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https://github.com/sockspls/badfish
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Final touches to material.cpp
No functional changes, altough a bit of code reshuffle. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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899b9455d6
commit
6e8bd8bf2d
3 changed files with 65 additions and 73 deletions
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@ -59,7 +59,6 @@ int main(int argc, char *argv[]) {
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init_uci_options();
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Position::init_zobrist();
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Position::init_piece_square_tables();
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MaterialInfo::init();
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MovePicker::init_phase_table();
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init_eval(1);
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init_bitbases();
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@ -39,29 +39,33 @@ namespace {
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Key KNNKMaterialKey, KKNNMaterialKey;
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struct ScalingInfo
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{
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Color col;
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ScalingFunction* fun;
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};
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}
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////
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//// Classes
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////
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/// See header for a class description. It is declared here to avoid
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/// to include <map> in the header file.
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class EndgameFunctions {
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public:
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EndgameFunctions();
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EndgameEvaluationFunction* getEEF(Key key);
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ScalingInfo getESF(Key key);
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EndgameEvaluationFunction* getEEF(Key key) const;
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ScalingFunction* getESF(Key key, Color* c) const;
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private:
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void add(Key k, EndgameEvaluationFunction* f);
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void add(Key k, Color c, ScalingFunction* f);
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struct ScalingInfo
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{
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Color col;
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ScalingFunction* fun;
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};
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std::map<Key, EndgameEvaluationFunction*> EEFmap;
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std::map<Key, ScalingInfo> ESFmap;
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};
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@ -71,19 +75,6 @@ private:
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//// Functions
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////
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/// MaterialInfo::init() is called during program initialization. It
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/// precomputes material hash keys for a few basic endgames, in order
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/// to make it easy to recognize such endgames when they occur.
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void MaterialInfo::init() {
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typedef Key ZM[2][8][16];
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const ZM& z = Position::zobMaterial;
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KNNKMaterialKey = z[WHITE][KNIGHT][1] ^ z[WHITE][KNIGHT][2];
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KKNNMaterialKey = z[BLACK][KNIGHT][1] ^ z[BLACK][KNIGHT][2];
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}
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/// Constructor for the MaterialInfoTable class
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@ -126,7 +117,7 @@ void MaterialInfoTable::clear() {
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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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MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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Key key = pos.get_material_key();
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int index = key & (size - 1);
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@ -136,7 +127,7 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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// have analysed this material configuration before, and we can simply
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// return the information we found the last time instead of recomputing it.
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if (mi->key == key)
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return mi;
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return mi;
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// Clear the MaterialInfo object, and set its key
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mi->clear();
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@ -146,8 +137,8 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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// KNN vs K is a draw.
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if (key == KNNKMaterialKey || key == KKNNMaterialKey)
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{
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mi->factor[WHITE] = mi->factor[BLACK] = 0;
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return mi;
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mi->factor[WHITE] = mi->factor[BLACK] = 0;
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return mi;
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}
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// Let's look if we have a specialized evaluation function for this
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@ -177,10 +168,12 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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// if we decide to add more special cases. We face problems when there
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// are several conflicting applicable scaling functions and we need to
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// decide which one to use.
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ScalingInfo si = funcs->getESF(key);
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if (si.fun != NULL)
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Color c;
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ScalingFunction* sf;
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if ((sf = funcs->getESF(key, &c)) != NULL)
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{
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mi->scalingFunction[si.col] = si.fun;
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mi->scalingFunction[c] = sf;
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return mi;
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}
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@ -229,7 +222,6 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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// Evaluate the material balance
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Color c;
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int sign;
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Value egValue = Value(0);
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Value mgValue = Value(0);
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@ -281,17 +273,16 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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egValue -= sign * v;
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}
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}
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mi->mgValue = int16_t(mgValue);
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mi->egValue = int16_t(egValue);
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return mi;
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}
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/// EndgameFunctions members definition. This helper class is used to
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/// store the maps of end game and scaling functions that MaterialInfoTable
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/// will query for each key. The maps are constant, and are populated only
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/// at construction. Being per thread avoids to use locks to access them.
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/// EndgameFunctions member definitions. This class is used to store the maps
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/// of end game and scaling functions that MaterialInfoTable will query for
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/// each key. The maps are constant and are populated only at construction,
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/// but are per-thread instead of globals to avoid expensive locks.
