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>
This commit is contained in:
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

@@ -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)