Files
stockfish/src/material.cpp
T
Marco Costalba a30d3571ca Revert "Fix check for bishop pair in material imbalance"
Idea is sound but implementation is partial. Ryan and Joona noticed that
    we leave an hole in material table. Also we got another report by an user
    of an odd behaviour. Namely, if you start stockfish and from the prompt
    give 'bench' you get 3453941, then if you run again bench you get 3453940.

    The reason is that two different positions with the same number of pieces,
    but one with a bishop pair and another without have the same material key.
    But after Eelco patch also different material imbalance and this yields
    to this issue.

    Restesting at long TC shows the patch does not really contribute at
    ELO improvement. Actually patch failed at long TC.

    LLR: -2.97 (-2.94,2.94)
    Total: 23109 W: 4104 L: 4092 D: 14913

    So revert.

    bench: 3453945
2013-09-05 06:34:48 +02:00

294 lines
10 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish 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.
Stockfish 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/>.
*/
#include <algorithm> // For std::min
#include <cassert>
#include <cstring>
#include "material.h"
using namespace std;
namespace {
// Values modified by Joona Kiiski
const Value MidgameLimit = Value(15581);
const Value EndgameLimit = Value(3998);
// Scale factors used when one side has no more pawns
const int NoPawnsSF[4] = { 6, 12, 32 };
// Polynomial material balance parameters
const Value RedundantQueen = Value(320);
const Value RedundantRook = Value(554);
// pair pawn knight bishop rook queen
const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
const int QuadraticCoefficientsSameColor[][PIECE_TYPE_NB] = {
// pair pawn knight bishop rook queen
{ 7 }, // Bishop pair
{ 39, 2 }, // Pawn
{ 35, 271, -4 }, // Knight
{ 7, 105, 4, 7 }, // Bishop
{ -27, -2, 46, 100, 56 }, // Rook
{ 58, 29, 83, 148, -3, -25 } // Queen
};
const int QuadraticCoefficientsOppositeColor[][PIECE_TYPE_NB] = {
// THEIR PIECES
// pair pawn knight bishop rook queen
{ 41 }, // Bishop pair
{ 37, 41 }, // Pawn
{ 10, 62, 41 }, // Knight OUR PIECES
{ 57, 64, 39, 41 }, // Bishop
{ 50, 40, 23, -22, 41 }, // Rook
{ 106, 101, 3, 151, 171, 41 } // Queen
};
// Endgame evaluation and scaling functions accessed direcly and not through
// the function maps because correspond to more then one material hash key.
Endgame<KmmKm> EvaluateKmmKm[] = { Endgame<KmmKm>(WHITE), Endgame<KmmKm>(BLACK) };
Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) };
Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) };
Endgame<KPsK> ScaleKPsK[] = { Endgame<KPsK>(WHITE), Endgame<KPsK>(BLACK) };
Endgame<KPKP> ScaleKPKP[] = { Endgame<KPKP>(WHITE), Endgame<KPKP>(BLACK) };
// Helper templates used to detect a given material distribution
template<Color Us> bool is_KXK(const Position& pos) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
return !pos.count<PAWN>(Them)
&& pos.non_pawn_material(Them) == VALUE_ZERO
&& pos.non_pawn_material(Us) >= RookValueMg;
}
template<Color Us> bool is_KBPsKs(const Position& pos) {
return pos.non_pawn_material(Us) == BishopValueMg
&& pos.count<BISHOP>(Us) == 1
&& pos.count<PAWN >(Us) >= 1;
}
template<Color Us> bool is_KQKRPs(const Position& pos) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
return !pos.count<PAWN>(Us)
&& pos.non_pawn_material(Us) == QueenValueMg
&& pos.count<QUEEN>(Us) == 1
&& pos.count<ROOK>(Them) == 1
&& pos.count<PAWN>(Them) >= 1;
}
/// imbalance() calculates imbalance comparing piece count of each
/// piece type for both colors.
template<Color Us>
int imbalance(const int pieceCount[][PIECE_TYPE_NB]) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
int pt1, pt2, pc, v;
int value = 0;
// Redundancy of major pieces, formula based on Kaufman's paper
// "The Evaluation of Material Imbalances in Chess"
if (pieceCount[Us][ROOK] > 0)
value -= RedundantRook * (pieceCount[Us][ROOK] - 1)
+ RedundantQueen * pieceCount[Us][QUEEN];
// Second-degree polynomial material imbalance by Tord Romstad
for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
{
pc = pieceCount[Us][pt1];
if (!pc)
continue;
v = LinearCoefficients[pt1];
for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
v += QuadraticCoefficientsSameColor[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticCoefficientsOppositeColor[pt1][pt2] * pieceCount[Them][pt2];
value += pc * v;
}
return value;
}
} // namespace
namespace Material {
/// Material::probe() takes a position object as input, looks up a MaterialEntry
