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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>
sf_2.3.1_base
Marco Costalba 2008-10-31 17:42:25 +01:00
parent 8b57416ace
commit 899b9455d6
3 changed files with 109 additions and 86 deletions

View File

@ -25,7 +25,6 @@
#include <cassert>
#include <map>
#include "lock.h"
#include "material.h"
@ -46,54 +45,26 @@ namespace {
ScalingFunction* fun;
};
}
////
//// Classes
////
class EndgameFunctions {
public:
EndgameFunctions();
EndgameEvaluationFunction* getEEF(Key key);
ScalingInfo getESF(Key key);
private:
void add(Key k, EndgameEvaluationFunction* f);
void add(Key k, Color c, ScalingFunction* f);
std::map<Key, EndgameEvaluationFunction*> EEFmap;
std::map<Key, ScalingInfo> ESFmap;
Lock EEFmapLock;
Lock ESFmapLock;
void add(Key k, EndgameEvaluationFunction* f) {
EEFmap.insert(std::pair<Key, EndgameEvaluationFunction*>(k, f));
}
void add(Key k, Color c, ScalingFunction* f) {
ScalingInfo s = {c, f};
ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
}
// STL map are not guaranteed to be thread safe even
// for read-access so we need this two helpers to access them.
EndgameEvaluationFunction* getEEF(Key key) {
EndgameEvaluationFunction* f = NULL;
lock_grab(&EEFmapLock);
std::map<Key, EndgameEvaluationFunction*>::iterator it(EEFmap.find(key));
if (it != EEFmap.end())
f = it->second;
lock_release(&EEFmapLock);
return f;
}
ScalingInfo getESF(Key key) {
ScalingInfo si = {WHITE, NULL};
lock_grab(&ESFmapLock);
std::map<Key, ScalingInfo>::iterator it(ESFmap.find(key));
if (it != ESFmap.end())
si = it->second;
lock_release(&ESFmapLock);
return si;
}
}
};
////
@ -106,45 +77,11 @@ namespace {
void MaterialInfo::init() {
// Initialize std::map access locks
lock_init(&EEFmapLock, NULL);
lock_init(&ESFmapLock, NULL);
typedef Key ZM[2][8][16];
const ZM& z = Position::zobMaterial;
static const Color W = WHITE;
static const Color B = BLACK;
KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2];
KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2];
add(z[W][PAWN][1], &EvaluateKPK);
add(z[B][PAWN][1], &EvaluateKKP);
add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK);
add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN);
add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP);
add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR);
add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB);
add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR);
add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN);
add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR);
add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR);
add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ);
add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK);
add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP);
add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR);
add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP);
add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB);
add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP);
add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN);
add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP);
add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP);
add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP);
KNNKMaterialKey = z[WHITE][KNIGHT][1] ^ z[WHITE][KNIGHT][2];
KKNNMaterialKey = z[BLACK][KNIGHT][1] ^ z[BLACK][KNIGHT][2];
}
@ -154,7 +91,8 @@ MaterialInfoTable::MaterialInfoTable(unsigned int numOfEntries) {
size = numOfEntries;
entries = new MaterialInfo[size];
if (!entries)
funcs = new EndgameFunctions();
if (!entries || !funcs)
{
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
<< " bytes for material hash table." << std::endl;
