void interrupt isr(void) { //UART receiver interrupt if (PIR1bits.RCIF) { if (RCSTAbits.FERR) { RCSTAbits.SPEN = 0; RCSTAbits.SPEN = 1; return; } /***************************** * Put action below * **************************/ uart_putc(uart_getc()); return; /***************************** * Stop of action * **************************/ } //Timer 1 interrupt if (TMR1IF) { /*char string [8]; TMR1IF = 0; set_tick_period_timer1_us(1000); timer1_tick_nbr ++; if (timer1_tick_nbr== 1000){ timer1_tick_nbr = 0; elapsed_time++; RC2 = 1- RC2; utoa (string, elapsed_time, 10); Lcd4_Set_Cursor(0,0); Lcd4_Write_String(string); }*/ return; } //Prefer to use the timer 2 for a periodic time because we don't //have to reinitialize the counter every time it is done by hardware if (TMR2IF) { char string [9]; TMR2IF = 0; timer2_tick_nbr ++; //The timer 2 ticks every 0.010 second => *100 = 1s //The time had to be adjusted. if (timer2_tick_nbr== 80){ timer2_tick_nbr = 0; elapsed_time++; RC2 = 1- RC2; game_phase(); } return; } if(RABIF != 0x00) { if (RA0 == 1) { switch_player(); __delay_ms(500); } RABIF = 0x00; return; } }
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. Firstly we look for a fixed configuration one, then // for a generic one if the 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. They 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", which allows 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); // Having pawn(s) and ahead at least a piece (npm) ==> Exchange Pieces not Pawns ! if (npm_w >= (npm_b + 3*PawnValueMg) && pos.count<PAWN>(WHITE) && pos.count<PAWN>(WHITE) > pos.count<PAWN>(BLACK) - 3) e->value += (int16_t)((imbalanceWinning<WHITE>(pieceCount) - imbalanceLoosing<BLACK>(pieceCount)) / 16); if (npm_b >= (npm_w + 3*PawnValueMg) && pos.count<PAWN>(BLACK) && pos.count<PAWN>(BLACK) > pos.count<PAWN>(WHITE) - 3) e->value += (int16_t)((imbalanceWinning<BLACK>(pieceCount) - imbalanceLoosing<WHITE>(pieceCount)) / 16); return e; }
// 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 &table, Endgames &endgames) { Key key = pos.matl_key (); Entry *e = table[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] = SCALE_FACTOR_NORMAL; e->_game_phase = 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->evaluation_func)) { return e; } if (is_KXK<WHITE> (pos)) { e->evaluation_func = &EvaluateKXK[WHITE]; return e; } if (is_KXK<BLACK> (pos)) { e->evaluation_func = &EvaluateKXK[BLACK]; 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> *eg_sf; if (endgames.probe (key, eg_sf)) { e->scaling_func[eg_sf->color ()] = eg_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->scaling_func[WHITE] = &ScaleKBPsKs[WHITE]; } if (is_KBPsKs<BLACK> (pos)) { e->scaling_func[BLACK] = &ScaleKBPsKs[BLACK]; } if (is_KQKRPs<WHITE> (pos)) { e->scaling_func[WHITE] = &ScaleKQKRPs[WHITE]; } else if (is_KQKRPs<BLACK> (pos)) { e->scaling_func[BLACK] = &ScaleKQKRPs[BLACK]; } Value npm[CLR_NO] = { pos.non_pawn_material (WHITE), pos.non_pawn_material (BLACK), }; if (npm[WHITE] + npm[BLACK] == VALUE_ZERO) { if (pos.count<PAWN> (BLACK) == 0 && pos.count<PAWN> (WHITE) >= 2) { //ASSERT (pos.count<PAWN> (WHITE) >= 2); e->scaling_func[WHITE] = &ScaleKPsK[WHITE]; } else if (pos.count<PAWN> (WHITE) == 0 && pos.count<PAWN> (BLACK) >= 2) { //ASSERT (pos.count<PAWN> (BLACK) >= 2); e->scaling_func[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->scaling_func[WHITE] = &ScaleKPKP[WHITE]; e->scaling_func[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 and gives a very drawish // scale factor for cases such as KRKBP and KmmKm (except for KBBKN). if (npm[WHITE] - npm[BLACK] <= VALUE_MG_BISHOP) { if (pos.count<PAWN> (WHITE) == 0) { e->_factor[WHITE] = npm[WHITE] <= VALUE_MG_BISHOP ? 0 : !pos.count<NIHT> (WHITE) && !pos.bishops_pair (WHITE) ? 1 : npm[BLACK] <= VALUE_MG_BISHOP ? 4 : 12; } else if (pos.count<PAWN> (WHITE) == 1) { e->_factor[WHITE] = (npm[WHITE] == npm[BLACK] || npm[WHITE] <= VALUE_MG_BISHOP) ? 4 : SCALE_FACTOR_ONEPAWN / (pos.count<PAWN> (BLACK) + 1); } } if (npm[BLACK] - npm[WHITE] <= VALUE_MG_BISHOP) { if (pos.count<PAWN> (BLACK) == 0) { e->_factor[BLACK] = npm[BLACK] <= VALUE_MG_BISHOP ? 0 : !pos.count<NIHT> (BLACK) && !pos.bishops_pair (BLACK) ? 1 : npm[WHITE] <= VALUE_MG_BISHOP ? 4 : 12; } else if (pos.count<PAWN> (BLACK) == 1) { e->_factor[BLACK] = (npm[BLACK] == npm[WHITE] || npm[BLACK] <= VALUE_MG_BISHOP) ? 4 : SCALE_FACTOR_ONEPAWN / (pos.count<PAWN> (WHITE) + 1); } } // Compute the space weight if (npm[WHITE] + npm[BLACK] >= 2 * VALUE_MG_QUEEN + 4 * VALUE_MG_ROOK + 2 * VALUE_MG_KNIGHT) { int32_t minor_piece_count = pos.count<NIHT> () + pos.count<BSHP> (); e->_space_weight = mk_score (minor_piece_count * minor_piece_count, 0); } // Evaluate the material imbalance. // We use KING as a place holder for the bishop pair "extended piece", // this allow us to be more flexible in defining bishop pair bonuses. const int32_t count[CLR_NO][NONE] = { { pos.count<PAWN> (WHITE), pos.count<NIHT> (WHITE), pos.count<BSHP> (WHITE), pos.count<ROOK> (WHITE), pos.count<QUEN> (WHITE), pos.bishops_pair (WHITE), }, { pos.count<PAWN> (BLACK), pos.count<NIHT> (BLACK), pos.count<BSHP> (BLACK), pos.count<ROOK> (BLACK), pos.count<QUEN> (BLACK), pos.bishops_pair (BLACK), }, }; e->_value = int16_t ((imbalance<WHITE> (count) - imbalance<BLACK> (count)) / 16); return e; }