Endgames();
~Endgames();
- template<typename T> EndgameBase<T>* get(Key key) {
+ template<typename T> EndgameBase<T>* probe(Key key) {
return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
}
};
#include "position.h"
#include "search.h"
#include "thread.h"
+#include "tt.h"
#include "ucioption.h"
using namespace std;
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include <algorithm>
#include <cassert>
#include <cstring>
-#include <algorithm>
#include "material.h"
/// 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.
-MaterialEntry* MaterialTable::probe(const Position& pos) const {
+MaterialEntry* MaterialTable::probe(const Position& pos) {
Key key = pos.material_key();
- MaterialEntry* mi = Base::probe(key);
+ MaterialEntry* e = entries[key];
- // If mi->key matches the position's material hash key, it means that we
+ // 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 (mi->key == key)
- return mi;
+ if (e->key == key)
+ return e;
- memset(mi, 0, sizeof(MaterialEntry));
- mi->key = key;
- mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
- mi->gamePhase = MaterialTable::game_phase(pos);
+ memset(e, 0, sizeof(MaterialEntry));
+ e->key = key;
+ e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
+ e->gamePhase = MaterialTable::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 ((mi->evaluationFunction = funcs->get<Value>(key)) != NULL)
- return mi;
+ if ((e->evaluationFunction = endgames.probe<Value>(key)) != NULL)
+ return e;
if (is_KXK<WHITE>(pos))
{
- mi->evaluationFunction = &EvaluateKXK[WHITE];
- return mi;
+ e->evaluationFunction = &EvaluateKXK[WHITE];
+ return e;
}
if (is_KXK<BLACK>(pos))
{
- mi->evaluationFunction = &EvaluateKXK[BLACK];
- return mi;
+ e->evaluationFunction = &EvaluateKXK[BLACK];
+ return e;
}
if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
{
- mi->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
- return mi;
+ e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
+ return e;
}
}
// scaling functions and we need to decide which one to use.
EndgameBase<ScaleFactor>* sf;
- if ((sf = funcs->get<ScaleFactor>(key)) != NULL)
+ if ((sf = endgames.probe<ScaleFactor>(key)) != NULL)
{
- mi->scalingFunction[sf->color()] = sf;
- return mi;
+ 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))
- mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
if (is_KBPsKs<BLACK>(pos))
- mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
+ e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
if (is_KQKRPs<WHITE>(pos))
- mi->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
else if (is_KQKRPs<BLACK>(pos))
- mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
+ e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
if (pos.piece_count(BLACK, PAWN) == 0)
{
assert(pos.piece_count(WHITE, PAWN) >= 2);
- mi->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
+ e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (pos.piece_count(WHITE, PAWN) == 0)
{
assert(pos.piece_count(BLACK, PAWN) >= 2);
- mi->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
+ e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
}
else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1)
{
// This is a special case because we set scaling functions
// for both colors instead of only one.
- mi->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
- mi->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
+ e->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
+ e->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
}
}
// No pawns makes it difficult to win, even with a material advantage
if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
{
- mi->factor[WHITE] = (uint8_t)
+ e->factor[WHITE] = (uint8_t)
(npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
}
if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
{
- mi->factor[BLACK] = (uint8_t)
+ e->factor[BLACK] = (uint8_t)
(npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
}
int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
+ pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
- mi->spaceWeight = minorPieceCount * minorPieceCount;
+ e->spaceWeight = minorPieceCount * minorPieceCount;
}
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
pos.piece_count(BLACK, BISHOP) , pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
- mi->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
- return mi;
+ e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
+ return e;
}
#define MATERIAL_H_INCLUDED
#include "endgame.h"
+#include "misc.h"
#include "position.h"
-#include "tt.h"
#include "types.h"
const int MaterialTableSize = 8192;
class MaterialEntry {
- friend class MaterialTable;
+ friend struct MaterialTable;
public:
Score material_value() const;
/// The MaterialTable class represents a material hash table. The most important
/// method is probe(), which returns a pointer to a MaterialEntry object.
-class MaterialTable : public HashTable<MaterialEntry, MaterialTableSize> {
-public:
- MaterialTable() : funcs(new Endgames()) {}
- ~MaterialTable() { delete funcs; }
+struct MaterialTable {
- MaterialEntry* probe(const Position& pos) const;
+ MaterialEntry* probe(const Position& pos);
static Phase game_phase(const Position& pos);
+ template<Color Us> static int imbalance(const int pieceCount[][8]);
-private:
- template<Color Us>
- static int imbalance(const int pieceCount[][8]);
-
- Endgames* funcs;
+ HashTable<MaterialEntry, MaterialTableSize> entries;
+ Endgames endgames;
};
#include <fstream>
#include <string>
+#include <vector>
#include "types.h"
};
-class Time {
-public:
+struct Time {
void restart() { system_time(&t); }
uint64_t msec() const { return time_to_msec(t); }
int elapsed() const { return int(current_time().msec() - time_to_msec(t)); }
sys_time_t t;
};
+
+template<class Entry, int Size>
+struct HashTable {
+ HashTable() : e(Size, Entry()) { memset(&e[0], 0, sizeof(Entry) * Size); }
+ Entry* operator[](Key k) { return &e[(uint32_t)k & (Size - 1)]; }
+
+private:
+ std::vector<Entry> e;
+};
+
#endif // !defined(MISC_H_INCLUDED)
/// table, so we don't have to recompute everything when the same pawn structure
/// occurs again.