/// object, and returns a pointer to it. If the material configuration is not
/// already present in the table, it is computed and stored there, so we don't
/// have to recompute everything when the same material configuration occurs again.
Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
Key key = pos.material_key();
Entry* e = entries[key];
// If e->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 (e->key == key)
return e;
std::memset(e, 0, sizeof(Entry));
e->key = key;
e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
e->gamePhase = 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.
if (endgames.probe(key, e->evaluationFunction))
return e;
if (is_KXK<WHITE>(pos))
{
e->evaluationFunction = &EvaluateKXK[WHITE];
return e;
}
if (is_KXK<BLACK>(pos))
{
e->evaluationFunction = &EvaluateKXK[BLACK];
return e;
}
if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
{
// Minor piece endgame with at least one minor piece per side and
// no pawns. Note that the case KmmK is already handled by KXK.
assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP)));
assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP)));
if ( pos.count<BISHOP>(WHITE) + pos.count<KNIGHT>(WHITE) <= 2
&& pos.count<BISHOP>(BLACK) + pos.count<KNIGHT>(BLACK) <= 2)
{
e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
return e;
}
}
// OK, we didn't find any special evaluation function for the current
// material configuration. Is there a suitable scaling function?
//
// We face problems when there are several conflicting applicable
// scaling functions and we need to decide which one to use.
EndgameBase<ScaleFactor>* sf;
if (endgames.probe(key, sf))
{
e->scalingFunction[sf->color()] = sf;
return e;
}
// Generic scaling functions that refer to more then one material
// distribution. Should be probed after the specialized ones.
// Note that these ones don't return after setting the function.
if (is_KBPsKs<WHITE>(pos))
e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
if (is_KBPsKs<BLACK>(pos))
e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
if (is_KQKRPs<WHITE>(pos))
e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
else if (is_KQKRPs<BLACK>(pos))
e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
if (npm_w + npm_b == VALUE_ZERO)
{
if (!pos.count<PAWN>(BLACK))
{
assert(pos.count<PAWN>(WHITE) >= 2);
e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (!pos.count<PAWN>(WHITE))
{
assert(pos.count<PAWN>(BLACK) >= 2);
e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
}
else if (pos.count<PAWN>(WHITE) == 1 && pos.count<PAWN>(BLACK) == 1)
{
// This is a special case because we set scaling functions
// for both colors instead of only one.
e->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
e->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
}
}
// No pawns makes it difficult to win, even with a material advantage. This
// catches some trivial draws like KK, KBK and KNK
if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
{
e->factor[WHITE] = (uint8_t)
(npm_w == npm_b || npm_w < RookValueMg ? 0 : NoPawnsSF[std::min(pos.count<BISHOP>(WHITE), 2)]);
}
if (!pos.count<PAWN>(BLACK) && npm_b - npm_w <= BishopValueMg)
{
e->factor[BLACK] = (uint8_t)
(npm_w == npm_b || npm_b < RookValueMg ? 0 : NoPawnsSF[std::min(pos.count<BISHOP>(BLACK), 2)]);
}
// Compute the space weight
if (npm_w + npm_b >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg)
{
int minorPieceCount = pos.count<KNIGHT>(WHITE) + pos.count<BISHOP>(WHITE)
+ pos.count<KNIGHT>(BLACK) + pos.count<BISHOP>(BLACK);
e->spaceWeight = make_score(minorPieceCount * minorPieceCount, 0);
}
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
// for the bishop pair "extended piece", this allow us to be more flexible
// in defining bishop pair bonuses.
const int pieceCount[COLOR_NB][PIECE_TYPE_NB] = {
{ pos.count<BISHOP>(WHITE) > 1, pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE),
pos.count<BISHOP>(WHITE) , pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) },
{ pos.count<BISHOP>(BLACK) > 1, pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK),
pos.count<BISHOP>(BLACK) , pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } };
e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
return e;
}
/// Material::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
/// is stored in MaterialEntry.
Phase game_phase(const Position& pos) {
Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
return npm >= MidgameLimit ? PHASE_MIDGAME
: npm <= EndgameLimit ? PHASE_ENDGAME
: Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
}
} // namespace Material