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Let material probing to access per-thread table
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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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mcostalba committed Jan 2, 2015
1 parent 19b8249 commit 91cc82a
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Showing 10 changed files with 66 additions and 66 deletions.
2 changes: 1 addition & 1 deletion src/bitboard.cpp
Expand Up @@ -18,7 +18,7 @@
*/

#include <algorithm>
#include <cstring> // For memset
#include <cstring> // For std::memset

#include "bitboard.h"
#include "bitcount.h"
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4 changes: 2 additions & 2 deletions src/endgame.h
Expand Up @@ -76,7 +76,7 @@ template<typename T>
struct EndgameBase {

virtual ~EndgameBase() {}
virtual Color color() const = 0;
virtual Color strong_side() const = 0;
virtual T operator()(const Position&) const = 0;
};

Expand All @@ -85,7 +85,7 @@ template<EndgameType E, typename T = typename eg_fun<(E > SCALE_FUNS)>::type>
struct Endgame : public EndgameBase<T> {

explicit Endgame(Color c) : strongSide(c), weakSide(~c) {}
Color color() const { return strongSide; }
Color strong_side() const { return strongSide; }
T operator()(const Position&) const;

private:
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7 changes: 3 additions & 4 deletions src/evaluate.cpp
Expand Up @@ -19,14 +19,14 @@

#include <algorithm>
#include <cassert>
#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>

#include "bitcount.h"
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
#include "thread.h"

namespace {

Expand Down Expand Up @@ -677,15 +677,14 @@ namespace {

EvalInfo ei;
Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
Thread* thisThread = pos.this_thread();

// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables).
// Score is computed from the point of view of white.
score = pos.psq_score();

// Probe the material hash table
ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
ei.mi = Material::probe(pos);
score += ei.mi->imbalance();

// If we have a specialized evaluation function for the current material
Expand All @@ -694,7 +693,7 @@ namespace {
return ei.mi->evaluate(pos);

// Probe the pawn hash table
ei.pi = Pawns::probe(pos, thisThread->pawnsTable);
ei.pi = Pawns::probe(pos);
score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]);

// Initialize attack and king safety bitboards
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69 changes: 34 additions & 35 deletions src/material.cpp
Expand Up @@ -17,11 +17,12 @@
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/

#include <algorithm> // For std::min
#include <algorithm> // For std::min
#include <cassert>
#include <cstring>
#include <cstring> // For std::memset

#include "material.h"
#include "thread.h"

using namespace std;

Expand All @@ -32,7 +33,7 @@ namespace {
// pair pawn knight bishop rook queen
const int Linear[6] = { 1852, -162, -1122, -183, 249, -154 };

const int QuadraticSameSide[][PIECE_TYPE_NB] = {
const int QuadraticOurs[][PIECE_TYPE_NB] = {
// OUR PIECES
// pair pawn knight bishop rook queen
{ 0 }, // Bishop pair
Expand All @@ -43,7 +44,7 @@ namespace {
{-177, 25, 129, 142, -137, 0 } // Queen
};

const int QuadraticOppositeSide[][PIECE_TYPE_NB] = {
const int QuadraticTheirs[][PIECE_TYPE_NB] = {
// THEIR PIECES
// pair pawn knight bishop rook queen
{ 0 }, // Bishop pair
Expand All @@ -56,7 +57,7 @@ namespace {

// Endgame evaluation and scaling functions are accessed directly and not through
// the function maps because they correspond to more than one material hash key.
Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };

Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) };
Endgame<KQKRPs> ScaleKQKRPs[] = { Endgame<KQKRPs>(WHITE), Endgame<KQKRPs>(BLACK) };
Expand Down Expand Up @@ -104,8 +105,8 @@ namespace {
int v = Linear[pt1];

for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
v += QuadraticSameSide[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticOppositeSide[pt1][pt2] * pieceCount[Them][pt2];
v += QuadraticOurs[pt1][pt2] * pieceCount[Us][pt2]
+ QuadraticTheirs[pt1][pt2] * pieceCount[Them][pt2];

bonus += pieceCount[Us][pt1] * v;
}
Expand All @@ -117,19 +118,16 @@ namespace {

namespace Material {

/// Material::probe() takes a position object as input, looks up a MaterialEntry
/// object, and returns a pointer to it. If the material configuration is not
/// already present in the table, it is computed and stored there, so we don't
/// have to recompute everything when the same material configuration occurs again.
/// Material::probe() looks up the current position's material configuration in
/// the material hash table. It returns a pointer to the Entry if the position
/// is found. Otherwise a new Entry is computed and stored there, so we don't
/// have to recompute all when the same material configuration occurs again.

Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
Entry* probe(const Position& pos) {

Key key = pos.material_key();
Entry* e = entries[key];
Entry* e = pos.this_thread()->materialTable[key];

// If e->key matches the position's material hash key, it means that we
// have analysed this material configuration before, and we can simply
// return the information we found the last time instead of recomputing it.
if (e->key == key)
return e;

Expand All @@ -141,7 +139,7 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
// for a generic one if the previous search failed.
if (endgames.probe(key, e->evaluationFunction))
if (pos.this_thread()->endgames.probe(key, e->evaluationFunction))
return e;

if (is_KXK<WHITE>(pos))
Expand All @@ -156,22 +154,19 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
return e;
}

// OK, we didn't find any special evaluation function for the current
// material configuration. Is there a suitable scaling function?
//
// We face problems when there are several conflicting applicable
// scaling functions and we need to decide which one to use.
// OK, we didn't find any special evaluation function for the current material
// configuration. Is there a suitable specialized scaling function?
EndgameBase<ScaleFactor>* sf;

if (endgames.probe(key, sf))
if (pos.this_thread()->endgames.probe(key, sf))
{
e->scalingFunction[sf->color()] = sf;
e->scalingFunction[sf->strong_side()] = sf; // Only strong color assigned
return e;
}

