2 Glaurung, a UCI chess playing engine.
3 Copyright (C) 2004-2008 Tord Romstad
5 Glaurung is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 Glaurung is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
30 //// Local definitions
35 const Value BishopPairMidgameBonus
= Value(100);
36 const Value BishopPairEndgameBonus
= Value(100);
38 Key KPKMaterialKey
, KKPMaterialKey
;
39 Key KBNKMaterialKey
, KKBNMaterialKey
;
40 Key KRKPMaterialKey
, KPKRMaterialKey
;
41 Key KRKBMaterialKey
, KBKRMaterialKey
;
42 Key KRKNMaterialKey
, KNKRMaterialKey
;
43 Key KQKRMaterialKey
, KRKQMaterialKey
;
44 Key KRPKRMaterialKey
, KRKRPMaterialKey
;
45 Key KRPPKRPMaterialKey
, KRPKRPPMaterialKey
;
46 Key KNNKMaterialKey
, KKNNMaterialKey
;
47 Key KBPKBMaterialKey
, KBKBPMaterialKey
;
48 Key KBPKNMaterialKey
, KNKBPMaterialKey
;
49 Key KNPKMaterialKey
, KKNPMaterialKey
;
59 /// MaterialInfo::init() is called during program initialization. It
60 /// precomputes material hash keys for a few basic endgames, in order
61 /// to make it easy to recognize such endgames when they occur.
63 void MaterialInfo::init() {
64 KPKMaterialKey
= Position::zobMaterial
[WHITE
][PAWN
][1];
65 KKPMaterialKey
= Position::zobMaterial
[BLACK
][PAWN
][1];
67 Position::zobMaterial
[WHITE
][BISHOP
][1] ^
68 Position::zobMaterial
[WHITE
][KNIGHT
][1];
70 Position::zobMaterial
[BLACK
][BISHOP
][1] ^
71 Position::zobMaterial
[BLACK
][KNIGHT
][1];
73 Position::zobMaterial
[WHITE
][ROOK
][1] ^
74 Position::zobMaterial
[BLACK
][PAWN
][1];
76 Position::zobMaterial
[WHITE
][PAWN
][1] ^
77 Position::zobMaterial
[BLACK
][ROOK
][1];
79 Position::zobMaterial
[WHITE
][ROOK
][1] ^
80 Position::zobMaterial
[BLACK
][BISHOP
][1];
82 Position::zobMaterial
[WHITE
][BISHOP
][1] ^
83 Position::zobMaterial
[BLACK
][ROOK
][1];
85 Position::zobMaterial
[WHITE
][ROOK
][1] ^
86 Position::zobMaterial
[BLACK
][KNIGHT
][1];
88 Position::zobMaterial
[WHITE
][KNIGHT
][1] ^
89 Position::zobMaterial
[BLACK
][ROOK
][1];
91 Position::zobMaterial
[WHITE
][QUEEN
][1] ^
92 Position::zobMaterial
[BLACK
][ROOK
][1];
94 Position::zobMaterial
[WHITE
][ROOK
][1] ^
95 Position::zobMaterial
[BLACK
][QUEEN
][1];
97 Position::zobMaterial
[WHITE
][ROOK
][1] ^
98 Position::zobMaterial
[WHITE
][PAWN
][1] ^
99 Position::zobMaterial
[BLACK
][ROOK
][1];
101 Position::zobMaterial
[WHITE
][ROOK
][1] ^
102 Position::zobMaterial
[BLACK
][ROOK
][1] ^
103 Position::zobMaterial
[BLACK
][PAWN
][1];
105 Position::zobMaterial
[WHITE
