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https://github.com/sockspls/badfish
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Rename Materials and Pawns hash stuff
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
d84865eac3
commit
304deb5e83
8 changed files with 97 additions and 111 deletions
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@ -36,8 +36,8 @@ namespace {
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struct EvalInfo {
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// Pointers to material and pawn hash table entries
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MaterialInfo* mi;
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PawnInfo* pi;
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MaterialEntry* mi;
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PawnEntry* pi;
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type, attackedBy[color][0] contains
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@ -250,8 +250,7 @@ namespace {
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Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
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inline Score apply_weight(Score v, Score weight);
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Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf);
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Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
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Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
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double to_cp(Value v);
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void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
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@ -372,7 +371,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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margins[WHITE] = margins[BLACK] = VALUE_ZERO;
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// Probe the material hash table
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ei.mi = Threads[pos.thread()].materialTable.material_info(pos);
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ei.mi = Threads[pos.thread()].materialTable.probe(pos);
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score += ei.mi->material_value();
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// If we have a specialized evaluation function for the current material
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@ -384,7 +383,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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}
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// Probe the pawn hash table
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ei.pi = Threads[pos.thread()].pawnTable.pawn_info(pos);
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ei.pi = Threads[pos.thread()].pawnTable.probe(pos);
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score += ei.pi->pawns_value();
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// Initialize attack and king safety bitboards
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@ -446,9 +445,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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sf = ScaleFactor(50);
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}
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// Interpolate between the middle game and the endgame score
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margin = margins[pos.side_to_move()];
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Value v = scale_by_game_phase(score, ei.mi->game_phase(), sf);
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Value v = interpolate(score, ei.mi->game_phase(), sf);
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// In case of tracing add all single evaluation contributions for both white and black
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if (Trace)
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@ -1140,18 +1138,10 @@ Value do_evaluate(const Position& pos, Value& margin) {
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}
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// apply_weight() applies an evaluation weight to a value trying to prevent overflow
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inline Score apply_weight(Score v, Score w) {
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return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
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(int(eg_value(v)) * eg_value(w)) / 0x100);
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}
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// scale_by_game_phase() interpolates between a middle game and an endgame score,
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// interpolate() interpolates between a middle game and an endgame score,
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// based on game phase. It also scales the return value by a ScaleFactor array.
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Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf) {
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Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {
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assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
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assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
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@ -84,16 +84,15 @@ namespace {
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} // namespace
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/// MaterialInfoTable::material_info() takes a position object as input,
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/// computes or looks up a MaterialInfo object, and returns a pointer to it.
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/// If the material configuration is not already present in the table, it
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/// is stored there, so we don't have to recompute everything when the
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/// same material configuration occurs again.
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/// MaterialTable::probe() takes a position object as input, looks up a MaterialEntry
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/// object, and returns a pointer to it. If the material configuration is not
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/// already present in the table, it is computed and stored there, so we don't
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/// have to recompute everything when the same material configuration occurs again.
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MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
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MaterialEntry* MaterialTable::probe(const Position& pos) const {
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Key key = pos.material_key();
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MaterialInfo* mi = probe(key);
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MaterialEntry* mi = Base::probe(key);
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// If mi->key matches the position's material hash key, it means that we
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// have analysed this material configuration before, and we can simply
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@ -101,13 +100,10 @@ MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
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if (mi->key == key)
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return mi;
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// Initialize MaterialInfo entry
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memset(mi, 0, sizeof(MaterialInfo));
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memset(mi, 0, sizeof(MaterialEntry));
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mi->key = key;
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mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
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// Store game phase
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mi->gamePhase = MaterialInfoTable::game_phase(pos);
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mi->gamePhase = MaterialTable::game_phase(pos);
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// Let's look if we have a specialized evaluation function for this
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// particular material configuration. First we look for a fixed
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@ -230,11 +226,11 @@ MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
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}
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/// MaterialInfoTable::imbalance() calculates imbalance comparing piece count of each
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/// MaterialTable::imbalance() calculates imbalance comparing piece count of each
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/// piece type for both colors.
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template<Color Us>
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int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
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int MaterialTable::imbalance(const int pieceCount[][8]) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -266,11 +262,11 @@ int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
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}
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/// MaterialInfoTable::game_phase() calculates the phase given the current
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/// MaterialTable::game_phase() calculates the phase given the current
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/// position. Because the phase is strictly a function of the material, it
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/// is stored in MaterialInfo.
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/// is stored in MaterialEntry.