@ -169,6 +107,7 @@ MaterialInfoTable::MaterialInfoTable(unsigned int numOfEntries) {
MaterialInfoTable::~MaterialInfoTable() {
delete [] entries;
delete funcs;
}
@ -213,7 +152,7 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
// Let's look if we have a specialized evaluation function for this
// particular material configuration.
if ((mi->evaluationFunction = getEEF(key)) != NULL)
if ((mi->evaluationFunction = funcs->getEEF(key)) != NULL)
return mi;
else if ( pos.non_pawn_material(BLACK) == Value(0)
@ -238,7 +177,7 @@ 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 = getESF(key);
ScalingInfo si = funcs->getESF(key);
if (si.fun != NULL)
{
mi->scalingFunction[si.col] = si.fun;
@ -347,3 +286,79 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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::EndgameFunctions() {
typedef Key ZM[2][8][16];
const ZM& z = Position::zobMaterial;
static const Color W = WHITE;
static const Color B = BLACK;
KNNKMaterialKey = z[W][KNIGHT][1] ^ z[W][KNIGHT][2];
KKNNMaterialKey = z[B][KNIGHT][1] ^ z[B][KNIGHT][2];
add(z[W][PAWN][1], &EvaluateKPK);
add(z[B][PAWN][1], &EvaluateKKP);
add(z[W][BISHOP][1] ^ z[W][KNIGHT][1], &EvaluateKBNK);
add(z[B][BISHOP][1] ^ z[B][KNIGHT][1], &EvaluateKKBN);
add(z[W][ROOK][1] ^ z[B][PAWN][1], &EvaluateKRKP);
add(z[W][PAWN][1] ^ z[B][ROOK][1], &EvaluateKPKR);
add(z[W][ROOK][1] ^ z[B][BISHOP][1], &EvaluateKRKB);
add(z[W][BISHOP][1] ^ z[B][ROOK][1], &EvaluateKBKR);
add(z[W][ROOK][1] ^ z[B][KNIGHT][1], &EvaluateKRKN);
add(z[W][KNIGHT][1] ^ z[B][ROOK][1], &EvaluateKNKR);
add(z[W][QUEEN][1] ^ z[B][ROOK][1], &EvaluateKQKR);
add(z[W][ROOK][1] ^ z[B][QUEEN][1], &EvaluateKRKQ);
add(z[W][KNIGHT][1] ^ z[W][PAWN][1], W, &ScaleKNPK);
add(z[B][KNIGHT][1] ^ z[B][PAWN][1], B, &ScaleKKNP);
add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] , W, &ScaleKRPKR);
add(z[W][ROOK][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] , B, &ScaleKRKRP);
add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][BISHOP][1], W, &ScaleKBPKB);
add(z[W][BISHOP][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKBKBP);
add(z[W][BISHOP][1] ^ z[W][PAWN][1] ^ z[B][KNIGHT][1], W, &ScaleKBPKN);
add(z[W][KNIGHT][1] ^ z[B][BISHOP][1] ^ z[B][PAWN][1] , B, &ScaleKNKBP);
add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[W][PAWN][2] ^ z[B][ROOK][1] ^ z[B][PAWN][1], W, &ScaleKRPPKRP);
add(z[W][ROOK][1] ^ z[W][PAWN][1] ^ z[B][ROOK][1] ^ z[B][PAWN][1] ^ z[B][PAWN][2], B, &ScaleKRPKRPP);
}
void EndgameFunctions::add(Key k, EndgameEvaluationFunction* f) {
EEFmap.insert(std::pair<Key, EndgameEvaluationFunction*>(k, f));
}
void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) {
ScalingInfo s = {c, f};
ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
}
EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) {
EndgameEvaluationFunction* f = NULL;
std::map<Key, EndgameEvaluationFunction*>::iterator it(EEFmap.find(key));
if (it != EEFmap.end())
f = it->second;
return f;
}
ScalingInfo EndgameFunctions::getESF(Key key) {
ScalingInfo si = {WHITE, NULL};
std::map<Key, ScalingInfo>::iterator it(ESFmap.find(key));
if (it != ESFmap.end())
si = it->second;
return si;
}

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@ -69,6 +69,12 @@ private:
};
/// Stores the endgame evaluation functions maps. Should be per thread
/// because STL is not thread safe and locks are expensive.
class EndgameFunctions;
/// 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
@ -85,6 +91,7 @@ public:
private:
unsigned size;
MaterialInfo *entries;
EndgameFunctions* funcs;
};

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@ -117,6 +117,7 @@ struct UndoInfo {
class Position {
friend class MaterialInfo;
friend class EndgameFunctions;
public:
// Constructors