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:
Marco Costalba
2008-11-01 11:38:30 +01:00
parent 899b9455d6
commit 6e8bd8bf2d
3 changed files with 65 additions and 73 deletions

View File

@@ -39,29 +39,33 @@ namespace {
Key KNNKMaterialKey, KKNNMaterialKey;
struct ScalingInfo
{
Color col;
ScalingFunction* fun;
};
}
////
//// Classes
////
/// See header for a class description. It is declared here to avoid
/// to include <map> in the header file.
class EndgameFunctions {
public:
EndgameFunctions();
EndgameEvaluationFunction* getEEF(Key key);
ScalingInfo getESF(Key key);
EndgameEvaluationFunction* getEEF(Key key) const;
ScalingFunction* getESF(Key key, Color* c) const;
private:
void add(Key k, EndgameEvaluationFunction* f);
void add(Key k, Color c, ScalingFunction* f);
struct ScalingInfo
{
Color col;
ScalingFunction* fun;
};
std::map<Key, EndgameEvaluationFunction*> EEFmap;
std::map<Key, ScalingInfo> ESFmap;
};
@@ -71,19 +75,6 @@ private:
//// Functions
////
/// MaterialInfo::init() is called during program initialization. It
/// precomputes material hash keys for a few basic endgames, in order
/// to make it easy to recognize such endgames when they occur.
void MaterialInfo::init() {
typedef Key ZM[2][8][16];
const ZM& z = Position::zobMaterial;
KNNKMaterialKey = z[WHITE][KNIGHT][1] ^ z[WHITE][KNIGHT][2];
KKNNMaterialKey = z[BLACK][KNIGHT][1] ^ z[BLACK][KNIGHT][2];
}
/// Constructor for the MaterialInfoTable class
@@ -126,7 +117,7 @@ void MaterialInfoTable::clear() {
/// is stored there, so we don't have to recompute everything when the
/// same material configuration occurs again.
MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
Key key = pos.get_material_key();
int index = key & (size - 1);
@@ -136,7 +127,7 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
// have analysed this material configuration before, and we can simply
// return the information we found the last time instead of recomputing it.
if (mi->key == key)
return mi;
return mi;
// Clear the MaterialInfo object, and set its key
mi->clear();
@@ -146,8 +137,8 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
// KNN vs K is a draw.
if (key == KNNKMaterialKey || key == KKNNMaterialKey)
{
mi->factor[WHITE] = mi->factor[BLACK] = 0;
return mi;
mi->factor[WHITE] = mi->factor[BLACK] = 0;
return mi;
}
// Let's look if we have a specialized evaluation function for this
@@ -177,10 +168,12 @@ 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 = funcs->getESF(key);
if (si.fun != NULL)
Color c;
ScalingFunction* sf;
if ((sf = funcs->getESF(key, &c)) != NULL)
{
mi->scalingFunction[si.col] = si.fun;
mi->scalingFunction[c] = sf;
return mi;
}
@@ -229,7 +222,6 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
// Evaluate the material balance
Color c;
int sign;
Value egValue = Value(0);
Value mgValue = Value(0);
@@ -281,17 +273,16 @@ MaterialInfo *MaterialInfoTable::get_material_info(const Position& pos) {
egValue -= sign * v;
}
}
mi->mgValue = int16_t(mgValue);
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 member definitions. This 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,
/// but are per-thread instead of globals to avoid expensive locks.
EndgameFunctions::EndgameFunctions() {
@@ -343,22 +334,18 @@ void EndgameFunctions::add(Key k, Color c, ScalingFunction* f) {
ESFmap.insert(std::pair<Key, ScalingInfo>(k, s));
}
EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) {
EndgameEvaluationFunction* EndgameFunctions::getEEF(Key key) const {
EndgameEvaluationFunction* f = NULL;
std::map<Key, EndgameEvaluationFunction*>::iterator it(EEFmap.find(key));
if (it != EEFmap.end())
f = it->second;
return f;
std::map<Key, EndgameEvaluationFunction*>::const_iterator it(EEFmap.find(key));
return (it != EEFmap.end() ? it->second : NULL);
}
ScalingInfo EndgameFunctions::getESF(Key key) {
ScalingFunction* EndgameFunctions::getESF(Key key, Color* c) const {
ScalingInfo si = {WHITE, NULL};
std::map<Key, ScalingInfo>::iterator it(ESFmap.find(key));
if (it != ESFmap.end())
si = it->second;
std::map<Key, ScalingInfo>::const_iterator it(ESFmap.find(key));
if (it == ESFmap.end())
return NULL;
return si;
*c = it->second.col;
return it->second.fun;
}