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高人们解析一下,呵呵。这个chess engine源码g下就有,非常有名:- /*
- Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 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/>.
- */
- #if !defined(ENDGAME_H_INCLUDED)
- #define ENDGAME_H_INCLUDED
- #include <map>
- #include <string>
- #include "position.h"
- #include "types.h"
- /// EndgameType lists all supported endgames
- enum EndgameType {
- // Evaluation functions
- KXK, // Generic "mate lone king" eval
- KBNK, // KBN vs K
- KPK, // KP vs K
- KRKP, // KR vs KP
- KRKB, // KR vs KB
- KRKN, // KR vs KN
- KQKR, // KQ vs KR
- KBBKN, // KBB vs KN
- KNNK, // KNN vs K
- KmmKm, // K and two minors vs K and one or two minors
- // Scaling functions
- SCALE_FUNS,
- KBPsK, // KB+pawns vs K
- KQKRPs, // KQ vs KR+pawns
- KRPKR, // KRP vs KR
- KRPPKRP, // KRPP vs KRP
- KPsK, // King and pawns vs king
- KBPKB, // KBP vs KB
- KBPPKB, // KBPP vs KB
- KBPKN, // KBP vs KN
- KNPK, // KNP vs K
- KPKP // KP vs KP
- };
- /// Some magic to detect family type of endgame from its enum value
- template<bool> struct bool_to_type { typedef Value type; };
- template<> struct bool_to_type<true> { typedef ScaleFactor type; };
- template<EndgameType E> struct eg_family : public bool_to_type<(E > SCALE_FUNS)> {};
- /// Base and derived templates for endgame evaluation and scaling functions
- template<typename T>
- struct EndgameBase {
- virtual ~EndgameBase() {}
- virtual Color color() const = 0;
- virtual T operator()(const Position&) const = 0;
- };
- template<EndgameType E, typename T = typename eg_family<E>::type>
- struct Endgame : public EndgameBase<T> {
- explicit Endgame(Color c) : strongerSide(c), weakerSide(~c) {}
- Color color() const { return strongerSide; }
- T operator()(const Position&) const;
- private:
- Color strongerSide, weakerSide;
- };
- /// Endgames class stores in two std::map the pointers to endgame evaluation
- /// and scaling base objects. Then we use polymorphism to invoke the actual
- /// endgame function calling its operator() method that is virtual.
- class Endgames {
- typedef std::map<Key, EndgameBase<Value>*> M1;
- typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
- M1 m1;
- M2 m2;
- M1& map(Value*) { return m1; }
- M2& map(ScaleFactor*) { return m2; }
- template<EndgameType E> void add(const std::string& code);
- public:
- Endgames();
- ~Endgames();
- template<typename T> EndgameBase<T>* get(Key key) {
- return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
- }
- };
- #endif // !defined(ENDGAME_H_INCLUDED)
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