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
parent
304deb5e83
commit
32c504076f
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@ -112,7 +112,7 @@ public:
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Endgames();
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~Endgames();
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template<typename T> EndgameBase<T>* get(Key key) {
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template<typename T> EndgameBase<T>* probe(Key key) {
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return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
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}
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};
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@ -25,6 +25,7 @@
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#include "position.h"
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#include "search.h"
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#include "thread.h"
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#include "tt.h"
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#include "ucioption.h"
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using namespace std;
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@ -17,9 +17,9 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <algorithm>
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#include "material.h"
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@ -89,38 +89,38 @@ namespace {
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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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MaterialEntry* MaterialTable::probe(const Position& pos) const {
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MaterialEntry* MaterialTable::probe(const Position& pos) {
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Key key = pos.material_key();
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MaterialEntry* mi = Base::probe(key);
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MaterialEntry* e = entries[key];
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// If mi->key matches the position's material hash key, it means that we
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// If e->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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// 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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if (e->key == key)
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return e;
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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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mi->gamePhase = MaterialTable::game_phase(pos);
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memset(e, 0, sizeof(MaterialEntry));
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e->key = key;
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e->factor[WHITE] = e->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
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e->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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// configuration one, then a generic one if previous search failed.
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if ((mi->evaluationFunction = funcs->get<Value>(key)) != NULL)
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return mi;
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if ((e->evaluationFunction = endgames.probe<Value>(key)) != NULL)
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return e;
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if (is_KXK<WHITE>(pos))
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{
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mi->evaluationFunction = &EvaluateKXK[WHITE];
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return mi;
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e->evaluationFunction = &EvaluateKXK[WHITE];
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return e;
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}
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if (is_KXK<BLACK>(pos))
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{
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mi->evaluationFunction = &EvaluateKXK[BLACK];
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return mi;
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e->evaluationFunction = &EvaluateKXK[BLACK];
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return e;
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}
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if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
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@ -133,8 +133,8 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
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if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
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&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
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{
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mi->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
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return mi;
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e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
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return e;
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}
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}
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@ -145,26 +145,26 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
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// scaling functions and we need to decide which one to use.
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EndgameBase<ScaleFactor>* sf;
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if ((sf = funcs->get<ScaleFactor>(key)) != NULL)
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if ((sf = endgames.probe<ScaleFactor>(key)) != NULL)
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{
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mi->scalingFunction[sf->color()] = sf;
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return mi;
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e->scalingFunction[sf->color()] = sf;
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return e;
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}
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// Generic scaling functions that refer to more then one material
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// distribution. Should be probed after the specialized ones.
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// Note that these ones don't return after setting the function.
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if (is_KBPsKs<WHITE>(pos))
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mi->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
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e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
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if (is_KBPsKs<BLACK>(pos))
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mi->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
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e->scalingFunction[BLACK] = &ScaleKBPsK[BLACK];
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if (is_KQKRPs<WHITE>(pos))
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mi->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
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e->scalingFunction[WHITE] = &ScaleKQKRPs[WHITE];
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else if (is_KQKRPs<BLACK>(pos))
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mi->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
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e->scalingFunction[BLACK] = &ScaleKQKRPs[BLACK];
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Value npm_w = pos.non_pawn_material(WHITE);
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Value npm_b = pos.non_pawn_material(BLACK);
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@ -174,32 +174,32 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
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if (pos.piece_count(BLACK, PAWN) == 0)
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{
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assert(pos.piece_count(WHITE, PAWN) >= 2);
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mi->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
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e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
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}
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else if (pos.piece_count(WHITE, PAWN) == 0)
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{
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assert(pos.piece_count(BLACK, PAWN) >= 2);
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mi->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
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e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
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}
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else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1)
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{
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// This is a special case because we set scaling functions
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// for both colors instead of only one.
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mi->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
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mi->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
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e->scalingFunction[WHITE] = &ScaleKPKP[WHITE];
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e->scalingFunction[BLACK] = &ScaleKPKP[BLACK];
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}
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}
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// No pawns makes it difficult to win, even with a material advantage
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if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
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{
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mi->factor[WHITE] = (uint8_t)
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e->factor[WHITE] = (uint8_t)
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(npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(WHITE, BISHOP), 2)]);
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}
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if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
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{
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mi->factor[BLACK] = (uint8_t)
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e->factor[BLACK] = (uint8_t)
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(npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[std::min(pos.piece_count(BLACK, BISHOP), 2)]);
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}
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@ -209,7 +209,7 @@ MaterialEntry* MaterialTable::probe(const Position& pos) const {
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int minorPieceCount = pos.piece_count(WHITE, KNIGHT) + pos.piece_count(WHITE, BISHOP)
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+ pos.piece_count(BLACK, KNIGHT) + pos.piece_count(BLACK, BISHOP);
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mi->spaceWeight = minorPieceCount * minorPieceCount;
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e->spaceWeight = minorPieceCount * minorPieceCount;
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}
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// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
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{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
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pos.piece_count(BLACK, BISHOP) , pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
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mi->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
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return mi;
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e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
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return e;
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}
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@ -21,8 +21,8 @@
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#define MATERIAL_H_INCLUDED
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#include "endgame.h"
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#include "misc.h"
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#include "position.h"
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#include "tt.h"
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#include "types.h"
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const int MaterialTableSize = 8192;
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class MaterialEntry {
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friend class MaterialTable;
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friend struct MaterialTable;
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public:
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Score material_value() const;
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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 MaterialTable : public HashTable<MaterialEntry, MaterialTableSize> {
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public:
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MaterialTable() : funcs(new Endgames()) {}
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~MaterialTable() { delete funcs; }
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struct MaterialTable {
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MaterialEntry* probe(const Position& pos) const;
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MaterialEntry* probe(const Position& pos);
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static Phase game_phase(const Position& pos);
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template<Color Us> static int imbalance(const int pieceCount[][8]);
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private:
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template<Color Us>
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static int imbalance(const int pieceCount[][8]);
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Endgames* funcs;
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HashTable<MaterialEntry, MaterialTableSize> entries;
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Endgames endgames;
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};
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14
src/misc.h
14
src/misc.h
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#include <fstream>
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#include <string>
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#include <vector>
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#include "types.h"
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};
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class Time {
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public:
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struct Time {
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void restart() { system_time(&t); }
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uint64_t msec() const { return time_to_msec(t); }
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int elapsed() const { return int(current_time().msec() - time_to_msec(t)); }
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sys_time_t t;
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};
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template<class Entry, int Size>
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struct HashTable {
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HashTable() : e(Size, Entry()) { memset(&e[0], 0, sizeof(Entry) * Size); }
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Entry* operator[](Key k) { return &e[(uint32_t)k & (Size - 1)]; }
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private:
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std::vector<Entry> e;
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};
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#endif // !defined(MISC_H_INCLUDED)
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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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PawnEntry* PawnTable::probe(const Position& pos) const {
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PawnEntry* PawnTable::probe(const Position& pos) {
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Key key = pos.pawn_key();
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PawnEntry* pi = Base::probe(key);
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PawnEntry* e = entries[key];
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// If pi->key matches the position's pawn hash key, it means that we
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// If e->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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// the information we found the last time instead of recomputing it.
