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>
This commit is contained in:
Marco Costalba
2009-11-13 13:29:04 +01:00
parent 314faa905a
commit 71e852ea81
4 changed files with 40 additions and 24 deletions
+23
View File
@@ -37,6 +37,10 @@ using namespace std;
namespace {
// Values modified by Joona Kiiski
const Value MidgameLimit = Value(15581);
const Value EndgameLimit = Value(3998);
// Polynomial material balance parameters
const Value RedundantQueenPenalty = Value(320);
const Value RedundantRookPenalty = Value(554);
@@ -129,6 +133,22 @@ MaterialInfoTable::~MaterialInfoTable() {
}
/// MaterialInfoTable::game_phase() calculate the phase given the current
/// position. Because the phase is strictly a function of the material, it
/// is stored in MaterialInfo.
Phase MaterialInfoTable::game_phase(const Position& pos) {
Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
if (npm >= MidgameLimit)
return PHASE_MIDGAME;
else if (npm <= EndgameLimit)
return PHASE_ENDGAME;
return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
}
/// 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
@@ -151,6 +171,9 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
mi->clear();
mi->key = key;
// Calculate game phase
mi->gamePhase = MaterialInfoTable::game_phase(pos);
// Let's look if we have a specialized evaluation function for this
// particular material configuration. First we look for a fixed
// configuration one, then a generic one if previous search failed.