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Use std::vector to implement HashTable

Allows some code semplification and avoids directly
allocation and managing heap memory.

Also the usual renaming while there.

No functional change and no speed regression.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2012-03-31 12:15:57 +01:00
parent 304deb5e83
commit 32c504076f
9 changed files with 83 additions and 110 deletions

View File

@ -112,7 +112,7 @@ public:
Endgames();
~Endgames();
template<typename T> EndgameBase<T>* get(Key key) {
template<typename T> EndgameBase<T>* probe(Key key) {
return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
}
};

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@ -25,6 +25,7 @@
#include "position.h"
#include "search.h"
#include "thread.h"
#include "tt.h"
#include "ucioption.h"
using namespace std;

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@ -17,9 +17,9 @@
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <cassert>
#include <cstring>
#include <algorithm>
#include "material.h"
@ -89,38 +89,38 @@ namespace {
/// already present in the table, it is computed and stored there, so we don't
/// have to recompute everything when the same material configuration occurs again.
MaterialEntry* MaterialTable::probe(const Position& pos) const {
MaterialEntry* MaterialTable::probe(const Position& pos) {
Key key = pos.material_key();
MaterialEntry* mi = Base::probe(key);
MaterialEntry* e = entries[key];
// If mi->key matches the position's material hash key, it means that we
// If e->key matches the position's material hash key, it means that we
// 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;
if (e->key == key)
return e;
memset(mi, 0, sizeof(MaterialEntry));
mi->key = key;
mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
mi->gamePhase = MaterialTable::game_phase(pos);
memset(e, 0, sizeof(MaterialEntry));
e->key = key;
e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
e->gamePhase = MaterialTable::game_phase(pos);
// Let's look if we have a specialized evaluation function for this
// particular material configuration. First we look for a fixed
// configuration one, then a generic one if previous search failed.
if ((mi->evaluationFunction = funcs->get<Value>(key)) != NULL)
return mi;
if ((e->evaluationFunction = endgames.probe<Value>(key)) != NULL)
return e;
if (is_KXK<WHITE>(pos))
{
mi->evaluationFunction = &EvaluateKXK[WHITE];
return mi;
e->evaluationFunction = &EvaluateKXK[WHITE];
return e;
}
if (is_KXK<BLACK>(pos))
{
mi->evaluationFunction = &EvaluateKXK[BLACK];
return mi;
e->evaluationFunction = &EvaluateKXK[BLACK];
return e;
}
if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
@ -133,8 +133,8 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
{
mi->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
return mi;
e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
return e;
}
}
@ -145,26 +145,26 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
// scaling functions and we need to decide which one to use.
EndgameBase<ScaleFactor>* sf;
if ((sf = funcs->get<ScaleFactor>(key)) != NULL)
if ((sf = endgames.probe<ScaleFactor>(key)) != NULL)
{
mi->scalingFunction[sf->color()] = sf;
return mi;
e->scalingFunction[sf->color()] = sf;
return e;
}
// Generic scaling functions that refer to more then one material
// distribution. Should be probed after the specialized ones.
// Note that these ones don't return after setting the function.
if (is_KBPsKs<WHITE>(pos))
mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
if (is_KBPsKs<BLACK>(pos))
mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
if (is_KQKRPs<WHITE>(pos))
mi->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
else if (is_KQKRPs<BLACK>(pos))
mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
@ -174,32 +174,32 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
if (pos.piece_count(BLACK, PAWN) == 0)
{
assert(pos.piece_count(WHITE, PAWN) >= 2);
mi->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (pos.piece_count(WHITE, PAWN) == 0)
{
assert(pos.piece_count(BLACK, PAWN) >= 2);
mi->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
}
else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1)
{
// This is a special case because we set scaling functions
// for both colors instead of only one.
mi->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
mi->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
e->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
e->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
}
}
// No pawns makes it difficult to win, even with a material advantage
if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
{
mi->factor[WHITE] = (uint8_t)
e->factor[WHITE] = (uint8_t)
(npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
}
if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
{
mi->factor[BLACK] = (uint8_t)
e->factor[BLACK] = (uint8_t)
(npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
}
@ -209,7 +209,7 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
+ pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
mi->spaceWeight = minorPieceCount * minorPieceCount;
e->spaceWeight = minorPieceCount * minorPieceCount;
}
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
@ -221,8 +221,8 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
pos.piece_count(BLACK, BISHOP) , pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
mi->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
return mi;
e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
return e;
}

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@ -21,8 +21,8 @@
#define MATERIAL_H_INCLUDED
#include "endgame.h"
#include "misc.h"
#include "position.h"
#include "tt.h"
#include "types.h"
const int MaterialTableSize = 8192;
@ -46,7 +46,7 @@ enum Phase {
class MaterialEntry {
friend class MaterialTable;
friend struct MaterialTable;
public:
Score material_value() const;
@ -70,19 +70,14 @@ private:
/// The MaterialTable class represents a material hash table. The most important
/// method is probe(), which returns a pointer to a MaterialEntry object.
class MaterialTable : public HashTable<MaterialEntry, MaterialTableSize> {
public:
MaterialTable() : funcs(new Endgames()) {}
~MaterialTable() { delete funcs; }
struct MaterialTable {
MaterialEntry* probe(const Position& pos) const;
MaterialEntry* probe(const Position& pos);
static Phase game_phase(const Position& pos);
template<Color Us> static int imbalance(const int pieceCount[][8]);
private:
template<Color Us>
static int imbalance(const int pieceCount[][8]);
Endgames* funcs;
HashTable<MaterialEntry, MaterialTableSize> entries;
Endgames endgames;
};

