////
#include <cassert>
+#include <cstring>
+#include <sstream>
#include <map>
-#include "lock.h"
#include "material.h"
Key KNNKMaterialKey, KKNNMaterialKey;
- struct ScalingInfo
- {
- Color col;
- 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);
-
- if (EEFmap.find(key) != EEFmap.end())
- f = EEFmap[key];
-
- lock_release(&EEFmapLock);
- return f;
- }
-
- ScalingInfo getESF(Key key) {
-
- ScalingInfo si = {WHITE, NULL};
-
- lock_grab(&ESFmapLock);
-
- if (ESFmap.find(key) != ESFmap.end())
- si = ESFmap[key];
-
- lock_release(&ESFmapLock);
- return si;
- }
-
}
-
////
-//// Functions
+//// Classes
////
-/// 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() {
- // Initialize std::map access locks
- lock_init(&EEFmapLock, NULL);
- lock_init(&ESFmapLock, NULL);
+/// See header for a class description. It is declared here to avoid
+/// to include <map> in the header file.
- typedef Key ZM[2][8][16];
- const ZM& z = Position::zobMaterial;
+class EndgameFunctions {
- static const Color W = WHITE;
- static const Color B = BLACK;
+public:
+ EndgameFunctions();
+ EndgameEvaluationFunctionBase* getEEF(Key key) const;
+ EndgameScalingFunctionBase* getESF(Key key, Color* c) const;
- KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2];
- KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2];
+private:
+ void add(const std::string& keyCode, EndgameEvaluationFunctionBase* f);
+ void add(const std::string& keyCode, Color c, EndgameScalingFunctionBase* f);
+ Key buildKey(const std::string& keyCode);
- 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);
+ struct ScalingInfo
+ {
+ Color col;
+ EndgameScalingFunctionBase* fun;
+ };
- add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK);
- add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP);
+ std::map<Key, EndgameEvaluationFunctionBase*> EEFmap;
+ std::map<Key, ScalingInfo> ESFmap;
+};
- 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);
-}
+////
+//// Functions
+////
/// Constructor for the MaterialInfoTable class
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;
}
/// 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
- // particular material configuration.
- if ((mi->evaluationFunction = getEEF(key)) != NULL)
+ // particular material configuration. First we look for a fixed
+ // configuration one, then a generic one if previous search failed.
+ if ((mi->evaluationFunction = funcs->getEEF(key)) != NULL)
return mi;
else if ( pos.non_pawn_material(BLACK) == Value(0)
mi->evaluationFunction = &EvaluateKKX;
return mi;
}
+ else if ( pos.pawns() == EmptyBoardBB
+ && pos.rooks() == EmptyBoardBB
+ && pos.queens() == EmptyBoardBB)
+ {
+ // Minor piece endgame with at least one minor piece per side,
+ // and no pawns.
+ assert(pos.knights(WHITE) | pos.bishops(WHITE));
+ assert(pos.knights(BLACK) | pos.bishops(BLACK));
+
+ 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;
+ return mi;
+ }
+ }
// OK, we didn't find any special evaluation function for the current
// material configuration. Is there a suitable scaling function?
// 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);
- if (si.fun != NULL)
+ Color c;
+ EndgameScalingFunctionBase* sf;
+
+ if ((sf = funcs->getESF(key, &c)) != NULL)
{
- mi->scalingFunction[si.col] = si.fun;
+ mi->scalingFunction[c] = sf;
return mi;
}
}
}
+ // Compute the space weight
+ if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >=
+ 2*QueenValueMidgame + 4*RookValueMidgame + 2*KnightValueMidgame)
+ {
+ int minorPieceCount = pos.piece_count(WHITE, KNIGHT)
+ + pos.piece_count(BLACK, KNIGHT)
+ + pos.piece_count(WHITE, BISHOP)
+ + pos.piece_count(BLACK, BISHOP);
+
+ mi->spaceWeight = minorPieceCount * minorPieceCount;
+ }
+
// 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 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() {
+
+ KNNKMaterialKey = buildKey("KNNK");
+ KKNNMaterialKey = buildKey("KKNN");
+
+ add("KPK", &EvaluateKPK);
+ add("KKP", &EvaluateKKP);
+ add("KBNK", &EvaluateKBNK);
+ add("KKBN", &EvaluateKKBN);
+ add("KRKP", &EvaluateKRKP);
+ add("KPKR", &EvaluateKPKR);
+ add("KRKB", &EvaluateKRKB);
+ add("KBKR", &EvaluateKBKR);
+ add("KRKN", &EvaluateKRKN);
+ add("KNKR", &EvaluateKNKR);
+ add("KQKR", &EvaluateKQKR);
+ add("KRKQ", &EvaluateKRKQ);
+ add("KBBKN", &EvaluateKBBKN);
+ add("KNKBB", &EvaluateKNKBB);
+
+ add("KNPK", WHITE, &ScaleKNPK);
+ add("KKNP", BLACK, &ScaleKKNP);
+ add("KRPKR", WHITE, &ScaleKRPKR);
+ add("KRKRP", BLACK, &ScaleKRKRP);
+ add("KBPKB", WHITE, &ScaleKBPKB);
+ add("KBKBP", BLACK, &ScaleKBKBP);
+ add("KBPKN", WHITE, &ScaleKBPKN);
+ add("KNKBP", BLACK, &ScaleKNKBP);
+ add("KRPPKRP", WHITE, &ScaleKRPPKRP);
+ add("KRPKRPP", BLACK, &ScaleKRPKRPP);
+ add("KRPPKRP", WHITE, &ScaleKRPPKRP);
+ add("KRPKRPP", BLACK, &ScaleKRPKRPP);
+}
+
+Key EndgameFunctions::buildKey(const std::string& keyCode) {
+
+ assert(keyCode.length() > 0 && keyCode[0] == 'K');
+ assert(keyCode.length() < 8);
+
+ std::stringstream s;
+ bool upcase = false;
+
+ // Build up a fen substring with the given pieces, note
+ // that the fen string could be of an illegal position.
+ for (size_t i = 0; i < keyCode.length(); i++)
+ {
+ if (keyCode[i] == 'K')
+ upcase = !upcase;
+
+ s << char(upcase? toupper(keyCode[i]) : tolower(keyCode[i]));
+ }
+ s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w -";
+ return Position(s.str()).get_material_key();
+}
+
+void EndgameFunctions::add(const std::string& keyCode, EndgameEvaluationFunctionBase* f) {
+
+ EEFmap.insert(std::pair<Key, EndgameEvaluationFunctionBase*>(buildKey(keyCode), f));
+}
+
+void EndgameFunctions::add(const std::string& keyCode, Color c, EndgameScalingFunctionBase* f) {
+
+ ScalingInfo s = {c, f};
+ ESFmap.insert(std::pair<Key, ScalingInfo>(buildKey(keyCode), s));
+}
+
+EndgameEvaluationFunctionBase* EndgameFunctions::getEEF(Key key) const {
+
+ std::map<Key, EndgameEvaluationFunctionBase*>::const_iterator it(EEFmap.find(key));
+ return (it != EEFmap.end() ? it->second : NULL);
+}
+
+EndgameScalingFunctionBase* EndgameFunctions::getESF(Key key, Color* c) const {
+
+ std::map<Key, ScalingInfo>::const_iterator it(ESFmap.find(key));
+ if (it == ESFmap.end())
+ return NULL;
+
+ *c = it->second.col;
+ return it->second.fun;
+}