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https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00
Material: lockless per-thread maps
Adds a good bunch of code but should be faster and scalable because is lockless. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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parent
8b57416ace
commit
899b9455d6
3 changed files with 109 additions and 86 deletions
187
src/material.cpp
187
src/material.cpp
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@ -25,7 +25,6 @@
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#include <cassert>
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#include <map>
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#include "lock.h"
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#include "material.h"
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@ -46,54 +45,26 @@ namespace {
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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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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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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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std::map<Key, EndgameEvaluationFunction*> EEFmap;
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std::map<Key, ScalingInfo> ESFmap;
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Lock EEFmapLock;
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Lock ESFmapLock;
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void add(Key k, EndgameEvaluationFunction* f) {
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EEFmap.insert(std::pair<Key, EndgameEvaluationFunction*>(k, f));
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}
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void add(Key k, Color c, ScalingFunction* f) {
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ScalingInfo s = {c, f};
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ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
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}
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// STL map are not guaranteed to be thread safe even
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// for read-access so we need this two helpers to access them.
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EndgameEvaluationFunction* getEEF(Key key) {
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EndgameEvaluationFunction* f = NULL;
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lock_grab(&EEFmapLock);
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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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lock_release(&EEFmapLock);
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return f;
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}
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ScalingInfo getESF(Key key) {
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ScalingInfo si = {WHITE, NULL};
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lock_grab(&ESFmapLock);
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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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lock_release(&ESFmapLock);
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return si;
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}
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}
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};
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////
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@ -106,45 +77,11 @@ namespace {
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void MaterialInfo::init() {
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// Initialize std::map access locks
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lock_init(&EEFmapLock, NULL);
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lock_init(&ESFmapLock, NULL);
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typedef Key ZM[2][8][16];
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const ZM& z = Position::zobMaterial;
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static const Color W = WHITE;
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static const Color B = BLACK;
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KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2];
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KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2];
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add(z[W][PAWN][1], &EvaluateKPK);
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add(z[B][PAWN][1], &EvaluateKKP);
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add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK);
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add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN);
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add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP);
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add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR);
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add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB);
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add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR);
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add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN);
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add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR);
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add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR);
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add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ);
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add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK);
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add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP);
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add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR);
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add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP);
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add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB);
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add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP);
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add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN);
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add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP);
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add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP);
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add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP);
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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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@ -154,7 +91,8 @@ MaterialInfoTable::MaterialInfoTable(unsigned int numOfEntries) {
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size = numOfEntries;
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entries = new MaterialInfo[size];
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if (!entries)
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funcs = new EndgameFunctions();
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if (!entries || !funcs)
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{
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std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
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<< " bytes for material hash table." << std::endl;
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@ -169,6 +107,7 @@ MaterialInfoTable::MaterialInfoTable(unsigned int numOfEntries) {
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MaterialInfoTable::~MaterialInfoTable() {
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delete [] entries;
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delete funcs;
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}
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@ -213,7 +152,7 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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// Let's look if we have a specialized evaluation function for this
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// particular material configuration.
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if ((mi->evaluationFunction = getEEF(key)) != NULL)
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if ((mi->evaluationFunction = funcs->getEEF(key)) != NULL)
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return mi;
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else if ( pos.non_pawn_material(BLACK) == Value(0)
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@ -238,7 +177,7 @@ 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 = getESF(key);
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ScalingInfo si = funcs->getESF(key);
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if (si.fun != NULL)
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{
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mi->scalingFunction[si.col] = si.fun;
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@ -347,3 +286,79 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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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::EndgameFunctions() {
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typedef Key ZM[2][8][16];
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const ZM& z = Position::zobMaterial;
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static const Color W = WHITE;
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static const Color B = BLACK;
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KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2];
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KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2];
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add(z[W][PAWN][1], &EvaluateKPK);
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add(z[B][PAWN][1], &EvaluateKKP);
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add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK);
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add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN);
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add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP);
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add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR);
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add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB);
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add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR);
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add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN);
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add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR);
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add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR);
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add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ);
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add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK);
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add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP);
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add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR);
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add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP);
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add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB);
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add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP);
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add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN);
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add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP);
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add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP);
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add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP);
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}
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void EndgameFunctions::add(Key k, EndgameEvaluationFunction* f) {
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EEFmap.insert(std::pair<Key, EndgameEvaluationFunction*>(k, f));
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}
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void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) {
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ScalingInfo s = {c, 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* 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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}
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ScalingInfo EndgameFunctions::getESF(Key key) {
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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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return si;
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}
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@ -69,6 +69,12 @@ private:
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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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class EndgameFunctions;
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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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private:
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unsigned size;
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MaterialInfo *entries;
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EndgameFunctions* funcs;
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};
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@ -117,6 +117,7 @@ struct UndoInfo {
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class Position {
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friend class MaterialInfo;
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friend class EndgameFunctions;
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public:
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// Constructors
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