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@ -22,6 +22,7 @@
#include <fstream>
#include <string>
#include <vector>
#include "types.h"
@ -48,8 +49,7 @@ struct Log : public std::ofstream {
};
class Time {
public:
struct Time {
void restart() { system_time(&t); }
uint64_t msec() const { return time_to_msec(t); }
int elapsed() const { return int(current_time().msec() - time_to_msec(t)); }
@ -60,4 +60,14 @@ private:
sys_time_t t;
};
template<class Entry, int Size>
struct HashTable {
HashTable() : e(Size, Entry()) { memset(&e[0], 0, sizeof(Entry) * Size); }
Entry* operator[](Key k) { return &e[(uint32_t)k & (Size - 1)]; }
private:
std::vector<Entry> e;
};
#endif // !defined(MISC_H_INCLUDED)

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@ -88,33 +88,33 @@ namespace {
/// table, so we don't have to recompute everything when the same pawn structure
/// occurs again.
PawnEntry* PawnTable::probe(const Position& pos) const {
PawnEntry* PawnTable::probe(const Position& pos) {
Key key = pos.pawn_key();
PawnEntry* pi = Base::probe(key);
PawnEntry* e = entries[key];
// If pi->key matches the position's pawn hash key, it means that we
// 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 (pi->key == key)
return pi;
if (e->key == key)
return e;
pi->key = key;
pi->passedPawns[WHITE] = pi->passedPawns[BLACK] = 0;
pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE;
pi->halfOpenFiles[WHITE] = pi->halfOpenFiles[BLACK] = 0xFF;
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(PAWN, WHITE);
Bitboard bPawns = pos.pieces(PAWN, BLACK);
pi->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
pi->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
pi->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, pi)
- evaluate_pawns<BLACK>(pos, bPawns, wPawns, pi);
e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
- evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
pi->value = apply_weight(pi->value, PawnStructureWeight);
e->value = apply_weight(e->value, PawnStructureWeight);
return pi;
return e;
}
@ -122,7 +122,7 @@ PawnEntry* PawnTable::probe(const Position& pos) const {
template<Color Us>
Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
Bitboard theirPawns, PawnEntry* pi) {
Bitboard theirPawns, PawnEntry* e) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -143,7 +143,7 @@ Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
r = rank_of(s);
// This file cannot be half open
pi->halfOpenFiles[Us] &= ~(1 << f);
e->halfOpenFiles[Us] &= ~(1 << f);
// Our rank plus previous one. Used for chain detection
b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1));
@ -196,7 +196,7 @@ Score PawnTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
// full attack info to evaluate passed pawns. Only the frontmost passed
// pawn on each file is considered a true passed pawn.
if (passed && !doubled)
pi->passedPawns[Us] |= s;
e->passedPawns[Us] |= s;
// Score this pawn
if (isolated)

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@ -20,8 +20,8 @@
#if !defined(PAWNS_H_INCLUDED)
#define PAWNS_H_INCLUDED
#include "misc.h"
#include "position.h"
#include "tt.h"
#include "types.h"
const int PawnTableSize = 16384;
@ -35,7 +35,7 @@ const int PawnTableSize = 16384;
class PawnEntry {
friend class PawnTable;
friend struct PawnTable;
public:
Score pawns_value() const;
@ -68,14 +68,15 @@ private:
/// The PawnTable class represents a pawn hash table. The most important
/// method is probe, which returns a pointer to a PawnEntry object.
class PawnTable : public HashTable<PawnEntry, PawnTableSize> {
public:
PawnEntry* probe(const Position& pos) const;
struct PawnTable {
PawnEntry* probe(const Position& pos);
private:
template<Color Us>
static Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
Bitboard theirPawns, PawnEntry* pi);
Bitboard theirPawns, PawnEntry* e);
HashTable<PawnEntry, PawnTableSize> entries;
};

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@ -903,8 +903,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
}
// Prefetch pawn and material hash tables
Threads[threadID].pawnTable.prefetch(st->pawnKey);
Threads[threadID].materialTable.prefetch(st->materialKey);
prefetch((char*)Threads[threadID].pawnTable.entries[st->pawnKey]);
prefetch((char*)Threads[threadID].materialTable.entries[st->materialKey]);
// Update incremental scores
st->value += pst_delta(piece, from, to);

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@ -20,12 +20,9 @@
#if !defined(TT_H_INCLUDED)
#define TT_H_INCLUDED
#include <iostream>
#include "misc.h"
#include "types.h"
/// The TTEntry is the class of transposition table entries
///
/// A TTEntry needs 128 bits to be stored
@ -136,35 +133,4 @@ inline void TranspositionTable::refresh(const TTEntry* tte) const {
const_cast<TTEntry*>(tte)->set_generation(generation);
}
/// 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 HashTable {
typedef HashTable<Entry, HashSize> Base;
HashTable() {
entries = new (std::nothrow) Entry[HashSize];
if (!entries)
{
std::cerr << "Failed to allocate " << HashSize * sizeof(Entry)
<< " bytes for hash table." << std::endl;
::exit(EXIT_FAILURE);
}
memset(entries, 0, HashSize * sizeof(Entry));
}
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)); }
private:
Entry* entries;
};
#endif // !defined(TT_H_INCLUDED)