407 lines
13 KiB
C++
407 lines
13 KiB
C++
/*
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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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////
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//// Includes
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////
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#include <cassert>
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#include "material.h"
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////
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//// Local definitions
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////
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namespace {
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const Value BishopPairMidgameBonus = Value(100);
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const Value BishopPairEndgameBonus = Value(100);
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Key KPKMaterialKey, KKPMaterialKey;
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Key KBNKMaterialKey, KKBNMaterialKey;
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Key KRKPMaterialKey, KPKRMaterialKey;
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Key KRKBMaterialKey, KBKRMaterialKey;
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Key KRKNMaterialKey, KNKRMaterialKey;
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Key KQKRMaterialKey, KRKQMaterialKey;
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Key KRPKRMaterialKey, KRKRPMaterialKey;
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Key KRPPKRPMaterialKey, KRPKRPPMaterialKey;
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Key KNNKMaterialKey, KKNNMaterialKey;
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Key KBPKBMaterialKey, KBKBPMaterialKey;
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Key KBPKNMaterialKey, KNKBPMaterialKey;
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Key KNPKMaterialKey, KKNPMaterialKey;
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Key KPKPMaterialKey;
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};
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////
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//// Functions
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////
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/// MaterialInfo::init() is called during program initialization. It
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/// precomputes material hash keys for a few basic endgames, in order
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/// to make it easy to recognize such endgames when they occur.
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void MaterialInfo::init() {
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KPKMaterialKey = Position::zobMaterial[WHITE][PAWN][1];
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KKPMaterialKey = Position::zobMaterial[BLACK][PAWN][1];
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KBNKMaterialKey =
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Position::zobMaterial[WHITE][BISHOP][1] ^
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Position::zobMaterial[WHITE][KNIGHT][1];
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KKBNMaterialKey =
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Position::zobMaterial[BLACK][BISHOP][1] ^
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Position::zobMaterial[BLACK][KNIGHT][1];
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KRKPMaterialKey =
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Position::zobMaterial[WHITE][ROOK][1] ^
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Position::zobMaterial[BLACK][PAWN][1];
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KPKRMaterialKey =
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Position::zobMaterial[WHITE][PAWN][1] ^
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Position::zobMaterial[BLACK][ROOK][1];
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KRKBMaterialKey =
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Position::zobMaterial[WHITE][ROOK][1] ^
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Position::zobMaterial[BLACK][BISHOP][1];
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KBKRMaterialKey =
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Position::zobMaterial[WHITE][BISHOP][1] ^
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Position::zobMaterial[BLACK][ROOK][1];
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KRKNMaterialKey =
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Position::zobMaterial[WHITE][ROOK][1] ^
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Position::zobMaterial[BLACK][KNIGHT][1];
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KNKRMaterialKey =
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Position::zobMaterial[WHITE][KNIGHT][1] ^
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Position::zobMaterial[BLACK][ROOK][1];
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KQKRMaterialKey =
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Position::zobMaterial[WHITE][QUEEN][1] ^
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Position::zobMaterial[BLACK][ROOK][1];
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KRKQMaterialKey =
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Position::zobMaterial[WHITE][ROOK][1] ^
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Position::zobMaterial[BLACK][QUEEN][1];
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KRPKRMaterialKey =
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Position::zobMaterial[WHITE][ROOK][1] ^
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Position::zobMaterial[WHITE][PAWN][1] ^
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Position::zobMaterial[BLACK][ROOK][1];
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KRKRPMaterialKey =
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Position::zobMaterial[WHITE][ROOK][1] ^
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Position::zobMaterial[BLACK][ROOK][1] ^
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Position::zobMaterial[BLACK][PAWN][1];
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KRPPKRPMaterialKey =
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Position::zobMaterial[WHITE][ROOK][1] ^
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Position::zobMaterial[WHITE][PAWN][1] ^
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Position::zobMaterial[WHITE][PAWN][2] ^
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Position::zobMaterial[BLACK][ROOK][1] ^
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Position::zobMaterial[BLACK][PAWN][1];
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KRPKRPPMaterialKey =
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Position::zobMaterial[WHITE][ROOK][1] ^
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Position::zobMaterial[WHITE][PAWN][1] ^
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Position::zobMaterial[BLACK][ROOK][1] ^
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Position::zobMaterial[BLACK][PAWN][1] ^
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Position::zobMaterial[BLACK][PAWN][2];
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KNNKMaterialKey =
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Position::zobMaterial[WHITE][KNIGHT][1] ^
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Position::zobMaterial[WHITE][KNIGHT][2];
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KKNNMaterialKey =
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Position::zobMaterial[BLACK][KNIGHT][1] ^
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Position::zobMaterial[BLACK][KNIGHT][2];
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KBPKBMaterialKey =
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Position::zobMaterial[WHITE][BISHOP][1] ^
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Position::zobMaterial[WHITE][PAWN][1] ^
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Position::zobMaterial[BLACK][BISHOP][1];
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KBKBPMaterialKey =
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Position::zobMaterial[WHITE][BISHOP][1] ^
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Position::zobMaterial[BLACK][BISHOP][1] ^
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Position::zobMaterial[BLACK][PAWN][1];
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KBPKNMaterialKey =
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Position::zobMaterial[WHITE][BISHOP][1] ^
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Position::zobMaterial[WHITE][PAWN][1] ^
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Position::zobMaterial[BLACK][KNIGHT][1];
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KNKBPMaterialKey =
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Position::zobMaterial[WHITE][KNIGHT][1] ^
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Position::zobMaterial[BLACK][BISHOP][1] ^
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Position::zobMaterial[BLACK][PAWN][1];
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KNPKMaterialKey =
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Position::zobMaterial[WHITE][KNIGHT][1] ^
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Position::zobMaterial[WHITE][PAWN][1];
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KKNPMaterialKey =
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Position::zobMaterial[BLACK][KNIGHT][1] ^
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Position::zobMaterial[BLACK][PAWN][1];
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KPKPMaterialKey =
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Position::zobMaterial[WHITE][PAWN][1] ^
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Position::zobMaterial[BLACK][PAWN][1];
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}
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/// Constructor for the MaterialInfoTable class.
