb = KPKPScalingFunction(BLACK);
ScalingFunction<KBPK> ScaleKBPK(WHITE), ScaleKKBP(BLACK); // KBP vs K
ScalingFunction<KQKRP> ScaleKQKRP(WHITE), ScaleKRPKQ(BLACK); // KQ vs KRP
ScalingFunction<KRPKR> ScaleKRPKR(WHITE), ScaleKRKRP(BLACK); // KRP vs KR
ScalingFunction<KRPPKRP> ScaleKRPPKRP(WHITE), ScaleKRPKRPP(BLACK); // KRPP vs KRP
ScalingFunction<KPsK> ScaleKPsK(WHITE), ScaleKKPs(BLACK); // King and pawns vs king
ScalingFunction<KBPKB> ScaleKBPKB(WHITE), ScaleKBKBP(BLACK); // KBP vs KB
ScalingFunction<KBPKN> ScaleKBPKN(WHITE), ScaleKNKBP(BLACK); // KBP vs KN
ScalingFunction<KNPK> ScaleKNPK(WHITE), ScaleKKNP(BLACK); // KNP vs K
ScalingFunction<KPKP> ScaleKPKPw(WHITE), ScaleKPKPb(BLACK); // KPKP
////
@@ -158,27 +132,6 @@ namespace {
//// Functions
////
/// Constructors
EndgameEvaluationFunction::EndgameEvaluationFunction(Color c) : strongerSide(c) {
weakerSide = opposite_color(strongerSide);
}
ScalingFunction::ScalingFunction(Color c) : strongerSide(c) {
weakerSide = opposite_color(c);
}
KBPKScalingFunction::KBPKScalingFunction(Color c) : ScalingFunction(c) {}
KQKRPScalingFunction::KQKRPScalingFunction(Color c) : ScalingFunction(c) {}
KRPKRScalingFunction::KRPKRScalingFunction(Color c) : ScalingFunction(c) {}
KRPPKRPScalingFunction::KRPPKRPScalingFunction(Color c) : ScalingFunction(c) {}
KPsKScalingFunction::KPsKScalingFunction(Color c) : ScalingFunction(c) {}
KBPKBScalingFunction::KBPKBScalingFunction(Color c) : ScalingFunction(c) {}
KBPKNScalingFunction::KBPKNScalingFunction(Color c) : ScalingFunction(c) {}
KNPKScalingFunction::KNPKScalingFunction(Color c) : ScalingFunction(c) {}
KPKPScalingFunction::KPKPScalingFunction(Color c) : ScalingFunction(c) {}
/// Mate with KX vs K. This function is used to evaluate positions with
/// King and plenty of material vs a lone king. It simply gives the
/// attacking side a bonus for driving the defending king towards the edge
@@ -439,8 +392,8 @@ Value EvaluationFunction<KmmKm>::apply(const Position &pos) {
/// bishop of the wrong color. If such a draw is detected, ScaleFactor(0) is
/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
/// will be used.
ScaleFactor KBPKScalingFunction::apply(const Position& pos) {
template<>
ScaleFactor ScalingFunction<KBPK>::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
@@ -494,8 +447,8 @@ ScaleFactor KBPKScalingFunction::apply(const Position& pos) {
/// king and queen, while the weaker side has at least a rook and a pawn.
/// It tests for fortress draws with a rook on the third rank defended by
/// a pawn.
ScaleFactor KQKRPScalingFunction::apply(const Position& pos) {
template<>
ScaleFactor ScalingFunction<KQKRP>::apply(const Position& pos) {
assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
assert(pos.piece_count(strongerSide, QUEEN) == 1);
@@ -525,8 +478,8 @@ ScaleFactor KQKRPScalingFunction::apply(const Position& pos) {
///
/// It would also be nice to rewrite the actual code for this function,
/// which is mostly copied from Glaurung 1.x, and not very pretty.
ScaleFactor KRPKRScalingFunction::apply(const Position &pos) {
template<>
ScaleFactor ScalingFunction<KRPKR>::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 1);
@@ -643,8 +596,8 @@ ScaleFactor KRPKRScalingFunction::apply(const Position &pos) {
/// KRPPKRPScalingFunction scales KRPP vs KRP endgames. There is only a
/// single pattern: If the stronger side has no pawns and the defending king
/// is actively placed, the position is drawish.
ScaleFactor KRPPKRPScalingFunction::apply(const Position &pos) {
template<>
ScaleFactor ScalingFunction<KRPPKRP>::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 2);
@@ -682,8 +635,8 @@ ScaleFactor KRPPKRPScalingFunction::apply(const Position &pos) {
/// KPsKScalingFunction scales endgames with king and two or more pawns
/// against king. There is just a single rule here: If all pawns are on
/// the same rook file and are blocked by the defending king, it's a draw.
ScaleFactor KPsKScalingFunction::apply(const Position &pos) {
template<>
ScaleFactor ScalingFunction<KPsK>::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == Value(0));
assert(pos.piece_count(strongerSide, PAWN) >= 2);
@@ -728,8 +681,8 @@ ScaleFactor KPsKScalingFunction::apply(const Position &pos) {
/// square of the king is not of the same color as the stronger side's bishop,
/// it's a draw. If the two bishops have opposite color, it's almost always
/// a draw.
ScaleFactor KBPKBScalingFunction::apply(const Position &pos) {
template<>
ScaleFactor ScalingFunction<KBPKB>::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
@@ -783,8 +736,8 @@ ScaleFactor KBPKBScalingFunction::apply(const Position &pos) {
/// If the defending king is somewhere along the path of the pawn, and the
/// square of the king is not of the same color as the stronger side's bishop,
/// it's a draw.
ScaleFactor KBPKNScalingFunction::apply(const Position &pos) {
template<>
ScaleFactor ScalingFunction<KBPKN>::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
@@ -810,8 +763,8 @@ ScaleFactor KBPKNScalingFunction::apply(const Position &pos) {
/// KNPKScalingFunction scales KNP vs K endgames. There is a single rule:
/// If the pawn is a rook pawn on the 7th rank and the defending king prevents
/// the pawn from advancing, the position is drawn.
ScaleFactor KNPKScalingFunction::apply(const Position &pos) {
template<>
ScaleFactor ScalingFunction<KNPK>::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
@@ -840,8 +793,8 @@ ScaleFactor KNPKScalingFunction::apply(const Position &pos) {
/// the pawn as well. The exception is when the stronger side's pawn is far
/// advanced and not on a rook file; in this case it is often possible to win
/// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
ScaleFactor KPKPScalingFunction::apply(const Position &pos) {
template<>
ScaleFactor ScalingFunction<KPKP>::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == Value(0));
assert(pos.non_pawn_material(weakerSide) == Value(0));