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Phase MaterialInfoTable::game_phase(const Position& pos) {
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Phase MaterialTable::game_phase(const Position& pos) {
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Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);
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@ -34,7 +34,7 @@ enum Phase {
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};
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/// MaterialInfo is a class which contains various information about a
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/// MaterialEntry is a class which contains various information about a
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/// material configuration. It contains a material balance evaluation,
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/// a function pointer to a special endgame evaluation function (which in
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/// most cases is NULL, meaning that the standard evaluation function will
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@ -44,9 +44,9 @@ enum Phase {
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/// For instance, in KRB vs KR endgames, the score is scaled down by a factor
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/// of 4, which will result in scores of absolute value less than one pawn.
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class MaterialInfo {
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class MaterialEntry {
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friend class MaterialInfoTable;
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friend class MaterialTable;
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public:
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Score material_value() const;
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@ -67,15 +67,15 @@ private:
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};
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/// The MaterialInfoTable class represents a pawn hash table. The most important
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/// method is material_info(), which returns a pointer to a MaterialInfo object.
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/// The MaterialTable class represents a material hash table. The most important
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/// method is probe(), which returns a pointer to a MaterialEntry object.
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class MaterialInfoTable : public SimpleHash<MaterialInfo, MaterialTableSize> {
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class MaterialTable : public HashTable<MaterialEntry, MaterialTableSize> {
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public:
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MaterialInfoTable() : funcs(new Endgames()) {}
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~MaterialInfoTable() { delete funcs; }
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MaterialTable() : funcs(new Endgames()) {}
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~MaterialTable() { delete funcs; }
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MaterialInfo* material_info(const Position& pos) const;
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MaterialEntry* probe(const Position& pos) const;
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static Phase game_phase(const Position& pos);
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private:
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};
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/// MaterialInfo::scale_factor takes a position and a color as input, and
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/// MaterialEntry::scale_factor takes a position and a color as input, and
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/// returns a scale factor for the given color. We have to provide the
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/// position in addition to the color, because the scale factor need not
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/// to be a constant: It can also be a function which should be applied to
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/// the position. For instance, in KBP vs K endgames, a scaling function
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/// which checks for draws with rook pawns and wrong-colored bishops.
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inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
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inline ScaleFactor MaterialEntry::scale_factor(const Position& pos, Color c) const {
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if (!scalingFunction[c])
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return ScaleFactor(factor[c]);
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@ -102,23 +102,23 @@ inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) cons
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return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
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}
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inline Value MaterialInfo::evaluate(const Position& pos) const {
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inline Value MaterialEntry::evaluate(const Position& pos) const {
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return (*evaluationFunction)(pos);
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}
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inline Score MaterialInfo::material_value() const {
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inline Score MaterialEntry::material_value() const {
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return make_score(value, value);
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}
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inline int MaterialInfo::space_weight() const {
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inline int MaterialEntry::space_weight() const {
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return spaceWeight;
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}
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inline Phase MaterialInfo::game_phase() const {
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inline Phase MaterialEntry::game_phase() const {
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return gamePhase;
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}
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inline bool MaterialInfo::specialized_eval_exists() const {
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inline bool MaterialEntry::specialized_eval_exists() const {
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return evaluationFunction != NULL;
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}
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@ -80,23 +80,18 @@ namespace {
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#undef S
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#undef V
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inline Score apply_weight(Score v, Score w) {
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return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
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(int(eg_value(v)) * eg_value(w)) / 0x100);
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}
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}
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/// PawnInfoTable::pawn_info() takes a position object as input, computes
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/// a PawnInfo object, and returns a pointer to it. The result is also stored
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/// in an hash table, so we don't have to recompute everything when the same
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/// pawn structure occurs again.
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/// PawnTable::probe() takes a position object as input, computes a PawnEntry
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/// object, and returns a pointer to it. The result is also stored in a hash
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/// table, so we don't have to recompute everything when the same pawn structure
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/// occurs again.
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PawnInfo* PawnInfoTable::pawn_info(const Position& pos) const {
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PawnEntry* PawnTable::probe(const Position& pos) const {
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Key key = pos.pawn_key();
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PawnInfo* pi = probe(key);
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PawnEntry* pi = Base::probe(key);
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// If pi->key matches the position's pawn hash key, it means that we
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// have analysed this pawn structure before, and we can simply return
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@ -104,19 +99,16 @@ PawnInfo* PawnInfoTable::pawn_info(const Position& pos) const {
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if (pi->key == key)
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return pi;
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// Initialize PawnInfo entry
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pi->key = key;
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pi->passedPawns[WHITE] = pi->passedPawns[BLACK] = 0;
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pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE;
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pi->halfOpenFiles[WHITE] = pi->halfOpenFiles[BLACK] = 0xFF;
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// Calculate pawn attacks
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Bitboard wPawns = pos.pieces(PAWN, WHITE);
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Bitboard bPawns = pos.pieces(PAWN, BLACK);
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pi->pawnAttacks[WHITE] = ((wPawns << 9) & ~FileABB) | ((wPawns << 7) & ~FileHBB);
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pi->pawnAttacks[BLACK] = ((bPawns >> 7) & ~FileABB) | ((bPawns >> 9) & ~FileHBB);
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pi->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
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pi->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
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// Evaluate pawns for both colors and weight the result
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pi->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, pi)
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- evaluate_pawns<BLACK>(pos, bPawns, wPawns, pi);
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@ -126,11 +118,11 @@ PawnInfo* PawnInfoTable::pawn_info(const Position& pos) const {
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}
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/// PawnInfoTable::evaluate_pawns() evaluates each pawn of the given color
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/// PawnTable::evaluate_pawns() evaluates each pawn of the given color
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template<Color Us>
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Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnInfo* pi) {
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Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnEntry* pi) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -158,11 +150,11 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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// Flag the pawn as passed, isolated, doubled or member of a pawn
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// chain (but not the backward one).