-PawnEntry* PawnTable::probe(const Position& pos) const {
+PawnEntry* PawnTable::probe(const Position& pos) {
Key key = pos.pawn_key();
- PawnEntry* pi = Base::probe(key);
+ PawnEntry* e = entries[key];
- // If pi->key matches the position's pawn hash key, it means that we
+ // If e->key matches the position's pawn hash key, it means that we
// have analysed this pawn structure before, and we can simply return
// the information we found the last time instead of recomputing it.
- if (pi->key == key)
- return pi;
+ if (e->key == key)
+ return e;
- pi->key = key;
- pi->passedPawns[WHITE] = pi->passedPawns[BLACK] = 0;
- pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE;
- pi->halfOpenFiles[WHITE] = pi->halfOpenFiles[BLACK] = 0xFF;
+ e->key = key;
+ e->passedPawns[WHITE] = e->passedPawns[BLACK] = 0;
+ e->kingSquares[WHITE] = e->kingSquares[BLACK] = SQ_NONE;
+ e->halfOpenFiles[WHITE] = e->halfOpenFiles[BLACK] = 0xFF;
Bitboard wPawns = pos.pieces(PAWN, WHITE);
Bitboard bPawns = pos.pieces(PAWN, BLACK);
- pi->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
- pi->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
+ e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
+ e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
- pi->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, pi)
- - evaluate_pawns<BLACK>(pos, bPawns, wPawns, pi);
+ e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
+ - evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
- pi->value = apply_weight(pi->value, PawnStructureWeight);
+ e->value = apply_weight(e->value, PawnStructureWeight);
- return pi;
+ return e;
}
template<Color Us>
Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
- Bitboard theirPawns, PawnEntry* pi) {
+ Bitboard theirPawns, PawnEntry* e) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
r = rank_of(s);
// This file cannot be half open
- pi->halfOpenFiles[Us] &= ~(1 << f);
+ e->halfOpenFiles[Us] &= ~(1 << f);
// Our rank plus previous one. Used for chain detection
b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1));
// full attack info to evaluate passed pawns. Only the frontmost passed
// pawn on each file is considered a true passed pawn.
if (passed && !doubled)
- pi->passedPawns[Us] |= s;
+ e->passedPawns[Us] |= s;
// Score this pawn
if (isolated)
#if !defined(PAWNS_H_INCLUDED)
#define PAWNS_H_INCLUDED
+#include "misc.h"
#include "position.h"
-#include "tt.h"
#include "types.h"
const int PawnTableSize = 16384;
class PawnEntry {
- friend class PawnTable;
+ friend struct PawnTable;
public:
Score pawns_value() const;
/// The PawnTable class represents a pawn hash table. The most important
/// method is probe, which returns a pointer to a PawnEntry object.
-class PawnTable : public HashTable<PawnEntry, PawnTableSize> {
-public:
- PawnEntry* probe(const Position& pos) const;
+struct PawnTable {
+
+ PawnEntry* probe(const Position& pos);
-private:
template<Color Us>
static Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
- Bitboard theirPawns, PawnEntry* pi);
+ Bitboard theirPawns, PawnEntry* e);
+
+ HashTable<PawnEntry, PawnTableSize> entries;
};
}
// Prefetch pawn and material hash tables
- Threads[threadID].pawnTable.prefetch(st->pawnKey);
- Threads[threadID].materialTable.prefetch(st->materialKey);
+ prefetch((char*)Threads[threadID].pawnTable.entries[st->pawnKey]);
+ prefetch((char*)Threads[threadID].materialTable.entries[st->materialKey]);
// Update incremental scores
st->value += pst_delta(piece, from, to);
#if !defined(TT_H_INCLUDED)
#define TT_H_INCLUDED
-#include <iostream>
-
#include "misc.h"
#include "types.h"
-
/// The TTEntry is the class of transposition table entries
///
/// A TTEntry needs 128 bits to be stored
const_cast<TTEntry*>(tte)->set_generation(generation);
}
-
-/// A simple hash table used to store pawns and material configurations. It is
-/// basically just an array of Entry objects. Without cluster concept, overwrite
-/// policy nor resizing.
-
-template<class Entry, int HashSize>
-struct HashTable {
-
- typedef HashTable<Entry, HashSize> Base;
-
- HashTable() {
-
- entries = new (std::nothrow) Entry[HashSize];
- if (!entries)
- {
- std::cerr << "Failed to allocate " << HashSize * sizeof(Entry)
- << " bytes for hash table." << std::endl;
- ::exit(EXIT_FAILURE);
- }
- memset(entries, 0, HashSize * sizeof(Entry));
- }
-
- virtual ~HashTable() { delete [] entries; }
-
- Entry* probe(Key key) const { return entries + ((uint32_t)key & (HashSize - 1)); }
- void prefetch(Key key) const { ::prefetch((char*)probe(key)); }
-
-private:
- Entry* entries;
-};
-
#endif // !defined(TT_H_INCLUDED)