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

@@ -35,7 +35,7 @@
////
/// MaterialInfo is a class which contains various information about a
/// material configuration. It contains a material balance evaluation,
/// material configuration. It contains a material balance evaluation,
/// a function pointer to a special endgame evaluation function (which in
/// most cases is NULL, meaning that the standard evaluation function will
/// be used), and "scale factors" for black and white.
@@ -51,11 +51,9 @@ class MaterialInfo {
public:
Value mg_value() const;
Value eg_value() const;
ScaleFactor scale_factor(const Position &pos, Color c) const;
ScaleFactor scale_factor(const Position& pos, Color c) const;
bool specialized_eval_exists() const;
Value evaluate(const Position &pos) const;
static void init();
Value evaluate(const Position& pos) const;
private:
void clear();
@@ -64,20 +62,22 @@ private:
int16_t mgValue;
int16_t egValue;
uint8_t factor[2];
EndgameEvaluationFunction *evaluationFunction;
ScalingFunction *scalingFunction[2];
EndgameEvaluationFunction* evaluationFunction;
ScalingFunction* scalingFunction[2];
};
/// Stores the endgame evaluation functions maps. Should be per thread
/// because STL is not thread safe and locks are expensive.
/// EndgameFunctions class stores the endgame evaluation functions std::map.
/// Because STL library is not thread safe even for read access, the maps,
/// although with identical content, are replicated for each thread. This
/// is faster then using locks with an unique set of global maps.
class EndgameFunctions;
/// The MaterialInfoTable class represents a pawn hash table. It is basically
/// The MaterialInfoTable class represents a pawn hash table. It is basically
/// just an array of MaterialInfo objects and a few methods for accessing these
/// objects. The most important method is get_material_info, which looks up a
/// objects. The most important method is get_material_info, which looks up a
/// position in the table and returns a pointer to a MaterialInfo object.
class MaterialInfoTable {
@@ -86,11 +86,11 @@ public:
MaterialInfoTable(unsigned numOfEntries);
~MaterialInfoTable();
void clear();
MaterialInfo *get_material_info(const Position &pos);
MaterialInfo* get_material_info(const Position& pos);
private:
unsigned size;
MaterialInfo *entries;
MaterialInfo* entries;
EndgameFunctions* funcs;
};
@@ -103,10 +103,12 @@ private:
/// material balance evaluation for the middle game and the endgame.
inline Value MaterialInfo::mg_value() const {
return Value(mgValue);
}
inline Value MaterialInfo::eg_value() const {
return Value(egValue);
}
@@ -115,6 +117,7 @@ inline Value MaterialInfo::eg_value() const {
/// with all slots at their default values.
inline void MaterialInfo::clear() {
mgValue = egValue = 0;
factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
evaluationFunction = NULL;
@@ -125,16 +128,17 @@ inline void MaterialInfo::clear() {
/// MaterialInfo::scale_factor takes a position and a color as input, and
/// returns a scale factor for the given color. We have to provide the
/// position in addition to the color, because the scale factor need not
/// be a constant: It can also be a function which should be applied to
/// the position. For instance, in KBP vs K endgames, a scaling function
/// to be a constant: It can also be a function which should be applied to
/// the position. For instance, in KBP vs K endgames, a scaling function
/// which checks for draws with rook pawns and wrong-colored bishops.
inline ScaleFactor MaterialInfo::scale_factor(const Position &pos, Color c)
const {
if(scalingFunction[c] != NULL) {
ScaleFactor sf = scalingFunction[c]->apply(pos);
if(sf != SCALE_FACTOR_NONE)
return sf;
inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
if (scalingFunction[c] != NULL)
{
ScaleFactor sf = scalingFunction[c]->apply(pos);
if (sf != SCALE_FACTOR_NONE)
return sf;
}
return ScaleFactor(factor[c]);
}
@@ -145,15 +149,17 @@ inline ScaleFactor MaterialInfo::scale_factor(const Position &pos, Color c)
/// or if the normal evaluation function should be used.
inline bool MaterialInfo::specialized_eval_exists() const {
return evaluationFunction != NULL;
}
/// MaterialInfo::evaluate applies a specialized evaluation function to a
/// given position object. It should only be called when
/// this->specialized_eval_exists() returns 'true'.
/// MaterialInfo::evaluate applies a specialized evaluation function
/// to a given position object. It should only be called when
/// specialized_eval_exists() returns 'true'.
inline Value MaterialInfo::evaluate(const Position& pos) const {
inline Value MaterialInfo::evaluate(const Position &pos) const {
return evaluationFunction->apply(pos);
}