Move game phase computation to MaterialInfo

Game phase is a strictly function of the material
combination so its natural place is MaterialInfo,
not position.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2009-11-13 13:29:04 +01:00
parent 314faa905a
commit 71e852ea81
4 changed files with 40 additions and 24 deletions

View File

@@ -54,6 +54,7 @@ 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;
@@ -66,6 +67,7 @@ private:
EndgameEvaluationFunctionBase* evaluationFunction;
EndgameScalingFunctionBase* scalingFunction[2];
int spaceWeight;
Phase gamePhase;
};
/// The MaterialInfoTable class represents a pawn hash table. It is basically
@@ -81,6 +83,8 @@ public:
~MaterialInfoTable();
MaterialInfo* get_material_info(const Position& pos);
static Phase game_phase(const Position& pos);
private:
unsigned size;
MaterialInfo* entries;
@@ -92,6 +96,7 @@ private:
//// Inline functions
////
/// MaterialInfo::material_value simply returns the material balance
/// evaluation that is independent from game phase.
@@ -141,6 +146,14 @@ inline int MaterialInfo::space_weight() const {
return spaceWeight;
}
/// MaterialInfo::game_phase() returns the game phase according
/// to this material configuration.
inline Phase MaterialInfo::game_phase() const {
return gamePhase;
}
/// MaterialInfo::specialized_eval_exists decides whether there is a
/// specialized evaluation function for the current material configuration,