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passed = !(theirPawns & passed_pawn_mask(Us, s));
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chain = ourPawns & adjacent_files_bb(f) & b;
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isolated = !(ourPawns & adjacent_files_bb(f));
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doubled = ourPawns & squares_in_front_of(Us, s);
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opposed = theirPawns & squares_in_front_of(Us, s);
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isolated = !(ourPawns & adjacent_files_bb(f));
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chain = ourPawns & adjacent_files_bb(f) & b;
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passed = !(theirPawns & passed_pawn_mask(Us, s));
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// Test for backward pawn
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backward = false;
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if (candidate)
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value += CandidateBonus[relative_rank(Us, s)];
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}
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return value;
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}
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/// PawnInfo::shelter_storm() calculates shelter and storm penalties for the file
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/// PawnEntry::shelter_storm() calculates shelter and storm penalties for the file
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/// the king is on, as well as the two adjacent files.
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template<Color Us>
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Value PawnInfo::shelter_storm(const Position& pos, Square ksq) {
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Value PawnEntry::shelter_storm(const Position& pos, Square ksq) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -260,16 +253,16 @@ Value PawnInfo::shelter_storm(const Position& pos, Square ksq) {
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}
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/// PawnInfo::update_safety() calculates and caches a bonus for king safety. It is
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/// PawnEntry::update_safety() calculates and caches a bonus for king safety. It is
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/// called only when king square changes, about 20% of total king_safety() calls.
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template<Color Us>
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Score PawnInfo::update_safety(const Position& pos, Square ksq) {
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Score PawnEntry::update_safety(const Position& pos, Square ksq) {
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kingSquares[Us] = ksq;
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if (relative_rank(Us, ksq) > RANK_4)
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return kingShelters[Us] = SCORE_ZERO;
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return kingSafety[Us] = SCORE_ZERO;
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Value bonus = shelter_storm<Us>(pos, ksq);
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@ -280,9 +273,9 @@ Score PawnInfo::update_safety(const Position& pos, Square ksq) {
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if (pos.can_castle(Us == WHITE ? WHITE_OOO : BLACK_OOO))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
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return kingShelters[Us] = make_score(bonus, 0);
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return kingSafety[Us] = make_score(bonus, 0);
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}
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// Explicit template instantiation
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template Score PawnInfo::update_safety<WHITE>(const Position& pos, Square ksq);
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template Score PawnInfo::update_safety<BLACK>(const Position& pos, Square ksq);
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template Score PawnEntry::update_safety<WHITE>(const Position& pos, Square ksq);
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template Score PawnEntry::update_safety<BLACK>(const Position& pos, Square ksq);
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39
src/pawns.h
39
src/pawns.h
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const int PawnTableSize = 16384;
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/// PawnInfo is a class which contains various information about a pawn
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/// PawnEntry is a class which contains various information about a pawn
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/// structure. Currently, it only includes a middle game and an end game
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/// pawn structure evaluation, and a bitboard of passed pawns. We may want
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/// to add further information in the future. A lookup to the pawn hash
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/// table (performed by calling the pawn_info method in a PawnInfoTable
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/// object) returns a pointer to a PawnInfo object.
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/// table (performed by calling the probe method in a PawnTable object)
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/// returns a pointer to a PawnEntry object.
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class PawnInfo {
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class PawnEntry {
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friend class PawnInfoTable;
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friend class PawnTable;
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public:
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Score pawns_value() const;
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Square kingSquares[2];
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Score value;
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int halfOpenFiles[2];
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Score kingShelters[2];
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Score kingSafety[2];
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};
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/// The PawnInfoTable class represents a pawn hash table. The most important
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/// method is pawn_info, which returns a pointer to a PawnInfo object.
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/// The PawnTable class represents a pawn hash table. The most important
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/// method is probe, which returns a pointer to a PawnEntry object.
