#include <cassert>
#include <map>
-#include "lock.h"
#include "material.h"
ScalingFunction* fun;
};
- std::map<Key, EndgameEvaluationFunction*> EEFmap;
- std::map<Key, ScalingInfo> ESFmap;
-
- Lock EEFmapLock;
- Lock ESFmapLock;
-
- void add(Key k, EndgameEvaluationFunction* f) {
-
- EEFmap.insert(std::pair<Key, EndgameEvaluationFunction*>(k, f));
- }
-
- void add(Key k, Color c, ScalingFunction* f) {
-
- ScalingInfo s = {c, f};
- ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
- }
-
- // STL map are not guaranteed to be thread safe even
- // for read-access so we need this two helpers to access them.
- EndgameEvaluationFunction* getEEF(Key key) {
-
- EndgameEvaluationFunction* f = NULL;
-
- lock_grab(&EEFmapLock);
-
- std::map<Key, EndgameEvaluationFunction*>::iterator it(EEFmap.find(key));
- if (it != EEFmap.end())
- f = it->second;
-
- lock_release(&EEFmapLock);
- return f;
- }
-
- ScalingInfo getESF(Key key) {
+}
- ScalingInfo si = {WHITE, NULL};
+////
+//// Classes
+////
- lock_grab(&ESFmapLock);
+class EndgameFunctions {
- std::map<Key, ScalingInfo>::iterator it(ESFmap.find(key));
- if (it != ESFmap.end())
- si = it->second;
+public:
+ EndgameFunctions();
+ EndgameEvaluationFunction* getEEF(Key key);
+ ScalingInfo getESF(Key key);
- lock_release(&ESFmapLock);
- return si;
- }
+private:
+ void add(Key k, EndgameEvaluationFunction* f);
+ void add(Key k, Color c, ScalingFunction* f);
-}
+ std::map<Key, EndgameEvaluationFunction*> EEFmap;
+ std::map<Key, ScalingInfo> ESFmap;
+};
////
void MaterialInfo::init() {
- // Initialize std::map access locks
- lock_init(&EEFmapLock, NULL);
- lock_init(&ESFmapLock, NULL);
-
typedef Key ZM[2][8][16];
const ZM& z = Position::zobMaterial;
- static const Color W = WHITE;
- static const Color B = BLACK;
-
- KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2];
- KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2];
-
- add(z[W][PAWN][1], &EvaluateKPK);
- add(z[B][PAWN][1], &EvaluateKKP);
-
- add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK);
- add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN);
- add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP);
- add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR);
- add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB);
- add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR);
- add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN);
- add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR);
- add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR);
- add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ);
-
- add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK);
- add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP);
-
- add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR);
- add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP);
- add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB);
- add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP);
- add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN);
- add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP);
-
- add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP);
- add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP);
+ KNNKMaterialKey = z[WHITE][KNIGHT][1] ^ z[WHITE][KNIGHT][2];
+ KKNNMaterialKey = z[BLACK][KNIGHT][1] ^ z[BLACK][KNIGHT][2];
}
size = numOfEntries;
entries = new MaterialInfo[size];
- if (!entries)
+ funcs = new EndgameFunctions();
+ if (!entries || !funcs)
{
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
<< " bytes for material hash table." << std::endl;
MaterialInfoTable::~MaterialInfoTable() {
delete [] entries;
+ delete funcs;
}
// Let's look if we have a specialized evaluation function for this
// particular material configuration.
- if ((mi->evaluationFunction = getEEF(key)) != NULL)
+ if ((mi->evaluationFunction = funcs->getEEF(key)) != NULL)
return mi;
else if ( pos.non_pawn_material(BLACK) == Value(0)
// 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 = getESF(key);
+ ScalingInfo si = funcs->getESF(key);
if (si.fun != NULL)
{
mi->scalingFunction[si.col] = si.fun;
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::EndgameFunctions() {
+
+ typedef Key ZM[2][8][16];
+ const ZM& z = Position::zobMaterial;
+
+ static const Color W = WHITE;
+ static const Color B = BLACK;
+
+ KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2];
+ KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2];
+
+ add(z[W][PAWN][1], &EvaluateKPK);
+ add(z[B][PAWN][1], &EvaluateKKP);
+
+ add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK);
+ add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN);
+ add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP);
+ add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR);
+ add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB);
+ add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR);
+ add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN);
+ add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR);
+ add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR);
+ add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ);
+
+ add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK);
+ add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP);
+
+ add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR);
+ add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP);
+ add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB);
+ add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP);
+ add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN);
+ add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP);
+
+ add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP);
+ add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP);
+}
+
+void EndgameFunctions::add(Key k, EndgameEvaluationFunction* f) {
+
+ EEFmap.insert(std::pair<Key, EndgameEvaluationFunction*>(k, f));
+}
+
+void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) {
+
+ ScalingInfo s = {c, f};
+ 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;
+
+ return f;
+}
+
+ScalingInfo EndgameFunctions::getESF(Key key) {
+
+ ScalingInfo si = {WHITE, NULL};
+ std::map<Key, ScalingInfo>::iterator it(ESFmap.find(key));
+ if (it != ESFmap.end())
+ si = it->second;
+
+ return si;
+}