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if (pi->key == key)
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return pi;
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if (e->key == key)
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return e;
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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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e->key = key;
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e->passedPawns[WHITE] = e->passedPawns[BLACK] = 0;
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e->kingSquares[WHITE] = e->kingSquares[BLACK] = SQ_NONE;
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e->halfOpenFiles[WHITE] = e->halfOpenFiles[BLACK] = 0xFF;
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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 & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
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pi->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
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e->pawnAttacks[WHITE] = ((wPawns & ~FileHBB) << 9) | ((wPawns & ~FileABB) << 7);
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e->pawnAttacks[BLACK] = ((bPawns & ~FileHBB) >> 7) | ((bPawns & ~FileABB) >> 9);
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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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e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
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- evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
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pi->value = apply_weight(pi->value, PawnStructureWeight);
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e->value = apply_weight(e->value, PawnStructureWeight);
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return pi;
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return e;
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}
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template<Color Us>
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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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Bitboard theirPawns, PawnEntry* e) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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r = rank_of(s);
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// This file cannot be half open
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pi->halfOpenFiles[Us] &= ~(1 << f);
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e->halfOpenFiles[Us] &= ~(1 << f);
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// Our rank plus previous one. Used for chain detection
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b = rank_bb(r) | rank_bb(Us == WHITE ? r - Rank(1) : r + Rank(1));
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// full attack info to evaluate passed pawns. Only the frontmost passed
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// pawn on each file is considered a true passed pawn.
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if (passed && !doubled)
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pi->passedPawns[Us] |= s;
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e->passedPawns[Us] |= s;
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// Score this pawn
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if (isolated)
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15
src/pawns.h
15
src/pawns.h
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#if !defined(PAWNS_H_INCLUDED)
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#define PAWNS_H_INCLUDED
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#include "misc.h"
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#include "position.h"
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#include "tt.h"
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#include "types.h"
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const int PawnTableSize = 16384;
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class PawnEntry {
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friend class PawnTable;
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friend struct PawnTable;
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public:
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Score pawns_value() const;
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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 PawnTable : public HashTable<PawnEntry, PawnTableSize> {
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public:
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PawnEntry* probe(const Position& pos) const;
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struct PawnTable {
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PawnEntry* probe(const Position& pos);
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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,
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Bitboard theirPawns, PawnEntry* pi);
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Bitboard theirPawns, PawnEntry* e);
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HashTable<PawnEntry, PawnTableSize> entries;
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};
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@ -903,8 +903,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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}
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// Prefetch pawn and material hash tables
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Threads[threadID].pawnTable.prefetch(st->pawnKey);
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Threads[threadID].materialTable.prefetch(st->materialKey);
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prefetch((char*)Threads[threadID].pawnTable.entries[st->pawnKey]);
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prefetch((char*)Threads[threadID].materialTable.entries[st->materialKey]);
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// Update incremental scores
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st->value += pst_delta(piece, from, to);
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34
src/tt.h
34
src/tt.h
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#if !defined(TT_H_INCLUDED)
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#define TT_H_INCLUDED
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#include <iostream>
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#include "misc.h"
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#include "types.h"
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/// The TTEntry is the class of transposition table entries
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///
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/// A TTEntry needs 128 bits to be stored
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@ -136,35 +133,4 @@ inline void TranspositionTable::refresh(const TTEntry* tte) const {
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const_cast<TTEntry*>(tte)->set_generation(generation);
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}
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/// A simple hash table used to store pawns and material configurations. It is
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/// basically just an array of Entry objects. Without cluster concept, overwrite
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/// policy nor resizing.
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template<class Entry, int HashSize>
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struct HashTable {
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typedef HashTable<Entry, HashSize> Base;
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HashTable() {
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entries = new (std::nothrow) Entry[HashSize];
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if (!entries)
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{
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std::cerr << "Failed to allocate " << HashSize * sizeof(Entry)
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<< " bytes for hash table." << std::endl;
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||||
::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)
|
||||
|
|
Loading…
Reference in New Issue