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Initial import of Glaurung 2.1
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src/value.h
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164
src/value.h
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/*
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Glaurung, a UCI chess playing engine.
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Copyright (C) 2004-2008 Tord Romstad
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Glaurung is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Glaurung is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#if !defined(VALUE_H_INCLUDED)
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#define VALUE_H_INCLUDED
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////
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//// Includes
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////
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#include "piece.h"
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////
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//// Types
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////
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enum ValueType {
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VALUE_TYPE_NONE = 0,
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VALUE_TYPE_UPPER = 1, // Upper bound
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VALUE_TYPE_LOWER = 2, // Lower bound
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VALUE_TYPE_EXACT = 3 // Exact score
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};
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enum Value {
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VALUE_DRAW = 0,
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VALUE_KNOWN_WIN = 15000,
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VALUE_MATE = 30000,
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VALUE_INFINITE = 30001,
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VALUE_NONE = 30002
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};
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////
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//// Constants and variables
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////
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/// Piece values, middle game and endgame
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/// Important: If the material values are changed, one must also
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/// adjust the piece square tables, and the method game_phase() in the
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/// Position class!
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const Value PawnValueMidgame = Value(0xCC);
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const Value PawnValueEndgame = Value(0x100);
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const Value KnightValueMidgame = Value(0x340);
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const Value KnightValueEndgame = Value(0x340);
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const Value BishopValueMidgame = Value(0x340);
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const Value BishopValueEndgame = Value(0x340);
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const Value RookValueMidgame = Value(0x505);
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const Value RookValueEndgame = Value(0x505);
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const Value QueenValueMidgame = Value(0xA00);
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const Value QueenValueEndgame = Value(0xA00);
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const Value PieceValueMidgame[17] = {
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Value(0),
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PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame,
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Value(0), Value(0), Value(0),
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PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame,
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Value(0), Value(0), Value(0)
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};
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const Value PieceValueEndgame[17] = {
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Value(0),
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PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
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RookValueEndgame, QueenValueEndgame,
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Value(0), Value(0), Value(0),
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PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
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RookValueEndgame, QueenValueEndgame,
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Value(0), Value(0), Value(0)
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};
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/// Bonus for having the side to move
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const Value TempoValueMidgame = Value(50);
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const Value TempoValueEndgame = Value(20);
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////
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//// Inline functions
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////
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inline Value operator+ (Value v, int i) { return Value(int(v) + i); }
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inline Value operator+ (Value v1, Value v2) { return Value(int(v1) + int(v2)); }
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inline void operator+= (Value &v1, Value v2) {
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v1 = Value(int(v1) + int(v2));
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}
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inline Value operator- (Value v, int i) { return Value(int(v) - i); }
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inline Value operator- (Value v) { return Value(-int(v)); }
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inline Value operator- (Value v1, Value v2) { return Value(int(v1) - int(v2)); }
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inline void operator-= (Value &v1, Value v2) {
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v1 = Value(int(v1) - int(v2));
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}
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inline Value operator* (Value v, int i) { return Value(int(v) * i); }
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inline void operator*= (Value &v, int i) { v = Value(int(v) * i); }
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inline Value operator* (int i, Value v) { return Value(int(v) * i); }
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inline Value operator/ (Value v, int i) { return Value(int(v) / i); }
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inline void operator/= (Value &v, int i) { v = Value(int(v) / i); }
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inline Value value_mate_in(int ply) {
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return Value(VALUE_MATE - Value(ply));
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}
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inline Value value_mated_in(int ply) {
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return Value(-VALUE_MATE + Value(ply));
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}
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inline bool is_upper_bound(ValueType vt) {
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return (int(vt) & int(VALUE_TYPE_UPPER)) != 0;
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}
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inline bool is_lower_bound(ValueType vt) {
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return (int(vt) & int(VALUE_TYPE_LOWER)) != 0;
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}
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inline Value piece_value_midgame(PieceType pt) {
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return PieceValueMidgame[pt];
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}
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inline Value piece_value_endgame(PieceType pt) {
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return PieceValueEndgame[pt];
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}
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inline Value piece_value_midgame(Piece p) {
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return PieceValueMidgame[p];
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}
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inline Value piece_value_endgame(Piece p) {
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return PieceValueEndgame[p];
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}
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////
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//// Prototypes
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////
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extern Value value_to_tt(Value v, int ply);
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extern Value value_from_tt(Value v, int ply);
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extern int value_to_centipawns(Value v);
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extern Value value_from_centipawns(int cp);
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extern const std::string value_to_string(Value v);
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#endif // !defined(VALUE_H_INCLUDED)
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