Better naming in endgame code

And small clean-up of magic bitboards code.

No functional change.

Closes #1138
This commit is contained in:
Marco Costalba
2017-06-04 11:03:23 +02:00
committed by Joona Kiiski
parent f907d5b7d9
commit 27ba611a3d
8 changed files with 75 additions and 92 deletions

View File

@@ -26,9 +26,6 @@
uint8_t PopCnt16[1 << 16];
int SquareDistance[SQUARE_NB][SQUARE_NB];
Magic RookMagics[SQUARE_NB];
Magic BishopMagics[SQUARE_NB];
Bitboard SquareBB[SQUARE_NB];
Bitboard FileBB[FILE_NB];
Bitboard RankBB[RANK_NB];
@@ -43,6 +40,9 @@ Bitboard PawnAttackSpan[COLOR_NB][SQUARE_NB];
Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
Bitboard PawnAttacks[COLOR_NB][SQUARE_NB];
Magic RookMagics[SQUARE_NB];
Magic BishopMagics[SQUARE_NB];
namespace {
// De Bruijn sequences. See chessprogramming.wikispaces.com/BitScan
@@ -54,7 +54,7 @@ namespace {
Bitboard RookTable[0x19000]; // To store rook attacks
Bitboard BishopTable[0x1480]; // To store bishop attacks
typedef unsigned (Fn)(Square, Bitboard);
typedef unsigned (Fn)(const Magic&, Bitboard);
void init_magics(Bitboard table[], Magic magics[], Square deltas[], Fn index);
@@ -204,8 +204,8 @@ void Bitboards::init() {
Square RookDeltas[] = { NORTH, EAST, SOUTH, WEST };
Square BishopDeltas[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
init_magics(RookTable, RookMagics, RookDeltas, magic_index<ROOK>);
init_magics(BishopTable, BishopMagics, BishopDeltas, magic_index<BISHOP>);
init_magics(RookTable, RookMagics, RookDeltas, magic_index);
init_magics(BishopTable, BishopMagics, BishopDeltas, magic_index);
for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
{
@@ -257,10 +257,7 @@ namespace {
{ 728, 10316, 55013, 32803, 12281, 15100, 16645, 255 } };
Bitboard occupancy[4096], reference[4096], edges, b;
int age[4096] = {0}, current = 0, i, size;
// attacks[s] is a pointer to the beginning of the attacks table for square 's'
magics[SQ_A1].attacks = table;
int epoch[4096] = {}, cnt = 0, size = 0;
for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
@@ -272,8 +269,13 @@ namespace {
// all the attacks for each possible subset of the mask and so is 2 power
// the number of 1s of the mask. Hence we deduce the size of the shift to
// apply to the 64 or 32 bits word to get the index.
magics[s].mask = sliding_attack(deltas, s, 0) & ~edges;
magics[s].shift = (Is64Bit ? 64 : 32) - popcount(magics[s].mask);
Magic& m = magics[s];
m.mask = sliding_attack(deltas, s, 0) & ~edges;
m.shift = (Is64Bit ? 64 : 32) - popcount(m.mask);
// Set the offset for the attacks table of the square. We have individual
// table sizes for each square with "Fancy Magic Bitboards".
m.attacks = s == SQ_A1 ? table : magics[s - 1].attacks + size;
// Use Carry-Rippler trick to enumerate all subsets of masks[s] and
// store the corresponding sliding attack bitboard in reference[].
@@ -283,17 +285,12 @@ namespace {
reference[size] = sliding_attack(deltas, s, b);
if (HasPext)
magics[s].attacks[pext(b, magics[s].mask)] = reference[size];
m.attacks[pext(b, m.mask)] = reference[size];
size++;
b = (b - magics[s].mask) & magics[s].mask;
b = (b - m.mask) & m.mask;
} while (b);
// Set the offset for the table of the next square. We have individual
// table sizes for each square with "Fancy Magic Bitboards".
if (s < SQ_H8)
magics[s + 1].attacks = magics[s].attacks + size;
if (HasPext)
continue;
@@ -301,28 +298,30 @@ namespace {
// Find a magic for square 's' picking up an (almost) random number
// until we find the one that passes the verification test.
do {
do
magics[s].magic = rng.sparse_rand<Bitboard>();
while (popcount((magics[s].magic * magics[s].mask) >> 56) < 6);
for (int i = 0; i < size; )
{
for (m.magic = 0; popcount((m.magic * m.mask) >> 56) < 6; )
m.magic = rng.sparse_rand<Bitboard>();
// A good magic must map every possible occupancy to an index that
// looks up the correct sliding attack in the attacks[s] database.
// Note that we build up the database for square 's' as a side
// effect of verifying the magic.
for (++current, i = 0; i < size; ++i)
// effect of verifying the magic. Keep track of the attempt count
// and save it in epoch[], little speed-up trick to avoid resetting
// m.attacks[] after every failed attempt.
for (++cnt, i = 0; i < size; ++i)
{
unsigned idx = index(s, occupancy[i]);
unsigned idx = index(m, occupancy[i]);
if (age[idx] < current)
if (epoch[idx] < cnt)
{
age[idx] = current;
magics[s].attacks[idx] = reference[i];
epoch[idx] = cnt;
m.attacks[idx] = reference[i];
}
else if (magics[s].attacks[idx] != reference[i])
else if (m.attacks[idx] != reference[i])
break;
}
} while (i < size);
}
}
}
}