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class PawnInfoTable : public SimpleHash<PawnInfo, PawnTableSize> {
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class PawnTable : public HashTable<PawnEntry, PawnTableSize> {
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public:
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PawnInfo* pawn_info(const Position& pos) const;
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PawnEntry* probe(const Position& pos) const;
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private:
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template<Color Us>
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static Score evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi);
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static Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnEntry* pi);
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};
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inline Score PawnInfo::pawns_value() const {
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inline Score PawnEntry::pawns_value() const {
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return value;
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}
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inline Bitboard PawnInfo::pawn_attacks(Color c) const {
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inline Bitboard PawnEntry::pawn_attacks(Color c) const {
|
||||
return pawnAttacks[c];
|
||||
}
|
||||
|
||||
inline Bitboard PawnInfo::passed_pawns(Color c) const {
|
||||
inline Bitboard PawnEntry::passed_pawns(Color c) const {
|
||||
return passedPawns[c];
|
||||
}
|
||||
|
||||
inline int PawnInfo::file_is_half_open(Color c, File f) const {
|
||||
inline int PawnEntry::file_is_half_open(Color c, File f) const {
|
||||
return halfOpenFiles[c] & (1 << int(f));
|
||||
}
|
||||
|
||||
inline int PawnInfo::has_open_file_to_left(Color c, File f) const {
|
||||
inline int PawnEntry::has_open_file_to_left(Color c, File f) const {
|
||||
return halfOpenFiles[c] & ((1 << int(f)) - 1);
|
||||
}
|
||||
|
||||
inline int PawnInfo::has_open_file_to_right(Color c, File f) const {
|
||||
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 PawnInfo::king_safety(const Position& pos, Square ksq) {
|
||||
return kingSquares[Us] == ksq ? kingShelters[Us] : update_safety<Us>(pos, ksq);
|
||||
inline Score PawnEntry::king_safety(const Position& pos, Square ksq) {
|
||||
return kingSquares[Us] == ksq ? kingSafety[Us] : update_safety<Us>(pos, ksq);
|
||||
}
|
||||
|
||||
#endif // !defined(PAWNS_H_INCLUDED)
|
||||
|
|
|
@ -85,8 +85,8 @@ public:
|
|||
void wait_for_stop_or_ponderhit();
|
||||
|
||||
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
|
||||
MaterialInfoTable materialTable;
|
||||
PawnInfoTable pawnTable;
|
||||
MaterialTable materialTable;
|
||||
PawnTable pawnTable;
|
||||
int threadID;
|
||||
int maxPly;
|
||||
Lock sleepLock;
|
||||
|
@ -111,7 +111,7 @@ class ThreadsManager {
|
|||
static storage duration are automatically set to zero before enter main()
|
||||
*/
|
||||
public:
|
||||
void init(); // No c'tor becuase Threads is static and we need stuff initialized
|
||||
void init(); // No c'tor becuase Threads is static and we need engine initialized
|
||||
~ThreadsManager();
|
||||
|
||||
Thread& operator[](int id) { return *threads[id]; }
|
||||
|
|
16
src/tt.h
16
src/tt.h
|
@ -137,16 +137,16 @@ inline void TranspositionTable::refresh(const TTEntry* tte) const {
|
|||
}
|
||||
|
||||
|
||||
/// A simple fixed size 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.
|
||||
/// 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 SimpleHash {
|
||||
struct HashTable {
|
||||
|
||||
typedef SimpleHash<Entry, HashSize> Base;
|
||||
typedef HashTable<Entry, HashSize> Base;
|
||||
|
||||
SimpleHash() {
|
||||
HashTable() {
|
||||
|
||||
entries = new (std::nothrow) Entry[HashSize];
|
||||
if (!entries)
|
||||
|
@ -158,12 +158,12 @@ struct SimpleHash {
|
|||
memset(entries, 0, HashSize * sizeof(Entry));
|
||||
}
|
||||
|
||||
virtual ~SimpleHash() { delete [] entries; }
|
||||
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)); }
|
||||
|
||||
protected:
|
||||
private:
|
||||
Entry* entries;
|
||||
};
|
||||
|
||||
|
|
|
@ -297,6 +297,12 @@ inline Score operator/(Score s, int i) {
|
|||
return make_score(mg_value(s) / i, eg_value(s) / i);
|
||||
}
|
||||
|
||||
/// Weight score v by score w trying to prevent overflow
|
||||
inline Score apply_weight(Score v, Score w) {
|
||||
return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
|
||||
(int(eg_value(v)) * eg_value(w)) / 0x100);
|
||||
}
|
||||
|
||||
#undef ENABLE_OPERATORS_ON
|
||||
#undef ENABLE_SAFE_OPERATORS_ON
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue