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stockfish/src/material.cpp

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/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Glaurung 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.
Glaurung 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/>.
*/
////
//// Includes
////
#include <cassert>
#include "material.h"
////
//// Local definitions
////
namespace {
const Value BishopPairMidgameBonus = Value(100);
const Value BishopPairEndgameBonus = Value(100);
Key KPKMaterialKey, KKPMaterialKey;
Key KBNKMaterialKey, KKBNMaterialKey;
Key KRKPMaterialKey, KPKRMaterialKey;
Key KRKBMaterialKey, KBKRMaterialKey;
Key KRKNMaterialKey, KNKRMaterialKey;
Key KQKRMaterialKey, KRKQMaterialKey;
Key KRPKRMaterialKey, KRKRPMaterialKey;
Key KRPPKRPMaterialKey, KRPKRPPMaterialKey;
Key KNNKMaterialKey, KKNNMaterialKey;
Key KBPKBMaterialKey, KBKBPMaterialKey;
Key KBPKNMaterialKey, KNKBPMaterialKey;
Key KNPKMaterialKey, KKNPMaterialKey;
Key KPKPMaterialKey;
};
////
//// Functions
////
/// MaterialInfo::init() is called during program initialization. It
/// 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() {
KPKMaterialKey = Position::zobMaterial[WHITE][PAWN][1];
KKPMaterialKey = Position::zobMaterial[BLACK][PAWN][1];
KBNKMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[WHITE][KNIGHT][1];
KKBNMaterialKey =
Position::zobMaterial[BLACK][BISHOP][1] ^
Position::zobMaterial[BLACK][KNIGHT][1];
KRKPMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KPKRMaterialKey =
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KRKBMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][BISHOP][1];
KBKRMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KRKNMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][KNIGHT][1];
KNKRMaterialKey =
Position::zobMaterial[WHITE][KNIGHT][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KQKRMaterialKey =
Position::zobMaterial[WHITE][QUEEN][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KRKQMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][QUEEN][1];
KRPKRMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KRKRPMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][ROOK][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KRPPKRPMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[WHITE][PAWN][2] ^
Position::zobMaterial[BLACK][ROOK][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KRPKRPPMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][ROOK][1] ^
Position::zobMaterial[BLACK][PAWN][1] ^
Position::zobMaterial[BLACK][PAWN][2];
KNNKMaterialKey =
Position::zobMaterial[WHITE][KNIGHT][1] ^
Position::zobMaterial[WHITE][KNIGHT][2];
KKNNMaterialKey =
Position::zobMaterial[BLACK][KNIGHT][1] ^
Position::zobMaterial[BLACK][KNIGHT][2];
KBPKBMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][BISHOP][1];
KBKBPMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[BLACK][BISHOP][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KBPKNMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][KNIGHT][1];
KNKBPMaterialKey =
Position::zobMaterial[WHITE][KNIGHT][1] ^
Position::zobMaterial[BLACK][BISHOP][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KNPKMaterialKey =
Position::zobMaterial[WHITE][KNIGHT][1] ^
Position::zobMaterial[WHITE][PAWN][1];
KKNPMaterialKey =
Position::zobMaterial[BLACK][KNIGHT][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KPKPMaterialKey =
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][PAWN][1];
}
/// Constructor for the MaterialInfoTable class.
MaterialInfoTable::MaterialInfoTable(unsigned numOfEntries) {
size = numOfEntries;
entries = new MaterialInfo[size];
if(entries == NULL) {
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
<< " bytes for material hash table." << std::endl;
exit(EXIT_FAILURE);
}
this->clear();
}
/// Destructor for the MaterialInfoTable class.
MaterialInfoTable::~MaterialInfoTable() {
delete [] entries;
}
/// MaterialInfoTable::clear() clears a material hash table by setting
/// all entries to 0.
void MaterialInfoTable::clear() {
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
/// same material configuration occurs again.