][ROOK
][1] ^
106 Position::zobMaterial
[WHITE
][PAWN
][1] ^
107 Position::zobMaterial
[WHITE
][PAWN
][2] ^
108 Position::zobMaterial
[BLACK
][ROOK
][1] ^
109 Position::zobMaterial
[BLACK
][PAWN
][1];
111 Position::zobMaterial
[WHITE
][ROOK
][1] ^
112 Position::zobMaterial
[WHITE
][PAWN
][1] ^
113 Position::zobMaterial
[BLACK
][ROOK
][1] ^
114 Position::zobMaterial
[BLACK
][PAWN
][1] ^
115 Position::zobMaterial
[BLACK
][PAWN
][2];
117 Position::zobMaterial
[WHITE
][KNIGHT
][1] ^
118 Position::zobMaterial
[WHITE
][KNIGHT
][2];
120 Position::zobMaterial
[BLACK
][KNIGHT
][1] ^
121 Position::zobMaterial
[BLACK
][KNIGHT
][2];
123 Position::zobMaterial
[WHITE
][BISHOP
][1] ^
124 Position::zobMaterial
[WHITE
][PAWN
][1] ^
125 Position::zobMaterial
[BLACK
][BISHOP
][1];
127 Position::zobMaterial
[WHITE
][BISHOP
][1] ^
128 Position::zobMaterial
[BLACK
][BISHOP
][1] ^
129 Position::zobMaterial
[BLACK
][PAWN
][1];
131 Position::zobMaterial
[WHITE
][BISHOP
][1] ^
132 Position::zobMaterial
[WHITE
][PAWN
][1] ^
133 Position::zobMaterial
[BLACK
][KNIGHT
][1];
135 Position::zobMaterial
[WHITE
][KNIGHT
][1] ^
136 Position::zobMaterial
[BLACK
][BISHOP
][1] ^
137 Position::zobMaterial
[BLACK
][PAWN
][1];
139 Position::zobMaterial
[WHITE
][KNIGHT
][1] ^
140 Position::zobMaterial
[WHITE
][PAWN
][1];
142 Position::zobMaterial
[BLACK
][KNIGHT
][1] ^
143 Position::zobMaterial
[BLACK
][PAWN
][1];
145 Position::zobMaterial
[WHITE
][PAWN
][1] ^
146 Position::zobMaterial
[BLACK
][PAWN
][1];
150 /// Constructor for the MaterialInfoTable class.
152 MaterialInfoTable::MaterialInfoTable(unsigned numOfEntries
) {
154 entries
= new MaterialInfo
[size
];
155 if(entries
== NULL
) {
156 std::cerr
<< "Failed to allocate " << (numOfEntries
* sizeof(MaterialInfo
))
157 << " bytes for material hash table." << std::endl
;
164 /// Destructor for the MaterialInfoTable class.
166 MaterialInfoTable::~MaterialInfoTable() {
171 /// MaterialInfoTable::clear() clears a material hash table by setting
172 /// all entries to 0.
174 void MaterialInfoTable::clear() {
175 memset(entries
, 0, size
* sizeof(MaterialInfo
));
179 /// MaterialInfoTable::get_material_info() takes a position object as input,
180 /// computes or looks up a MaterialInfo object, and returns a pointer to it.
181 /// If the material configuration is not already present in the table, it
182 /// is stored there, so we don't have to recompute everything when the
183 /// same material configuration occurs again.
