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https://github.com/HChaZZY/Stockfish.git
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Better naming in endgame code
And small clean-up of magic bitboards code. No functional change. Closes #1138
This commit is contained in:
committed by
Joona Kiiski
parent
f907d5b7d9
commit
27ba611a3d
@@ -26,9 +26,6 @@
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uint8_t PopCnt16[1 << 16];
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int SquareDistance[SQUARE_NB][SQUARE_NB];
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Magic RookMagics[SQUARE_NB];
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Magic BishopMagics[SQUARE_NB];
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Bitboard SquareBB[SQUARE_NB];
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Bitboard FileBB[FILE_NB];
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Bitboard RankBB[RANK_NB];
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@@ -43,6 +40,9 @@ Bitboard PawnAttackSpan[COLOR_NB][SQUARE_NB];
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Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
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Bitboard PawnAttacks[COLOR_NB][SQUARE_NB];
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Magic RookMagics[SQUARE_NB];
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Magic BishopMagics[SQUARE_NB];
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namespace {
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// De Bruijn sequences. See chessprogramming.wikispaces.com/BitScan
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@@ -54,7 +54,7 @@ namespace {
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Bitboard RookTable[0x19000]; // To store rook attacks
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Bitboard BishopTable[0x1480]; // To store bishop attacks
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typedef unsigned (Fn)(Square, Bitboard);
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typedef unsigned (Fn)(const Magic&, Bitboard);
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void init_magics(Bitboard table[], Magic magics[], Square deltas[], Fn index);
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@@ -204,8 +204,8 @@ void Bitboards::init() {
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Square RookDeltas[] = { NORTH, EAST, SOUTH, WEST };
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Square BishopDeltas[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
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init_magics(RookTable, RookMagics, RookDeltas, magic_index<ROOK>);
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init_magics(BishopTable, BishopMagics, BishopDeltas, magic_index<BISHOP>);
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init_magics(RookTable, RookMagics, RookDeltas, magic_index);
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init_magics(BishopTable, BishopMagics, BishopDeltas, magic_index);
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for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
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{
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@@ -257,10 +257,7 @@ namespace {
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{ 728, 10316, 55013, 32803, 12281, 15100, 16645, 255 } };
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Bitboard occupancy[4096], reference[4096], edges, b;
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int age[4096] = {0}, current = 0, i, size;
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// attacks[s] is a pointer to the beginning of the attacks table for square 's'
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magics[SQ_A1].attacks = table;
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int epoch[4096] = {}, cnt = 0, size = 0;
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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{
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@@ -272,8 +269,13 @@ namespace {
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// all the attacks for each possible subset of the mask and so is 2 power
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// the number of 1s of the mask. Hence we deduce the size of the shift to
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// apply to the 64 or 32 bits word to get the index.
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magics[s].mask = sliding_attack(deltas, s, 0) & ~edges;
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magics[s].shift = (Is64Bit ? 64 : 32) - popcount(magics[s].mask);
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Magic& m = magics[s];
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m.mask = sliding_attack(deltas, s, 0) & ~edges;
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m.shift = (Is64Bit ? 64 : 32) - popcount(m.mask);
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// Set the offset for the attacks table of the square. We have individual
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// table sizes for each square with "Fancy Magic Bitboards".
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m.attacks = s == SQ_A1 ? table : magics[s - 1].attacks + size;
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// Use Carry-Rippler trick to enumerate all subsets of masks[s] and
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// store the corresponding sliding attack bitboard in reference[].
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@@ -283,17 +285,12 @@ namespace {
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reference[size] = sliding_attack(deltas, s, b);
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if (HasPext)
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magics[s].attacks[pext(b, magics[s].mask)] = reference[size];
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m.attacks[pext(b, m.mask)] = reference[size];
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size++;
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b = (b - magics[s].mask) & magics[s].mask;
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b = (b - m.mask) & m.mask;
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} while (b);
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// Set the offset for the table of the next square. We have individual
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// table sizes for each square with "Fancy Magic Bitboards".
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if (s < SQ_H8)
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magics[s + 1].attacks = magics[s].attacks + size;
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if (HasPext)
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continue;
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@@ -301,28 +298,30 @@ namespace {
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// Find a magic for square 's' picking up an (almost) random number
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// until we find the one that passes the verification test.
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do {
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do
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magics[s].magic = rng.sparse_rand<Bitboard>();
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while (popcount((magics[s].magic * magics[s].mask) >> 56) < 6);
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for (int i = 0; i < size; )
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{
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for (m.magic = 0; popcount((m.magic * m.mask) >> 56) < 6; )
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m.magic = rng.sparse_rand<Bitboard>();
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// A good magic must map every possible occupancy to an index that
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// looks up the correct sliding attack in the attacks[s] database.
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// Note that we build up the database for square 's' as a side
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// effect of verifying the magic.
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for (++current, i = 0; i < size; ++i)
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// effect of verifying the magic. Keep track of the attempt count
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// and save it in epoch[], little speed-up trick to avoid resetting
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// m.attacks[] after every failed attempt.
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for (++cnt, i = 0; i < size; ++i)
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{
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unsigned idx = index(s, occupancy[i]);
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unsigned idx = index(m, occupancy[i]);
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if (age[idx] < current)
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if (epoch[idx] < cnt)
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{
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age[idx] = current;
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magics[s].attacks[idx] = reference[i];
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epoch[idx] = cnt;
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m.attacks[idx] = reference[i];
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}
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else if (magics[s].attacks[idx] != reference[i])
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else if (m.attacks[idx] != reference[i])
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break;
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}
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} while (i < size);
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}
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}
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}
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}
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