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Introduce namespace Pawns

And retire old struct PawnTable along the same lines
of previous patch.

No functional change.
This commit is contained in:
Marco Costalba 2012-12-22 11:21:06 +01:00
parent 231f62baf7
commit 158014b39d
5 changed files with 136 additions and 178 deletions

View file

@ -37,7 +37,7 @@ namespace {
// Pointers to material and pawn hash table entries
Material::Entry* mi;
PawnEntry* pi;
Pawns::Entry* pi;
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains
@ -405,7 +405,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
}
// Probe the pawn hash table
ei.pi = pos.this_thread()->pawnTable.probe(pos);
ei.pi = Pawns::probe(pos, th->pawnsTable);
score += ei.pi->pawns_value();
// Initialize attack and king safety bitboards

View file

@ -80,49 +80,10 @@ namespace {
#undef S
#undef V
}
/// PawnTable::probe() takes a position object as input, computes a PawnEntry
/// object, and returns a pointer to it. The result is also stored in a hash
/// table, so we don't have to recompute everything when the same pawn structure
/// occurs again.
PawnEntry* PawnTable::probe(const Position& pos) {
Key key = pos.pawn_key();
PawnEntry* e = entries[key];
// 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 (e->key == key)
return e;
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(WHITE, PAWN);
Bitboard bPawns = pos.pieces(BLACK, PAWN);
e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
- evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
e->value = apply_weight(e->value, PawnStructureWeight);
return e;
}
/// PawnTable::evaluate_pawns() evaluates each pawn of the given color
template<Color Us>
Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
Bitboard theirPawns, PawnEntry* e) {
Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
Bitboard theirPawns, Pawns::Entry* e) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -217,13 +178,49 @@ Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
return value;
}
}
namespace Pawns {
/// probe() takes a position object as input, computes a Entry object, and returns
/// a pointer to it. The result is also stored in a hash table, so we don't have
/// to recompute everything when the same pawn structure occurs again.
Entry* probe(const Position& pos, Table& entries) {
Key key = pos.pawn_key();
Entry* e = entries[key];
// 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 (e->key == key)
return e;
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(WHITE, PAWN);
Bitboard bPawns = pos.pieces(BLACK, PAWN);
e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
- evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
e->value = apply_weight(e->value, PawnStructureWeight);
return e;
}
/// PawnEntry::shelter_storm() calculates shelter and storm penalties for the file
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
/// the king is on, as well as the two adjacent files.
template<Color Us>
Value PawnEntry::shelter_storm(const Position& pos, Square ksq) {
Value Entry::shelter_storm(const Position& pos, Square ksq) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -253,11 +250,11 @@ Value PawnEntry::shelter_storm(const Position& pos, Square ksq) {
}
/// PawnEntry::update_safety() calculates and caches a bonus for king safety. It is
/// Entry::update_safety() calculates and caches a bonus for king safety. It is
/// called only when king square changes, about 20% of total king_safety() calls.
template<Color Us>
Score PawnEntry::update_safety(const Position& pos, Square ksq) {
Score Entry::update_safety(const Position& pos, Square ksq) {
kingSquares[Us] = ksq;
castleRights[Us] = pos.can_castle(Us);
@ -283,5 +280,7 @@ Score PawnEntry::update_safety(const Position& pos, Square ksq) {
}
// Explicit template instantiation
template Score PawnEntry::update_safety<WHITE>(const Position& pos, Square ksq);
template Score PawnEntry::update_safety<BLACK>(const Position& pos, Square ksq);
template Score Entry::update_safety<WHITE>(const Position& pos, Square ksq);
template Score Entry::update_safety<BLACK>(const Position& pos, Square ksq);
} // namespace Pawns

View file

@ -24,31 +24,30 @@
#include "position.h"
#include "types.h"
const int PawnTableSize = 16384;
namespace Pawns {
/// PawnEntry is a class which contains various information about a pawn
/// structure. Currently, it only includes a middle game and an end game
/// pawn structure evaluation, and a bitboard of passed pawns. We may want
/// to add further information in the future. A lookup to the pawn hash
/// table (performed by calling the probe method in a PawnTable object)
/// returns a pointer to a PawnEntry object.
/// Pawns::Entry contains various information about a pawn structure. Currently,
/// it only includes a middle game and end game pawn structure evaluation, and a
/// bitboard of passed pawns. We may want to add further information in the future.
/// A lookup to the pawn hash table (performed by calling the probe function)
/// returns a pointer to an Entry object.
class PawnEntry {
struct Entry {
friend struct PawnTable;
public:
Score pawns_value() const;
Bitboard pawn_attacks(Color c) const;
Bitboard passed_pawns(Color c) const;
int file_is_half_open(Color c, File f) const;
int has_open_file_to_left(Color c, File f) const;
int has_open_file_to_right(Color c, File f) const;
Score pawns_value() const { return value; }
Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
int file_is_half_open(Color c, File f) const { return halfOpenFiles[c] & (1 << int(f)); }
int has_open_file_to_left(Color c, File f) const { return halfOpenFiles[c] & ((1 << int(f)) - 1); }
int has_open_file_to_right(Color c, File f) const { return halfOpenFiles[c] & ~((1 << int(f+1)) - 1); }
template<Color Us>
Score king_safety(const Position& pos, Square ksq);
Score king_safety(const Position& pos, Square ksq) {
return kingSquares[Us] == ksq && castleRights[Us] == pos.can_castle(Us)
? kingSafety[Us] : update_safety<Us>(pos, ksq);
}
private:
template<Color Us>
Score update_safety(const Position& pos, Square ksq);
@ -66,50 +65,10 @@ private:
Score kingSafety[COLOR_NB];
};
typedef HashTable<Entry, 16384> Table;
/// The PawnTable class represents a pawn hash table. The most important
/// method is probe, which returns a pointer to a PawnEntry object.
Entry* probe(const Position& pos, Table& entries);
struct PawnTable {
PawnEntry* probe(const Position& pos);
template<Color Us>
static Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
Bitboard theirPawns, PawnEntry* e);
HashTable<PawnEntry, PawnTableSize> entries;
};
inline Score PawnEntry::pawns_value() const {
return value;
}
inline Bitboard PawnEntry::pawn_attacks(Color c) const {
return pawnAttacks[c];
}
inline Bitboard PawnEntry::passed_pawns(Color c) const {
return passedPawns[c];
}
inline int PawnEntry::file_is_half_open(Color c, File f) const {
return halfOpenFiles[c] & (1 << int(f));
}
inline int PawnEntry::has_open_file_to_left(Color c, File f) const {
return halfOpenFiles[c] & ((1 << int(f)) - 1);
}
inline int PawnEntry::has_open_file_to_right(Color c, File f) const {
return halfOpenFiles[c] & ~((1 << int(f+1)) - 1);
}
template<Color Us>
inline Score PawnEntry::king_safety(const Position& pos, Square ksq) {
return kingSquares[Us] == ksq && castleRights[Us] == pos.can_castle(Us)
? kingSafety[Us] : update_safety<Us>(pos, ksq);
}
#endif // !defined(PAWNS_H_INCLUDED)

View file

@ -918,7 +918,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
}
// Prefetch pawn and material hash tables
prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]);
prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
prefetch((char*)thisThread->materialTable[st->materialKey]);
// Update incremental scores

View file

@ -112,7 +112,7 @@ public:
Eval::Table evalTable;
Material::Table materialTable;
Endgames endgames;
PawnTable pawnTable;
Pawns::Table pawnsTable;
size_t idx;
int maxPly;
Mutex mutex;