185 MaterialInfo
*MaterialInfoTable::get_material_info(const Position
&pos
) {
186 Key key
= pos
.get_material_key();
187 int index
= key
& (size
- 1);
188 MaterialInfo
*mi
= entries
+ index
;
190 // If mi->key matches the position's material hash key, it means that we
191 // have analysed this material configuration before, and we can simply
192 // return the information we found the last time instead of recomputing it:
196 // Clear the MaterialInfo object, and set its key:
200 // A special case before looking for a specialized evaluation function:
201 // KNN vs K is a draw:
202 if(key
== KNNKMaterialKey
|| key
== KKNNMaterialKey
) {
203 mi
->factor
[WHITE
] = mi
->factor
[BLACK
] = 0;
207 // Let's look if we have a specialized evaluation function for this
208 // particular material configuration:
209 if(key
== KPKMaterialKey
) {
210 mi
->evaluationFunction
= &EvaluateKPK
;
213 else if(key
== KKPMaterialKey
) {
214 mi
->evaluationFunction
= &EvaluateKKP
;
217 else if(key
== KBNKMaterialKey
) {
218 mi
->evaluationFunction
= &EvaluateKBNK
;
221 else if(key
== KKBNMaterialKey
) {
222 mi
->evaluationFunction
= &EvaluateKKBN
;
225 else if(key
== KRKPMaterialKey
) {
226 mi
->evaluationFunction
= &EvaluateKRKP
;
229 else if(key
== KPKRMaterialKey
) {
230 mi
->evaluationFunction
= &EvaluateKPKR
;
233 else if(key
== KRKBMaterialKey
) {
234 mi
->evaluationFunction
= &EvaluateKRKB
;
237 else if(key
== KBKRMaterialKey
) {
238 mi
->evaluationFunction
= &EvaluateKBKR
;
241 else if(key
== KRKNMaterialKey
) {
242 mi
->evaluationFunction
= &EvaluateKRKN
;
245 else if(key
== KNKRMaterialKey
) {
246 mi
->evaluationFunction
= &EvaluateKNKR
;
249 else if(key
== KQKRMaterialKey
) {
250 mi
->evaluationFunction
= &EvaluateKQKR
;
253 else if(key
== KRKQMaterialKey
) {
254 mi
->evaluationFunction
= &EvaluateKRKQ
;
257 else if(pos
.non_pawn_material(BLACK
) == Value(0) &&
258 pos
.pawn_count(BLACK
) == 0 &&
259 pos
.non_pawn_material(WHITE
) >= RookValueEndgame
) {
260 mi
->evaluationFunction
= &EvaluateKXK
;
263 else if(pos
.non_pawn_material(WHITE
) == Value(0) &&
264 pos
.pawn_count(WHITE
) == 0 &&
265 pos
.non_pawn_material(BLACK
) >= RookValueEndgame
) {
266 mi
->evaluationFunction
= &EvaluateKKX
;
270 // OK, we didn't find any special evaluation function for the current
271 // material configuration. Is there a suitable scaling function?
273 // The code below is rather messy, and it could easily get worse later,
274 // if we decide to add more special cases. We face problems when there
275 // are several conflicting applicable scaling functions and we need to
276 // decide which one to use.
278 if(key
== KRPKRMaterialKey
) {
279 mi
->scalingFunction
[WHITE
] = &ScaleKRPKR
;
282 if(key
== KRKRPMaterialKey
) {
283 mi
->scalingFunction
[BLACK
] = &ScaleKRKRP
;
286 if(key
== KRPPKRPMaterialKey
) {
287 mi
->scalingFunction
[WHITE
] = &ScaleKRPPKRP
;
290 else if(key
== KRPKRPPMaterialKey
) {
291 mi
->scalingFunction
[BLACK
] = &ScaleKRPKRPP
;
294 if(key
== KBPKBMaterialKey
) {
295 mi
->scalingFunction
[WHITE
] = &ScaleKBPKB
;
298 if(key
== KBKBPMaterialKey
) {
299 mi
->scalingFunction
[BLACK
] = &ScaleKBKBP
;
302 if(key
