No functional changes, altough a bit of code reshuffle.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
init_uci_options();
Position::init_zobrist();
Position::init_piece_square_tables();
- MaterialInfo::init();
MovePicker::init_phase_table();
init_eval(1);
init_bitbases();
Key KNNKMaterialKey, KKNNMaterialKey;
- struct ScalingInfo
- {
- Color col;
- ScalingFunction* fun;
- };
-
}
////
//// Classes
////
+
+/// See header for a class description. It is declared here to avoid
+/// to include <map> in the header file.
+
class EndgameFunctions {
public:
EndgameFunctions();
- EndgameEvaluationFunction* getEEF(Key key);
- ScalingInfo getESF(Key key);
+ EndgameEvaluationFunction* getEEF(Key key) const;
+ ScalingFunction* getESF(Key key, Color* c) const;
private:
void add(Key k, EndgameEvaluationFunction* f);
void add(Key k, Color c, ScalingFunction* f);
+ struct ScalingInfo
+ {
+ Color col;
+ ScalingFunction* fun;
+ };
+
std::map<Key, EndgameEvaluationFunction*> EEFmap;
std::map<Key, ScalingInfo> ESFmap;
};
//// Functions
////
-/// MaterialInfo::init() is called during program initialization. It
-/// precomputes material hash keys for a few basic endgames, in order
-/// to make it easy to recognize such endgames when they occur.
-
-void MaterialInfo::init() {
-
- typedef Key ZM[2][8][16];
- const ZM& z = Position::zobMaterial;
-
- KNNKMaterialKey = z[WHITE][KNIGHT][1] ^ z[WHITE][KNIGHT][2];
- KKNNMaterialKey = z[BLACK][KNIGHT][1] ^ z[BLACK][KNIGHT][2];
-}
-
/// Constructor for the MaterialInfoTable class
/// is stored there, so we don't have to recompute everything when the
/// same material configuration occurs again.
-MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
+MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
Key key = pos.get_material_key();
int index = key & (size - 1);
// 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;
+ return mi;
// Clear the MaterialInfo object, and set its key
mi->clear();
// KNN vs K is a draw.
if (key == KNNKMaterialKey || key == KKNNMaterialKey)
{
- mi->factor[WHITE] = mi->factor[BLACK] = 0;
- return mi;
+ mi->factor[WHITE] = mi->factor[BLACK] = 0;
+ return mi;
}
// Let's look if we have a specialized evaluation function for this
// if we decide to add more special cases. We face problems when there
// are several conflicting applicable scaling functions and we need to
// decide which one to use.
- ScalingInfo si = funcs->getESF(key);
- if (si.fun != NULL)
+ Color c;
+ ScalingFunction* sf;
+
+ if ((sf = funcs->getESF(key, &c)) != NULL)
{
- mi->scalingFunction[si.col] = si.fun;
+ mi->scalingFunction[c] = sf;
return mi;
}
// Evaluate the material balance
- Color c;
int sign;
Value egValue = Value(0);
Value mgValue = Value(0);
egValue -= sign * v;
}
}
-
mi->mgValue = int16_t(mgValue);
mi->egValue = int16_t(egValue);
return mi;
}
-/// EndgameFunctions members definition. This helper class is used to
-/// store the maps of end game and scaling functions that MaterialInfoTable
-/// will query for each key. The maps are constant, and are populated only
-/// at construction. Being per thread avoids to use locks to access them.
+/// EndgameFunctions member definitions. This class is used to store the maps
+/// of end game and scaling functions that MaterialInfoTable will query for
+/// each key. The maps are constant and are populated only at construction,
+/// but are per-thread instead of globals to avoid expensive locks.
EndgameFunctions::EndgameFunctions() {
ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
}
-EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) {
-
- EndgameEvaluationFunction* f = NULL;
- std::map<Key, EndgameEvaluationFunction*>::iterator it(EEFmap.find(key));
- if (it != EEFmap.end())
- f = it->second;
+EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) const {
- return f;
+ std::map<Key, EndgameEvaluationFunction*>::const_iterator it(EEFmap.find(key));
+ return (it != EEFmap.end() ? it->second : NULL);
}
-ScalingInfo EndgameFunctions::getESF(Key key) {
+ScalingFunction* EndgameFunctions::getESF(Key key, Color* c) const {
- ScalingInfo si = {WHITE, NULL};
- std::map<Key, ScalingInfo>::iterator it(ESFmap.find(key));
- if (it != ESFmap.end())
- si = it->second;
+ std::map<Key, ScalingInfo>::const_iterator it(ESFmap.find(key));
+ if (it == ESFmap.end())
+ return NULL;
- return si;
+ *c = it->second.col;
+ return it->second.fun;
}
////
/// MaterialInfo is a class which contains various information about a
-/// material configuration. It contains a material balance evaluation,
+/// material configuration. It contains a material balance 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" for black and white.
