mirror of
https://github.com/HChaZZY/Stockfish.git
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Final touches to material.cpp
No functional changes, altough a bit of code reshuffle. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
@@ -39,29 +39,33 @@ namespace {
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Key KNNKMaterialKey, KKNNMaterialKey;
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struct ScalingInfo
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{
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Color col;
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ScalingFunction* fun;
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};
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}
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////
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//// Classes
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////
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/// See header for a class description. It is declared here to avoid
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/// to include <map> in the header file.
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class EndgameFunctions {
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public:
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EndgameFunctions();
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EndgameEvaluationFunction* getEEF(Key key);
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ScalingInfo getESF(Key key);
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EndgameEvaluationFunction* getEEF(Key key) const;
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ScalingFunction* getESF(Key key, Color* c) const;
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private:
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void add(Key k, EndgameEvaluationFunction* f);
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void add(Key k, Color c, ScalingFunction* f);
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struct ScalingInfo
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{
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Color col;
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ScalingFunction* fun;
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};
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std::map<Key, EndgameEvaluationFunction*> EEFmap;
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std::map<Key, ScalingInfo> ESFmap;
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};
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@@ -71,19 +75,6 @@ private:
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//// Functions
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////
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/// MaterialInfo::init() is called during program initialization. It
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/// precomputes material hash keys for a few basic endgames, in order
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/// to make it easy to recognize such endgames when they occur.
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void MaterialInfo::init() {
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typedef Key ZM[2][8][16];
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const ZM& z = Position::zobMaterial;
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KNNKMaterialKey = z[WHITE][KNIGHT][1] ^ z[WHITE][KNIGHT][2];
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KKNNMaterialKey = z[BLACK][KNIGHT][1] ^ z[BLACK][KNIGHT][2];
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}
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/// Constructor for the MaterialInfoTable class
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@@ -126,7 +117,7 @@ void MaterialInfoTable::clear() {
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/// is stored there, so we don't have to recompute everything when the
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/// same material configuration occurs again.
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MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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Key key = pos.get_material_key();
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int index = key & (size - 1);
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@@ -136,7 +127,7 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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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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return mi;
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// Clear the MaterialInfo object, and set its key
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mi->clear();
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@@ -146,8 +137,8 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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// KNN vs K is a draw.
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if (key == KNNKMaterialKey || key == KKNNMaterialKey)
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{
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mi->factor[WHITE] = mi->factor[BLACK] = 0;
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return mi;
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mi->factor[WHITE] = mi->factor[BLACK] = 0;
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return mi;
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}
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// Let's look if we have a specialized evaluation function for this
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@@ -177,10 +168,12 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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// if we decide to add more special cases. We face problems when there
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// are several conflicting applicable scaling functions and we need to
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// decide which one to use.
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ScalingInfo si = funcs->getESF(key);
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if (si.fun != NULL)
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Color c;
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ScalingFunction* sf;
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if ((sf = funcs->getESF(key, &c)) != NULL)
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{
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mi->scalingFunction[si.col] = si.fun;
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mi->scalingFunction[c] = sf;
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return mi;
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}
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@@ -229,7 +222,6 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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// Evaluate the material balance
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Color c;
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int sign;
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Value egValue = Value(0);
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Value mgValue = Value(0);
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@@ -281,17 +273,16 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
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egValue -= sign * v;
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}
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}
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mi->mgValue = int16_t(mgValue);
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mi->egValue = int16_t(egValue);
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return mi;
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}
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/// EndgameFunctions members definition. This helper class is used to
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/// store the maps of end game and scaling functions that MaterialInfoTable
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/// will query for each key. The maps are constant, and are populated only
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/// at construction. Being per thread avoids to use locks to access them.
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/// EndgameFunctions member definitions. This class is used to store the maps
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/// of end game and scaling functions that MaterialInfoTable will query for
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/// each key. The maps are constant and are populated only at construction,
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/// but are per-thread instead of globals to avoid expensive locks.
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EndgameFunctions::EndgameFunctions() {
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@@ -343,22 +334,18 @@ void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) {
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ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
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}
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EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) {
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EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) const {
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EndgameEvaluationFunction* f = NULL;
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std::map<Key, EndgameEvaluationFunction*>::iterator it(EEFmap.find(key));
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if (it != EEFmap.end())
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f = it->second;
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return f;
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std::map<Key, EndgameEvaluationFunction*>::const_iterator it(EEFmap.find(key));
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return (it != EEFmap.end() ? it->second : NULL);
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}
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ScalingInfo EndgameFunctions::getESF(Key key) {
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ScalingFunction* EndgameFunctions::getESF(Key key, Color* c) const {
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ScalingInfo si = {WHITE, NULL};
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std::map<Key, ScalingInfo>::iterator it(ESFmap.find(key));
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if (it != ESFmap.end())
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si = it->second;
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std::map<Key, ScalingInfo>::const_iterator it(ESFmap.find(key));
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if (it == ESFmap.end())
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return NULL;
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return si;
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*c = it->second.col;
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return it->second.fun;
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}
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