1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-29 16:23:09 +00:00

Final touches to material.cpp

No functional changes, altough a bit of code reshuffle.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-11-01 11:38:30 +01:00
parent 899b9455d6
commit 6e8bd8bf2d
3 changed files with 65 additions and 73 deletions

View file

@ -59,7 +59,6 @@ int main(int argc, char *argv[]) {
init_uci_options();
Position::init_zobrist();
Position::init_piece_square_tables();
MaterialInfo::init();
MovePicker::init_phase_table();
init_eval(1);
init_bitbases();

View file

@ -39,29 +39,33 @@ namespace {
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;
};
@ -71,19 +75,6 @@ private:
//// 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
@ -126,7 +117,7 @@ void MaterialInfoTable::clear() {
/// 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);
@ -136,7 +127,7 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
// 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();
@ -146,8 +137,8 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
// 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
@ -177,10 +168,12 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
// 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;
}
@ -229,7 +222,6 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
// Evaluate the material balance
Color c;
int sign;
Value egValue = Value(0);
Value mgValue = Value(0);
@ -281,17 +273,16 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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() {
@ -343,22 +334,18 @@ void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) {
ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
}
EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) {
EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) const {
EndgameEvaluationFunction* f = NULL;
std::map<Key, EndgameEvaluationFunction*>::iterator it(EEFmap.find(key));
if (it != EEFmap.end())
f = it->second;
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;
}

View file

@ -35,7 +35,7 @@
////
/// 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.
@ -51,11 +51,9 @@ class MaterialInfo {
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();
@ -64,20 +62,22 @@ private:
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 {
@ -86,11 +86,11 @@ public:
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;
};
@ -103,10 +103,12 @@ private:
/// 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);
}
@ -115,6 +117,7 @@ inline Value MaterialInfo::eg_value() const {
/// 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;
@ -125,16 +128,17 @@ inline void MaterialInfo::clear() {
/// 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]);
}
@ -145,15 +149,17 @@ inline ScaleFactor MaterialInfo::scale_factor(const Position &pos, Color 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);
}