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stockfish/src/material.cpp

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/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
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Stockfish 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
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,
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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.
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You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////
//// Includes
////
#include <cassert>
#include <map>
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#include "material.h"
////
//// Local definitions
////
namespace {
const Value BishopPairMidgameBonus = Value(100);
const Value BishopPairEndgameBonus = Value(100);
Key KRPKRMaterialKey, KRKRPMaterialKey;
Key KNNKMaterialKey, KKNNMaterialKey;
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Key KBPKBMaterialKey, KBKBPMaterialKey;
Key KBPKNMaterialKey, KNKBPMaterialKey;
Key KNPKMaterialKey, KKNPMaterialKey;
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Key KPKPMaterialKey;
Key KRPPKRPMaterialKey, KRPKRPPMaterialKey;
std::map<Key, EndgameEvaluationFunction*> EEFmap;
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void EEFAdd(Key k, EndgameEvaluationFunction* f) {
EEFmap.insert(std::pair<Key, EndgameEvaluationFunction*>(k, f));
}
}
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////
//// Functions
////
/// MaterialInfo::init() is called during program initialization. It
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/// precomputes material hash keys for a few basic endgames, in order
/// to make it easy to recognize such endgames when they occur.
void MaterialInfo::init() {
typedef Key ZM[2][8][16];
const ZM& z = Position::zobMaterial;
static const Color W = WHITE;
static const Color B = BLACK;
EEFAdd(z[W][PAWN][1], &EvaluateKPK);
EEFAdd(z[B][PAWN][1], &EvaluateKKP);
EEFAdd(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK);
EEFAdd(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN);
EEFAdd(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP);
EEFAdd(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR);
EEFAdd(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB);
EEFAdd(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR);
EEFAdd(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN);
EEFAdd(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR);
EEFAdd(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR);
EEFAdd(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ);
KRPKRMaterialKey = z[W][ROOK][1]
^ z[W][PAWN][1]
^ z[B][ROOK][1];
KRKRPMaterialKey = z[W][ROOK][1]
^ z[B][ROOK][1]
^ z[B][PAWN][1];
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KRPPKRPMaterialKey =
z[W][ROOK][1] ^
z[W][PAWN][1] ^
z[W][PAWN][2] ^
z[B][ROOK][1] ^
z[B][PAWN][1];
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KRPKRPPMaterialKey =
z[W][ROOK][1] ^
z[W][PAWN][1] ^
z[B][ROOK][1] ^
z[B][PAWN][1] ^
z[B][PAWN][2];
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KNNKMaterialKey =
z[W][KNIGHT][1] ^
z[W][KNIGHT][2];
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KKNNMaterialKey =
z[B][KNIGHT][1] ^
z[B][KNIGHT][2];
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KBPKBMaterialKey =
z[W][BISHOP][1] ^
z[W][PAWN][1] ^
z[B][BISHOP][1];
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KBKBPMaterialKey =
z[W][BISHOP][1] ^
z[B][BISHOP][1] ^
z[B][PAWN][1];
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KBPKNMaterialKey =
z[W][BISHOP][1] ^
z[W][PAWN][1] ^
z[B][KNIGHT][1];
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KNKBPMaterialKey =
z[W][KNIGHT][1] ^
z[B][BISHOP][1] ^
z[B][PAWN][1];
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KNPKMaterialKey =
z[W][KNIGHT][1] ^
z[W][PAWN][1];
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KKNPMaterialKey =
z[B][KNIGHT][1] ^
z[B][PAWN][1];
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KPKPMaterialKey =
z[W][PAWN][1] ^
z[B][PAWN][1];
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}
/// Constructor for the MaterialInfoTable class.
MaterialInfoTable::MaterialInfoTable(unsigned numOfEntries) {
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size = numOfEntries;
entries = new MaterialInfo[size];
if (!entries)
{
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
<< " bytes for material hash table." << std::endl;
exit(EXIT_FAILURE);
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}
clear();
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}
/// Destructor for the MaterialInfoTable class.
MaterialInfoTable::~MaterialInfoTable() {
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delete [] entries;
}
/// MaterialInfoTable::clear() clears a material hash table by setting
/// all entries to 0.
void MaterialInfoTable::clear() {
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memset(entries, 0, size * sizeof(MaterialInfo));
}
/// MaterialInfoTable::get_material_info() takes a position object as input,
/// computes or looks up a MaterialInfo object, and returns a pointer to it.
/// If the material configuration is not already present in the table, it
/// is stored there, so we don't have to recompute everything when the
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/// same material configuration occurs again.
MaterialInfo *MaterialInfoTable::get_material_info(const Position &pos) {
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Key key = pos.get_material_key();
int index = key & (size - 1);
MaterialInfo *mi = entries + index;
// If mi->key matches the position's material hash key, it means that we
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// have analysed this material configuration before, and we can simply
// return the information we found the last time instead of recomputing it:
if(mi->key == key)
return mi;
// Clear the MaterialInfo object, and set its key:
mi->clear();
mi->key = key;
// A special case before looking for a specialized evaluation function:
// KNN vs K is a draw:
if (key == KNNKMaterialKey || key == KKNNMaterialKey)
{
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mi->factor[WHITE] = mi->factor[BLACK] = 0;
return mi;
}
// Let's look if we have a specialized evaluation function for this
// particular material configuration
if (EEFmap.find(key) != EEFmap.end())
{
mi->evaluationFunction = EEFmap[key];
return mi;
}
else if ( pos.non_pawn_material(BLACK) == Value(0)
&& pos.piece_count(BLACK, PAWN) == 0
&& pos.non_pawn_material(WHITE) >= RookValueEndgame)
{
mi->evaluationFunction = &EvaluateKXK;
return mi;
}
else if ( pos.non_pawn_material(WHITE) == Value(0)
&& pos.piece_count(WHITE, PAWN) == 0
&& pos.non_pawn_material(BLACK) >= RookValueEndgame)
{
mi->evaluationFunction = &EvaluateKKX;
return mi;
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}
// OK, we didn't find any special evaluation function for the current
// material configuration. Is there a suitable scaling function?