public:
Value mg_value() const;
Value eg_value() const;
- ScaleFactor scale_factor(const Position &pos, Color c) const;
+ ScaleFactor scale_factor(const Position& pos, Color c) const;
bool specialized_eval_exists() const;
- Value evaluate(const Position &pos) const;
-
- static void init();
+ Value evaluate(const Position& pos) const;
private:
void clear();
int16_t mgValue;
int16_t egValue;
uint8_t factor[2];
- EndgameEvaluationFunction *evaluationFunction;
- ScalingFunction *scalingFunction[2];
+ EndgameEvaluationFunction* evaluationFunction;
+ ScalingFunction* scalingFunction[2];
};
-/// Stores the endgame evaluation functions maps. Should be per thread
-/// because STL is not thread safe and locks are expensive.
+/// EndgameFunctions class stores the endgame evaluation functions std::map.
+/// Because STL library is not thread safe even for read access, the maps,
+/// although with identical content, are replicated for each thread. This
+/// is faster then using locks with an unique set of global maps.
class EndgameFunctions;
-/// The MaterialInfoTable class represents a pawn hash table. It is basically
+/// The MaterialInfoTable class represents a pawn hash table. It is basically
/// just an array of MaterialInfo objects and a few methods for accessing these
-/// objects. The most important method is get_material_info, which looks up a
+/// objects. The most important method is get_material_info, which looks up a
/// position in the table and returns a pointer to a MaterialInfo object.
class MaterialInfoTable {
MaterialInfoTable(unsigned numOfEntries);
~MaterialInfoTable();
void clear();
- MaterialInfo *get_material_info(const Position &pos);
+ MaterialInfo* get_material_info(const Position& pos);
private:
unsigned size;
- MaterialInfo *entries;
+ MaterialInfo* entries;
EndgameFunctions* funcs;
};
/// material balance evaluation for the middle game and the endgame.
inline Value MaterialInfo::mg_value() const {
+
return Value(mgValue);
}
inline Value MaterialInfo::eg_value() const {
+
return Value(egValue);
}
/// with all slots at their default values.
inline void MaterialInfo::clear() {
+
mgValue = egValue = 0;
factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
evaluationFunction = NULL;
/// MaterialInfo::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 need not
-/// be a constant: It can also be a function which should be applied to
-/// the position. For instance, in KBP vs K endgames, a scaling function
+/// to be a constant: It can also be a function which should be applied to
+/// the position. For instance, in KBP vs K endgames, a scaling function
/// which checks for draws with rook pawns and wrong-colored bishops.
-inline ScaleFactor MaterialInfo::scale_factor(const Position &pos, Color c)
- const {
- if(scalingFunction[c] != NULL) {
- ScaleFactor sf = scalingFunction[c]->apply(pos);
- if(sf != SCALE_FACTOR_NONE)
- return sf;
+inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
+
+ if (scalingFunction[c] != NULL)
+ {
+ ScaleFactor sf = scalingFunction[c]->apply(pos);
+ if (sf != SCALE_FACTOR_NONE)
+ return sf;
}
return ScaleFactor(factor[c]);
}
/// or if the normal evaluation function should be used.
inline bool MaterialInfo::specialized_eval_exists() const {
+
return evaluationFunction != NULL;
}
-/// MaterialInfo::evaluate applies a specialized evaluation function to a
-/// given position object. It should only be called when
-/// this->specialized_eval_exists() returns 'true'.
+/// MaterialInfo::evaluate applies a specialized evaluation function
+/// to a given position object. It should only be called when
+/// specialized_eval_exists() returns 'true'.
+
+inline Value MaterialInfo::evaluate(const Position& pos) const {
-inline Value MaterialInfo::evaluate(const Position &pos) const {
return evaluationFunction->apply(pos);
}