Files
Stockfish/src/endgame.h
Marco Costalba 297c12e595 Simplify endgame functions handling
We really don't need to have global endgame functions. We can
allocate them on the heap at initialization time and store the
corresponding pointer directly in the functions maps. To avoid
leaks we just need to remember to deallocate them in map d'tor.

These functions are always created in couple, one for each color,
so remove a lot of redundant hard coded info and just use the minimum
required: the type and the corresponding named string.

This greatly simplifies the code and also it is less error prone,
now is much simpler to add a new endgame specialized function: just
add the corresponding enum in endgame.h and the obvious add_xx()
call in EndgameFunctions c'tor, and of course, the most important part,
the EvaluationFunction<xxx>::apply() specialization in endgame.cpp

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-07-17 07:55:51 +01:00

103 lines
2.5 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2009 Marco Costalba
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/>.
*/
#if !defined(ENDGAME_H_INCLUDED)
#define ENDGAME_H_INCLUDED
////
//// Includes
////
#include "position.h"
#include "scale.h"
#include "value.h"
////
//// Types
////
enum EndgameType {
// Evaluation functions
KXK, // Generic "mate lone king" eval
KBNK, // KBN vs K
KPK, // KP vs K
KRKP, // KR vs KP
KRKB, // KR vs KB
KRKN, // KR vs KN
KQKR, // KQ vs KR
KBBKN, // KBB vs KN
KmmKm, // K and two minors vs K and one or two minors
// Scaling functions
KBPK, // KBP vs K
KQKRP, // KQ vs KRP
KRPKR, // KRP vs KR
KRPPKRP, // KRPP vs KRP
KPsK, // King and pawns vs king
KBPKB, // KBP vs KB
KBPPKB, // KBPP vs KB
KBPKN, // KBP vs KN
KNPK, // KNP vs K
KPKP // KP vs KP
};
/// Template abstract base class for all special endgame functions
template<typename T>
class EndgameFunctionBase {
public:
EndgameFunctionBase(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
virtual ~EndgameFunctionBase() {}
virtual T apply(const Position&) = 0;
protected:
Color strongerSide, weakerSide;
};
typedef EndgameFunctionBase<Value> EndgameEvaluationFunctionBase;
typedef EndgameFunctionBase<ScaleFactor> EndgameScalingFunctionBase;
/// Templates subclass for various concrete endgames
template<EndgameType>
struct EvaluationFunction : public EndgameEvaluationFunctionBase {
explicit EvaluationFunction(Color c): EndgameEvaluationFunctionBase(c) {}
Value apply(const Position&);
};
template<EndgameType>
struct ScalingFunction : public EndgameScalingFunctionBase {
explicit ScalingFunction(Color c) : EndgameScalingFunctionBase(c) {}
ScaleFactor apply(const Position&);
};
////
//// Prototypes
////
extern void init_bitbases();
#endif // !defined(ENDGAME_H_INCLUDED)