MaterialInfo *MaterialInfoTable::get_material_info(const Position &pos) {
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
// 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) {
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(key == KPKMaterialKey) {
mi->evaluationFunction = &EvaluateKPK;
return mi;
}
else if(key == KKPMaterialKey) {
mi->evaluationFunction = &EvaluateKKP;
return mi;
}
else if(key == KBNKMaterialKey) {
mi->evaluationFunction = &EvaluateKBNK;
return mi;
}
else if(key == KKBNMaterialKey) {
mi->evaluationFunction = &EvaluateKKBN;
return mi;
}
else if(key == KRKPMaterialKey) {
mi->evaluationFunction = &EvaluateKRKP;
return mi;
}
else if(key == KPKRMaterialKey) {
mi->evaluationFunction = &EvaluateKPKR;
return mi;
}
else if(key == KRKBMaterialKey) {
mi->evaluationFunction = &EvaluateKRKB;
return mi;
}
else if(key == KBKRMaterialKey) {
mi->evaluationFunction = &EvaluateKBKR;
return mi;
}
else if(key == KRKNMaterialKey) {
mi->evaluationFunction = &EvaluateKRKN;
return mi;
}
else if(key == KNKRMaterialKey) {
mi->evaluationFunction = &EvaluateKNKR;
return mi;
}
else if(key == KQKRMaterialKey) {
mi->evaluationFunction = &EvaluateKQKR;
return mi;
}
else if(key == KRKQMaterialKey) {
mi->evaluationFunction = &EvaluateKRKQ;
return mi;
}
else if(pos.non_pawn_material(BLACK) == Value(0) &&
pos.pawn_count(BLACK) == 0 &&
pos.non_pawn_material(WHITE) >= RookValueEndgame) {
mi->evaluationFunction = &EvaluateKXK;
return mi;
}
else if(pos.non_pawn_material(WHITE) == Value(0) &&
pos.pawn_count(WHITE) == 0 &&
pos.non_pawn_material(BLACK) >= RookValueEndgame) {
mi->evaluationFunction = &EvaluateKKX;
return mi;
}
// OK, we didn't find any special evaluation function for the current
// material configuration. Is there a suitable scaling function?
//
// 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.bishop_count(WHITE) == 1 && pos.pawn_count(WHITE) >= 1)
mi->scalingFunction[WHITE] = &ScaleKBPK;
if(pos.non_pawn_material(BLACK) == BishopValueMidgame &&
pos.bishop_count(BLACK) == 1 && pos.pawn_count(BLACK) >= 1)
mi->scalingFunction[BLACK] = &ScaleKKBP;
if(pos.pawn_count(WHITE) == 0 &&
pos.non_pawn_material(WHITE) == QueenValueMidgame &&
pos.queen_count(WHITE) == 1 &&
pos.rook_count(BLACK) == 1 && pos.pawn_count(BLACK) >= 1)
mi->scalingFunction[WHITE] = &ScaleKQKRP;
else if(pos.pawn_count(BLACK) == 0 &&
pos.non_pawn_material(BLACK) == QueenValueMidgame &&
pos.queen_count(BLACK) == 1 &&
pos.rook_count(WHITE) == 1 && pos.pawn_count(WHITE) >= 1)
mi->scalingFunction[BLACK] = &ScaleKRPKQ;
if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0)) {
if(pos.pawn_count(BLACK) == 0) {
assert(pos.pawn_count(WHITE) >= 2);
mi->scalingFunction[WHITE] = &ScaleKPsK;
}
else if(pos.pawn_count(WHITE) == 0) {
assert(pos.pawn_count(BLACK) >= 2);
mi->scalingFunction[BLACK] = &ScaleKKPs;
}
else if(pos.pawn_count(WHITE) == 1 && pos.pawn_count(BLACK) == 1) {
mi->scalingFunction[WHITE] = &ScaleKPKPw;
mi->scalingFunction[BLACK] = &ScaleKPKPb;
}
}
// Evaluate the material balance.
Color c;
int sign;
Value egValue = Value(0), mgValue = Value(0);
for(c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign) {
// No pawns makes it difficult to win, even with a material advantage:
if(pos.pawn_count(c) == 0 &&
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.bishop_count(c)) {
case 2:
mi->factor[c] = 32; break;
case 1:
mi->factor[c] = 12; break;
case 0:
mi->factor[c] = 6; break;
}
}
}
// Bishop pair:
if(pos.bishop_count(c) >= 2) {
mgValue += sign * BishopPairMidgameBonus;
egValue += sign * BishopPairEndgameBonus;
}
// Knights are stronger when there are many pawns on the board. The
// formula is taken from Larry Kaufman's paper "The Evaluation of Material
// Imbalances in Chess":
// http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm
mgValue += sign * Value(pos.knight_count(c)*(pos.pawn_count(c)-5)*16);
egValue += sign * Value(pos.knight_count(c)*(pos.pawn_count(c)-5)*16);
// Redundancy of major pieces, again based on Kaufman's paper:
if(pos.rook_count(c) >= 1) {
Value v = Value((pos.rook_count(c) - 1) * 32 + pos.queen_count(c) * 16);
mgValue -= sign * v;
egValue -= sign * v;
}
}
mi->mgValue = int16_t(mgValue);
mi->egValue = int16_t(egValue);
return mi;
}