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MaterialInfoTable::MaterialInfoTable(unsigned numOfEntries) {
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size = numOfEntries;
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entries = new MaterialInfo[size];
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if(entries == NULL) {
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std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
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<< " bytes for material hash table." << std::endl;
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exit(EXIT_FAILURE);
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}
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this->clear();
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}
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/// Destructor for the MaterialInfoTable class.
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MaterialInfoTable::~MaterialInfoTable() {
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delete [] entries;
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}
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/// MaterialInfoTable::clear() clears a material hash table by setting
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/// all entries to 0.
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void MaterialInfoTable::clear() {
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memset(entries, 0, size * sizeof(MaterialInfo));
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}
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/// MaterialInfoTable::get_material_info() takes a position object as input,
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/// computes or looks up a MaterialInfo object, and returns a pointer to it.
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/// If the material configuration is not already present in the table, it
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/// is stored there, so we don't have to recompute everything when the
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/// same material configuration occurs again.
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MaterialInfo *MaterialInfoTable::get_material_info(const Position &pos) {
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Key key = pos.get_material_key();
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int index = key & (size - 1);
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MaterialInfo *mi = entries + index;
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// 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
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// return the information we found the last time instead of recomputing it:
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if(mi->key == key)
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return mi;
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// Clear the MaterialInfo object, and set its key:
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mi->clear();
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mi->key = key;
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// A special case before looking for a specialized evaluation function:
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// KNN vs K is a draw:
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if(key == KNNKMaterialKey || key == KKNNMaterialKey) {
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mi->factor[WHITE] = mi->factor[BLACK] = 0;
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return mi;
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}
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// Let's look if we have a specialized evaluation function for this
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// particular material configuration:
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if(key == KPKMaterialKey) {
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mi->evaluationFunction = &EvaluateKPK;
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return mi;
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}
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else if(key == KKPMaterialKey) {
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mi->evaluationFunction = &EvaluateKKP;
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return mi;
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}
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else if(key == KBNKMaterialKey) {
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mi->evaluationFunction = &EvaluateKBNK;
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return mi;
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}
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else if(key == KKBNMaterialKey) {
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mi->evaluationFunction = &EvaluateKKBN;
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return mi;
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}
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else if(key == KRKPMaterialKey) {
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mi->evaluationFunction = &EvaluateKRKP;
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return mi;
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}
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else if(key == KPKRMaterialKey) {
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mi->evaluationFunction = &EvaluateKPKR;
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return mi;
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}
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else if(key == KRKBMaterialKey) {
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mi->evaluationFunction = &EvaluateKRKB;
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return mi;
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}
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else if(key == KBKRMaterialKey) {
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mi->evaluationFunction = &EvaluateKBKR;
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return mi;
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}
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else if(key == KRKNMaterialKey) {
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mi->evaluationFunction = &EvaluateKRKN;
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return mi;
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}
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else if(key == KNKRMaterialKey) {
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mi->evaluationFunction = &EvaluateKNKR;
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return mi;
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}
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else if(key == KQKRMaterialKey) {
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mi->evaluationFunction = &EvaluateKQKR;
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return mi;
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}
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else if(key == KRKQMaterialKey) {
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mi->evaluationFunction = &EvaluateKRKQ;
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return mi;
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}
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else if(pos.non_pawn_material(BLACK) == Value(0) &&
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pos.pawn_count(BLACK) == 0 &&
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pos.non_pawn_material(WHITE) >= RookValueEndgame) {
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mi->evaluationFunction = &EvaluateKXK;
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return mi;
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}
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else if(pos.non_pawn_material(WHITE) == Value(0) &&
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pos.pawn_count(WHITE) == 0 &&
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pos.non_pawn_material(BLACK) >= RookValueEndgame) {
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mi->evaluationFunction = &EvaluateKKX;
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return mi;
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}
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// OK, we didn't find any special evaluation function for the current
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// material configuration. Is there a suitable scaling function?
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//
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// The code below is rather messy, and it could easily get worse later,
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// if we decide to add more special cases. We face problems when there
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// are several conflicting applicable scaling functions and we need to
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// decide which one to use.