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//
// The code below is rather messy, and it could easily get worse later,
// if we decide to add more special cases. We face problems when there
// are several conflicting applicable scaling functions and we need to
// decide which one to use.
if(key == KRPKRMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKRPKR;
return mi;
}
if(key == KRKRPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKRKRP;
return mi;
}
if(key == KRPPKRPMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKRPPKRP;
return mi;
}
else if(key == KRPKRPPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKRPKRPP;
return mi;
}
if(key == KBPKBMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKBPKB;
return mi;
}
if(key == KBKBPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKBKBP;
return mi;
}
if(key == KBPKNMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKBPKN;
return mi;
}
if(key == KNKBPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKNKBP;
return mi;
}
if(key == KNPKMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKNPK;
return mi;
}
if(key == KKNPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKKNP;
return mi;
}
if(pos.non_pawn_material(WHITE) == BishopValueMidgame &&
pos.piece_count(WHITE, BISHOP) == 1 && pos.piece_count(WHITE, PAWN) >= 1)
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mi->scalingFunction[WHITE] = &ScaleKBPK;
if(pos.non_pawn_material(BLACK) == BishopValueMidgame &&
pos.piece_count(BLACK, BISHOP) == 1 && pos.piece_count(BLACK, PAWN) >= 1)
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mi->scalingFunction[BLACK] = &ScaleKKBP;
if(pos.piece_count(WHITE, PAWN) == 0 &&
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pos.non_pawn_material(WHITE) == QueenValueMidgame &&
pos.piece_count(WHITE, QUEEN) == 1 &&
pos.piece_count(BLACK, ROOK) == 1 && pos.piece_count(BLACK, PAWN) >= 1)
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mi->scalingFunction[WHITE] = &ScaleKQKRP;
else if(pos.piece_count(BLACK, PAWN) == 0 &&
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pos.non_pawn_material(BLACK) == QueenValueMidgame &&
pos.piece_count(BLACK, QUEEN) == 1 &&
pos.piece_count(WHITE, ROOK) == 1 && pos.piece_count(WHITE, PAWN) >= 1)
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mi->scalingFunction[BLACK] = &ScaleKRPKQ;
if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0)) {
if(pos.piece_count(BLACK, PAWN) == 0) {
assert(pos.piece_count(WHITE, PAWN) >= 2);
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mi->scalingFunction[WHITE] = &ScaleKPsK;
}
else if(pos.piece_count(WHITE, PAWN) == 0) {
assert(pos.piece_count(BLACK, PAWN) >= 2);
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mi->scalingFunction[BLACK] = &ScaleKKPs;
}
else if(pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1) {
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mi->scalingFunction[WHITE] = &ScaleKPKPw;
mi->scalingFunction[BLACK] = &ScaleKPKPb;
}
}
// Evaluate the material balance.
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Color c;
int sign;
Value egValue = Value(0), mgValue = Value(0);
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for(c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign) {
// No pawns makes it difficult to win, even with a material advantage:
if(pos.piece_count(c, PAWN) == 0 &&
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pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c))
<= BishopValueMidgame) {
if(pos.non_pawn_material(c) == pos.non_pawn_material(opposite_color(c)))
mi->factor[c] = 0;
else if(pos.non_pawn_material(c) < RookValueMidgame)
mi->factor[c] = 0;
else {
switch(pos.piece_count(c, BISHOP)) {
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case 2:
mi->factor[c] = 32; break;
case 1:
mi->factor[c] = 12; break;
case 0:
mi->factor[c] = 6; break;
}
}
}
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// Bishop pair:
if(pos.piece_count(c, BISHOP) >= 2) {
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mgValue += sign * BishopPairMidgameBonus;
egValue += sign * BishopPairEndgameBonus;
}
// Knights are stronger when there are many pawns on the board. The
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// formula is taken from Larry Kaufman's paper "The Evaluation of Material
// Imbalances in Chess":
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// http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm
mgValue += sign * Value(pos.piece_count(c, KNIGHT)*(pos.piece_count(c, PAWN)-5)*16);
egValue += sign * Value(pos.piece_count(c, KNIGHT)*(pos.piece_count(c, PAWN)-5)*16);
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// Redundancy of major pieces, again based on Kaufman's paper:
if(pos.piece_count(c, ROOK) >= 1) {
Value v = Value((pos.piece_count(c, ROOK) - 1) * 32 + pos.piece_count(c, QUEEN) * 16);
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mgValue -= sign * v;
egValue -= sign * v;
}
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}
mi->mgValue = int16_t(mgValue);
mi->egValue = int16_t(egValue);
return mi;
}