mirror of
https://github.com/HChaZZY/Stockfish.git
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Let material probing to access per-thread table
It is up to material (and pawn) table look up code to know where the per-thread tables are, so change API to reflect this. Also some comment fixing while there No functional change.
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@@ -17,11 +17,12 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm> // For std::min
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#include <algorithm> // For std::min
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#include <cassert>
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#include <cstring>
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#include <cstring> // For std::memset
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#include "material.h"
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#include "thread.h"
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using namespace std;
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@@ -32,7 +33,7 @@ namespace {
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// pair pawn knight bishop rook queen
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const int Linear[6] = { 1852, -162, -1122, -183, 249, -154 };
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const int QuadraticSameSide[][PIECE_TYPE_NB] = {
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const int QuadraticOurs[][PIECE_TYPE_NB] = {
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// OUR PIECES
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// pair pawn knight bishop rook queen
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{ 0 }, // Bishop pair
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@@ -43,7 +44,7 @@ namespace {
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{-177, 25, 129, 142, -137, 0 } // Queen
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};
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const int QuadraticOppositeSide[][PIECE_TYPE_NB] = {
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const int QuadraticTheirs[][PIECE_TYPE_NB] = {
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// THEIR PIECES
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// pair pawn knight bishop rook queen
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{ 0 }, // Bishop pair
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@@ -56,7 +57,7 @@ namespace {
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// Endgame evaluation and scaling functions are accessed directly and not through
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// the function maps because they correspond to more than one material hash key.
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Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
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Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
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Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) };
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Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) };
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@@ -104,8 +105,8 @@ namespace {
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int v = Linear[pt1];
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for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
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v += QuadraticSameSide[pt1][pt2] * pieceCount[Us][pt2]
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+ QuadraticOppositeSide[pt1][pt2] * pieceCount[Them][pt2];
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v += QuadraticOurs[pt1][pt2] * pieceCount[Us][pt2]
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+ QuadraticTheirs[pt1][pt2] * pieceCount[Them][pt2];
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bonus += pieceCount[Us][pt1] * v;
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}
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@@ -117,19 +118,16 @@ namespace {
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namespace Material {
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/// Material::probe() takes a position object as input, looks up a MaterialEntry
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/// object, and returns a pointer to it. If the material configuration is not
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/// already present in the table, it is computed and stored there, so we don't
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/// have to recompute everything when the same material configuration occurs again.
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/// Material::probe() looks up the current position's material configuration in
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/// the material hash table. It returns a pointer to the Entry if the position
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/// is found. Otherwise a new Entry is computed and stored there, so we don't
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/// have to recompute all when the same material configuration occurs again.
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Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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Entry* probe(const Position& pos) {
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Key key = pos.material_key();
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Entry* e = entries[key];
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Entry* e = pos.this_thread()->materialTable[key];
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// If e->key matches the position's material hash key, it means that we
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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 (e->key == key)
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return e;
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@@ -141,7 +139,7 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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// Let's look if we have a specialized evaluation function for this particular
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// material configuration. Firstly we look for a fixed configuration one, then
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// for a generic one if the previous search failed.
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if (endgames.probe(key, e->evaluationFunction))
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if (pos.this_thread()->endgames.probe(key, e->evaluationFunction))
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return e;
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if (is_KXK<WHITE>(pos))
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@@ -156,22 +154,19 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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return e;
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}
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// OK, we didn't find any special evaluation function for the current
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// material configuration. Is there a suitable scaling function?
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//
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// We face problems when there are several conflicting applicable
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// scaling functions and we need to decide which one to use.
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// OK, we didn't find any special evaluation function for the current material
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// configuration. Is there a suitable specialized scaling function?
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EndgameBase<ScaleFactor>* sf;
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if (endgames.probe(key, sf))
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if (pos.this_thread()->endgames.probe(key, sf))
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{
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e->scalingFunction[sf->color()] = sf;
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e->scalingFunction[sf->strong_side()] = sf; // Only strong color assigned
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return e;
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}
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// Generic scaling functions that refer to more than one material
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// distribution. They should be probed after the specialized ones.
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// Note that these ones don't return after setting the function.
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// We didn't find any specialized scaling function, so fall back on generic
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// ones that refer to more than one material distribution. Note that in this
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// case we don't return after setting the function.
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if (is_KBPsKs<WHITE>(pos))
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e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];
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@@ -187,16 +182,18 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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Value npm_w = pos.non_pawn_material(WHITE);
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Value npm_b = pos.non_pawn_material(BLACK);
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if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN))
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if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN)) // Only pawns on the board
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{
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if (!pos.count<PAWN>(BLACK))
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{
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assert(pos.count<PAWN>(WHITE) >= 2);
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e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
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}
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else if (!pos.count<PAWN>(WHITE))
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{
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assert(pos.count<PAWN>(BLACK) >= 2);
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e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
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}
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else if (pos.count<PAWN>(WHITE) == 1 && pos.count<PAWN>(BLACK) == 1)
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@@ -208,14 +205,16 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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}
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}
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// No pawns makes it difficult to win, even with a material advantage. This
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// catches some trivial draws like KK, KBK and KNK and gives a very drawish
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// scale factor for cases such as KRKBP and KmmKm (except for KBBKN).
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// Zero or just one pawn makes it difficult to win, even with a small material
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// advantage. This catches some trivial draws like KK, KBK and KNK and gives a
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// drawish scale factor for cases such as KRKBP and KmmKm (except for KBBKN).
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if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
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e->factor[WHITE] = uint8_t(npm_w < RookValueMg ? SCALE_FACTOR_DRAW : npm_b <= BishopValueMg ? 4 : 12);
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e->factor[WHITE] = uint8_t(npm_w < RookValueMg ? SCALE_FACTOR_DRAW :
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npm_b <= BishopValueMg ? 4 : 12);
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if (!pos.count<PAWN>(BLACK) && npm_b - npm_w <= BishopValueMg)
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e->factor[BLACK] = uint8_t(npm_b < RookValueMg ? SCALE_FACTOR_DRAW : npm_w <= BishopValueMg ? 4 : 12);
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e->factor[BLACK] = uint8_t(npm_b < RookValueMg ? SCALE_FACTOR_DRAW :
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npm_w <= BishopValueMg ? 4 : 12);
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if (pos.count<PAWN>(WHITE) == 1 && npm_w - npm_b <= BishopValueMg)
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e->factor[WHITE] = (uint8_t) SCALE_FACTOR_ONEPAWN;
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@@ -226,13 +225,13 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
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// for the bishop pair "extended piece", which allows us to be more flexible
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// in defining bishop pair bonuses.
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const int pieceCount[COLOR_NB][PIECE_TYPE_NB] = {
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const int PieceCount[COLOR_NB][PIECE_TYPE_NB] = {
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{ pos.count<BISHOP>(WHITE) > 1, pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE),
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pos.count<BISHOP>(WHITE) , pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) },
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{ pos.count<BISHOP>(BLACK) > 1, pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK),
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pos.count<BISHOP>(BLACK) , pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } };
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e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
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e->value = int16_t((imbalance<WHITE>(PieceCount) - imbalance<BLACK>(PieceCount)) / 16);
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return e;
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}
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