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Move game phase computation to MaterialInfo
Game phase is a strictly function of the material combination so its natural place is MaterialInfo, not position. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -37,6 +37,10 @@ using namespace std;
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namespace {
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// Values modified by Joona Kiiski
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const Value MidgameLimit = Value(15581);
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const Value EndgameLimit = Value(3998);
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// Polynomial material balance parameters
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const Value RedundantQueenPenalty = Value(320);
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const Value RedundantRookPenalty = Value(554);
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@@ -129,6 +133,22 @@ MaterialInfoTable::~MaterialInfoTable() {
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}
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/// MaterialInfoTable::game_phase() calculate the phase given the current
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/// position. Because the phase is strictly a function of the material, it
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/// is stored in MaterialInfo.
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Phase MaterialInfoTable::game_phase(const Position& pos) {
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Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
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if (npm >= MidgameLimit)
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return PHASE_MIDGAME;
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else if (npm <= EndgameLimit)
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return PHASE_ENDGAME;
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return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
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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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@@ -151,6 +171,9 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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mi->clear();
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mi->key = key;
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// Calculate game phase
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mi->gamePhase = MaterialInfoTable::game_phase(pos);
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// Let's look if we have a specialized evaluation function for this
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// particular material configuration. First we look for a fixed
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// configuration one, then a generic one if previous search failed.
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