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.
This commit is contained in:
Marco Costalba
2014-12-30 10:31:50 +01:00
parent 19b8249ff4
commit 91cc82aa25
10 changed files with 66 additions and 66 deletions

View File

@@ -30,11 +30,11 @@ namespace Material {
/// Material::Entry contains various information about a material configuration.
/// It contains a material imbalance 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".
/// standard evaluation function will be used), and scale factors.
///
/// The scale factors are used to scale the evaluation score up or down.
/// For instance, in KRB vs KR endgames, the score is scaled down by a factor
/// of 4, which will result in scores of absolute value less than one pawn.
/// The scale factors are used to scale the evaluation score up or down. For
/// instance, in KRB vs KR endgames, the score is scaled down by a factor of 4,
/// which will result in scores of absolute value less than one pawn.
struct Entry {
@@ -43,12 +43,11 @@ struct Entry {
bool specialized_eval_exists() const { return evaluationFunction != NULL; }
Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
// 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 for draws with rook pawns and wrong-colored bishops.
// 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 may also be a function which should be applied to
// the position. For instance, in KBP vs K endgames, the scaling function looks
// for rook pawns and wrong-colored bishops.
ScaleFactor scale_factor(const Position& pos, Color c) const {
return !scalingFunction[c] || (*scalingFunction[c])(pos) == SCALE_FACTOR_NONE
@@ -59,13 +58,14 @@ struct Entry {
int16_t value;
uint8_t factor[COLOR_NB];
EndgameBase<Value>* evaluationFunction;
EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB];
EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB]; // Could be one for each
// side (e.g. KPKP, KBPsKs)
Phase gamePhase;
};
typedef HashTable<Entry, 8192> Table;
Entry* probe(const Position& pos, Table& entries, Endgames& endgames);
Entry* probe(const Position& pos);
} // namespace Material