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EndgameFunctions::EndgameFunctions() {
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@ -343,22 +334,18 @@ void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) {
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ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
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}
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EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) {
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EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) const {
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EndgameEvaluationFunction* f = NULL;
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std::map<Key, EndgameEvaluationFunction*>::iterator it(EEFmap.find(key));
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if (it != EEFmap.end())
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f = it->second;
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return f;
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std::map<Key, EndgameEvaluationFunction*>::const_iterator it(EEFmap.find(key));
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return (it != EEFmap.end() ? it->second : NULL);
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}
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ScalingInfo EndgameFunctions::getESF(Key key) {
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ScalingFunction* EndgameFunctions::getESF(Key key, Color* c) const {
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ScalingInfo si = {WHITE, NULL};
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std::map<Key, ScalingInfo>::iterator it(ESFmap.find(key));
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if (it != ESFmap.end())
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si = it->second;
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std::map<Key, ScalingInfo>::const_iterator it(ESFmap.find(key));
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if (it == ESFmap.end())
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return NULL;
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return si;
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*c = it->second.col;
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return it->second.fun;
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}
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@ -35,7 +35,7 @@
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////
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/// MaterialInfo 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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/// 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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/// be used), and "scale factors" for black and white.
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@ -51,11 +51,9 @@ class MaterialInfo {
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public:
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Value mg_value() const;
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Value eg_value() const;
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ScaleFactor scale_factor(const Position &pos, Color c) const;
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ScaleFactor scale_factor(const Position& pos, Color c) const;
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bool specialized_eval_exists() const;
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Value evaluate(const Position &pos) const;
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static void init();
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Value evaluate(const Position& pos) const;
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private:
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void clear();
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@ -64,20 +62,22 @@ private:
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int16_t mgValue;
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int16_t egValue;
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uint8_t factor[2];
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EndgameEvaluationFunction *evaluationFunction;
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ScalingFunction *scalingFunction[2];
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EndgameEvaluationFunction* evaluationFunction;
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ScalingFunction* scalingFunction[2];
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};
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/// Stores the endgame evaluation functions maps. Should be per thread
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/// because STL is not thread safe and locks are expensive.
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/// EndgameFunctions class stores the endgame evaluation functions std::map.
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/// Because STL library is not thread safe even for read access, the maps,
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/// although with identical content, are replicated for each thread. This
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/// is faster then using locks with an unique set of global maps.
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class EndgameFunctions;
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/// The MaterialInfoTable class represents a pawn hash table. It is basically
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/// The MaterialInfoTable class represents a pawn hash table. It is basically
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/// just an array of MaterialInfo objects and a few methods for accessing these
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/// objects. The most important method is get_material_info, which looks up a
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/// objects. The most important method is get_material_info, which looks up a
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/// position in the table and returns a pointer to a MaterialInfo object.
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class MaterialInfoTable {
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MaterialInfoTable(unsigned numOfEntries);
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~MaterialInfoTable();
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void clear();
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MaterialInfo *get_material_info(const Position &pos);
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MaterialInfo* get_material_info(const Position& pos);
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private:
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unsigned size;
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MaterialInfo *entries;
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MaterialInfo* entries;
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EndgameFunctions* funcs;
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};
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@ -103,10 +103,12 @@ private:
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/// material balance evaluation for the middle game and the endgame.
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inline Value MaterialInfo::mg_value() const {
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return Value(mgValue);
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}
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inline Value MaterialInfo::eg_value() const {
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return Value(egValue);
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}
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@ -115,6 +117,7 @@ inline Value MaterialInfo::eg_value() const {
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/// with all slots at their default values.
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inline void MaterialInfo::clear() {
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mgValue = egValue = 0;
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factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
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evaluationFunction = NULL;
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@ -125,16 +128,17 @@ inline void MaterialInfo::clear() {
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/// MaterialInfo::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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/// 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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/// 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)
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const {
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if(scalingFunction[c] != NULL) {
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ScaleFactor sf = scalingFunction[c]->apply(pos);
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if(sf != SCALE_FACTOR_NONE)
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return sf;
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inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
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if (scalingFunction[c] != NULL)
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{
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ScaleFactor sf = scalingFunction[c]->apply(pos);
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if (sf != SCALE_FACTOR_NONE)
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return sf;
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}
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return ScaleFactor(factor[c]);
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}
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@ -145,15 +149,17 @@ inline ScaleFactor MaterialInfo::scale_factor(const Position &pos, Color c)
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/// or if the normal evaluation function should be used.
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inline bool MaterialInfo::specialized_eval_exists() const {
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return evaluationFunction != NULL;
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}
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/// MaterialInfo::evaluate applies a specialized evaluation function to a
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/// given position object. It should only be called when
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/// this->specialized_eval_exists() returns 'true'.
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/// MaterialInfo::evaluate applies a specialized evaluation function
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/// to a given position object. It should only be called when
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/// specialized_eval_exists() returns 'true'.
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inline Value MaterialInfo::evaluate(const Position& pos) const {
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inline Value MaterialInfo::evaluate(const Position &pos) const {
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return evaluationFunction->apply(pos);
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}
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