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if(key == KRPKRMaterialKey) {
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mi->scalingFunction[WHITE] = &ScaleKRPKR;
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return mi;
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}
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if(key == KRKRPMaterialKey) {
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mi->scalingFunction[BLACK] = &ScaleKRKRP;
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return mi;
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}
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if(key == KRPPKRPMaterialKey) {
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mi->scalingFunction[WHITE] = &ScaleKRPPKRP;
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return mi;
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}
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else if(key == KRPKRPPMaterialKey) {
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mi->scalingFunction[BLACK] = &ScaleKRPKRPP;
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return mi;
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}
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if(key == KBPKBMaterialKey) {
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mi->scalingFunction[WHITE] = &ScaleKBPKB;
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return mi;
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}
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if(key == KBKBPMaterialKey) {
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mi->scalingFunction[BLACK] = &ScaleKBKBP;
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return mi;
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}
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if(key == KBPKNMaterialKey) {
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mi->scalingFunction[WHITE] = &ScaleKBPKN;
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return mi;
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}
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if(key == KNKBPMaterialKey) {
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mi->scalingFunction[BLACK] = &ScaleKNKBP;
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return mi;
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}
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if(key == KNPKMaterialKey) {
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mi->scalingFunction[WHITE] = &ScaleKNPK;
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return mi;
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}
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if(key == KKNPMaterialKey) {
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mi->scalingFunction[BLACK] = &ScaleKKNP;
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return mi;
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}
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if(pos.non_pawn_material(WHITE) == BishopValueMidgame &&
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pos.bishop_count(WHITE) == 1 && pos.pawn_count(WHITE) >= 1)
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mi->scalingFunction[WHITE] = &ScaleKBPK;
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if(pos.non_pawn_material(BLACK) == BishopValueMidgame &&
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pos.bishop_count(BLACK) == 1 && pos.pawn_count(BLACK) >= 1)
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mi->scalingFunction[BLACK] = &ScaleKKBP;
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if(pos.pawn_count(WHITE) == 0 &&
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pos.non_pawn_material(WHITE) == QueenValueMidgame &&
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pos.queen_count(WHITE) == 1 &&
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pos.rook_count(BLACK) == 1 && pos.pawn_count(BLACK) >= 1)
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mi->scalingFunction[WHITE] = &ScaleKQKRP;
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else if(pos.pawn_count(BLACK) == 0 &&
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pos.non_pawn_material(BLACK) == QueenValueMidgame &&
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pos.queen_count(BLACK) == 1 &&
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pos.rook_count(WHITE) == 1 && pos.pawn_count(WHITE) >= 1)
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mi->scalingFunction[BLACK] = &ScaleKRPKQ;
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if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0)) {
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if(pos.pawn_count(BLACK) == 0) {
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assert(pos.pawn_count(WHITE) >= 2);
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mi->scalingFunction[WHITE] = &ScaleKPsK;
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}
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else if(pos.pawn_count(WHITE) == 0) {
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assert(pos.pawn_count(BLACK) >= 2);
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mi->scalingFunction[BLACK] = &ScaleKKPs;
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}
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else if(pos.pawn_count(WHITE) == 1 && pos.pawn_count(BLACK) == 1) {
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mi->scalingFunction[WHITE] = &ScaleKPKPw;
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mi->scalingFunction[BLACK] = &ScaleKPKPb;
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}
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}
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// Evaluate the material balance.
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Color c;
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int sign;
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Value egValue = Value(0), mgValue = Value(0);
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for(c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign) {
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// No pawns makes it difficult to win, even with a material advantage:
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if(pos.pawn_count(c) == 0 &&
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pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c))
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<= BishopValueMidgame) {
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if(pos.non_pawn_material(c) == pos.non_pawn_material(opposite_color(c)))
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mi->factor[c] = 0;
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else if(pos.non_pawn_material(c) < RookValueMidgame)
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mi->factor[c] = 0;
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else {
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switch(pos.bishop_count(c)) {
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case 2:
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mi->factor[c] = 32; break;
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case 1:
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mi->factor[c] = 12; break;
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case 0:
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mi->factor[c] = 6; break;
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}
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}
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}
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// Bishop pair:
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if(pos.bishop_count(c) >= 2) {
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mgValue += sign * BishopPairMidgameBonus;
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egValue += sign * BishopPairEndgameBonus;
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}
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// 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
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// Imbalances in Chess":
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// http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm
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mgValue += sign * Value(pos.knight_count(c)*(pos.pawn_count(c)-5)*16);
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egValue += sign * Value(pos.knight_count(c)*(pos.pawn_count(c)-5)*16);
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// Redundancy of major pieces, again based on Kaufman's paper:
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if(pos.rook_count(c) >= 1) {
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Value v = Value((pos.rook_count(c) - 1) * 32 + pos.queen_count(c) * 16);
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mgValue -= sign * v;
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egValue -= sign * v;
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}
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}
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mi->mgValue = int16_t(mgValue);
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mi->egValue = int16_t(egValue);
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return mi;
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}
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