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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, 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
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 <>.
#include "endgame.h"
#include "misc.h"
#include "position.h"
#include "types.h"
namespace Material {
/// Material::Entry contains various information about a material configuration.
/// It contains a material imbalance evaluation, a function pointer to a special
/// endgame evaluation function (which in most cases is NULL, meaning that the
/// standard evaluation function will be used), and scale factors.
/// The scale factors are used to scale the evaluation score up or down. For
/// instance, in KRB vs KR endgames, the score is scaled down by a factor of 4,
/// which will result in scores of absolute value less than one pawn.
struct Entry {
Score imbalance() const { return make_score(value, value); }
Phase game_phase() const { return gamePhase; }
bool specialized_eval_exists() const { return evaluationFunction != nullptr; }
Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
// scale_factor takes a position and a color as input and returns a scale factor
// for the given color. We have to provide the position in addition to the color
// because the scale factor may also be a function which should be applied to
// the position. For instance, in KBP vs K endgames, the scaling function looks
// for rook pawns and wrong-colored bishops.
ScaleFactor scale_factor(const Position& pos, Color c) const {
ScaleFactor sf = scalingFunction[c] ? (*scalingFunction[c])(pos)
return sf != SCALE_FACTOR_NONE ? sf : ScaleFactor(factor[c]);
Key key;
EndgameBase<Value>* evaluationFunction;
EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB]; // Could be one for each
// side (e.g. KPKP, KBPsKs)
int16_t value;
uint8_t factor[COLOR_NB];
Phase gamePhase;
typedef HashTable<Entry, 8192> Table;
Entry* probe(const Position& pos);
} // namespace Material
#endif // #ifndef MATERIAL_H_INCLUDED