== KBPKNMaterialKey
) {
303 mi
->scalingFunction
[WHITE
] = &ScaleKBPKN
;
306 if(key
== KNKBPMaterialKey
) {
307 mi
->scalingFunction
[BLACK
] = &ScaleKNKBP
;
310 if(key
== KNPKMaterialKey
) {
311 mi
->scalingFunction
[WHITE
] = &ScaleKNPK
;
314 if(key
== KKNPMaterialKey
) {
315 mi
->scalingFunction
[BLACK
] = &ScaleKKNP
;
319 if(pos
.non_pawn_material(WHITE
) == BishopValueMidgame
&&
320 pos
.bishop_count(WHITE
) == 1 && pos
.pawn_count(WHITE
) >= 1)
321 mi
->scalingFunction
[WHITE
] = &ScaleKBPK
;
322 if(pos
.non_pawn_material(BLACK
) == BishopValueMidgame
&&
323 pos
.bishop_count(BLACK
) == 1 && pos
.pawn_count(BLACK
) >= 1)
324 mi
->scalingFunction
[BLACK
] = &ScaleKKBP
;
326 if(pos
.pawn_count(WHITE
) == 0 &&
327 pos
.non_pawn_material(WHITE
) == QueenValueMidgame
&&
328 pos
.queen_count(WHITE
) == 1 &&
329 pos
.rook_count(BLACK
) == 1 && pos
.pawn_count(BLACK
) >= 1)
330 mi
->scalingFunction
[WHITE
] = &ScaleKQKRP
;
331 else if(pos
.pawn_count(BLACK
) == 0 &&
332 pos
.non_pawn_material(BLACK
) == QueenValueMidgame
&&
333 pos
.queen_count(BLACK
) == 1 &&
334 pos
.rook_count(WHITE
) == 1 && pos
.pawn_count(WHITE
) >= 1)
335 mi
->scalingFunction
[BLACK
] = &ScaleKRPKQ
;
337 if(pos
.non_pawn_material(WHITE
) + pos
.non_pawn_material(BLACK
) == Value(0)) {
338 if(pos
.pawn_count(BLACK
) == 0) {
339 assert(pos
.pawn_count(WHITE
) >= 2);
340 mi
->scalingFunction
[WHITE
] = &ScaleKPsK
;
342 else if(pos
.pawn_count(WHITE
) == 0) {
343 assert(pos
.pawn_count(BLACK
) >= 2);
344 mi
->scalingFunction
[BLACK
] = &ScaleKKPs
;
346 else if(pos
.pawn_count(WHITE
) == 1 && pos
.pawn_count(BLACK
) == 1) {
347 mi
->scalingFunction
[WHITE
] = &ScaleKPKPw
;
348 mi
->scalingFunction
[BLACK
] = &ScaleKPKPb
;
352 // Evaluate the material balance.
356 Value egValue
= Value(0), mgValue
= Value(0);
358 for(c
= WHITE
, sign
= 1; c
<= BLACK
; c
++, sign
= -sign
) {
360 // No pawns makes it difficult to win, even with a material advantage:
361 if(pos
.pawn_count(c
) == 0 &&
362 pos
.non_pawn_material(c
) - pos
.non_pawn_material(opposite_color(c
))
363 <= BishopValueMidgame
) {
364 if(pos
.non_pawn_material(c
) == pos
.non_pawn_material(opposite_color(c
)))
366 else if(pos
.non_pawn_material(c
) < RookValueMidgame
)
369 switch(pos
.bishop_count(c
)) {
371 mi
->factor
[c
] = 32; break;
373 mi
->factor
[c
] = 12; break;
375 mi
->factor
[c
] = 6; break;
381 if(pos
.bishop_count(c
) >= 2) {
382 mgValue
+= sign
* BishopPairMidgameBonus
;
383 egValue
+= sign
* BishopPairEndgameBonus
;
386 // Knights are stronger when there are many pawns on the board. The
387 // formula is taken from Larry Kaufman's paper "The Evaluation of Material
388 // Imbalances in Chess":
389 // http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm
390 mgValue
+= sign
* Value(pos
.knight_count(c
)*(pos
.pawn_count(c
)-5)*16);
391 egValue
+= sign
* Value(pos
.knight_count(c
)*(pos
.pawn_count(c
)-5)*16);
393 // Redundancy of major pieces, again based on Kaufman's paper:
394 if(pos
.rook_count(c
) >= 1) {
395 Value v
= Value((pos
.rook_count(c
) - 1) * 32 + pos
.queen_count(c
) * 16);
402 mi
->mgValue
= int16_t(mgValue
);
403 mi
->egValue
= int16_t(egValue
);