// Generic scaling functions that refer to more than one material
// distribution. They should be probed after the specialized ones.
// Note that these ones don't return after setting the function.
// We didn't find any specialized scaling function, so fall back on generic
// ones that refer to more than one material distribution. Note that in this
// case we don't return after setting the function.
if (is_KBPsKs<WHITE>(pos))
e->scalingFunction[WHITE] = &ScaleKBPsK[WHITE];

Expand All @@ -187,16 +182,18 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);

if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN))
if (npm_w + npm_b == VALUE_ZERO && pos.pieces(PAWN)) // Only pawns on the board
{
if (!pos.count<PAWN>(BLACK))
{
assert(pos.count<PAWN>(WHITE) >= 2);

e->scalingFunction[WHITE] = &ScaleKPsK[WHITE];
}
else if (!pos.count<PAWN>(WHITE))
{
assert(pos.count<PAWN>(BLACK) >= 2);

e->scalingFunction[BLACK] = &ScaleKPsK[BLACK];
}
else if (pos.count<PAWN>(WHITE) == 1 && pos.count<PAWN>(BLACK) == 1)
Expand All @@ -208,14 +205,16 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
}
}

// No pawns makes it difficult to win, even with a material advantage. This
// catches some trivial draws like KK, KBK and KNK and gives a very drawish
// scale factor for cases such as KRKBP and KmmKm (except for KBBKN).
// Zero or just one pawn makes it difficult to win, even with a small material
// advantage. This catches some trivial draws like KK, KBK and KNK and gives a
// drawish scale factor for cases such as KRKBP and KmmKm (except for KBBKN).
if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
e->factor[WHITE] = uint8_t(npm_w < RookValueMg ? SCALE_FACTOR_DRAW : npm_b <= BishopValueMg ? 4 : 12);
e->factor[WHITE] = uint8_t(npm_w < RookValueMg ? SCALE_FACTOR_DRAW :
npm_b <= BishopValueMg ? 4 : 12);

if (!pos.count<PAWN>(BLACK) && npm_b - npm_w <= BishopValueMg)
e->factor[BLACK] = uint8_t(npm_b < RookValueMg ? SCALE_FACTOR_DRAW : npm_w <= BishopValueMg ? 4 : 12);
e->factor[BLACK] = uint8_t(npm_b < RookValueMg ? SCALE_FACTOR_DRAW :
npm_w <= BishopValueMg ? 4 : 12);

if (pos.count<PAWN>(WHITE) == 1 && npm_w - npm_b <= BishopValueMg)
e->factor[WHITE] = (uint8_t) SCALE_FACTOR_ONEPAWN;
Expand All @@ -226,13 +225,13 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
// for the bishop pair "extended piece", which allows us to be more flexible
// in defining bishop pair bonuses.
const int pieceCount[COLOR_NB][PIECE_TYPE_NB] = {
const int PieceCount[COLOR_NB][PIECE_TYPE_NB] = {
{ pos.count<BISHOP>(WHITE) > 1, pos.count<PAWN>(WHITE), pos.count<KNIGHT>(WHITE),
pos.count<BISHOP>(WHITE) , pos.count<ROOK>(WHITE), pos.count<QUEEN >(WHITE) },
{ pos.count<BISHOP>(BLACK) > 1, pos.count<PAWN>(BLACK), pos.count<KNIGHT>(BLACK),
pos.count<BISHOP>(BLACK) , pos.count<ROOK>(BLACK), pos.count<QUEEN >(BLACK) } };

e->value = (int16_t)((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
e->value = int16_t((imbalance<WHITE>(PieceCount) - imbalance<BLACK>(PieceCount)) / 16);
return e;
}

Expand Down
24 changes: 12 additions & 12 deletions src/material.h
Expand Up @@ -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 {

Expand All @@ -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
Expand All @@ -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

Expand Down
18 changes: 10 additions & 8 deletions src/pawns.cpp
Expand Up @@ -24,6 +24,7 @@
#include "bitcount.h"
#include "pawns.h"
#include "position.h"
#include "thread.h"

namespace {

Expand Down Expand Up @@ -202,9 +203,9 @@ namespace {

namespace Pawns {

/// init() initializes some tables used by evaluation. Instead of hard-coded
/// tables, when makes sense, we prefer to calculate them with a formula to
/// reduce independent parameters and to allow easier tuning and better insight.
/// Pawns::init() initializes some tables needed by evaluation. Instead of using
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
/// to reduce independent parameters and to allow easier tuning and better insight.

void init()
{
Expand All @@ -220,14 +221,15 @@ void init()
}


/// probe() takes a position as input, computes a Entry object, and returns a
/// pointer to it. The result is also stored in a hash table, so we don't have
/// to recompute everything when the same pawn structure occurs again.
/// Pawns::probe() looks up the current position's pawns configuration in
/// the pawns hash table. It returns a pointer to the Entry if the position
/// is found. Otherwise a new Entry is computed and stored there, so we don't
/// have to recompute all when the same pawns configuration occurs again.

Entry* probe(const Position& pos, Table& entries) {
Entry* probe(const Position& pos) {

Key key = pos.pawn_key();
Entry* e = entries[key];
Entry* e = pos.this_thread()->pawnsTable[key];

if (e->key == key)
return e;
Expand Down
2 changes: 1 addition & 1 deletion src/pawns.h
Expand Up @@ -80,7 +80,7 @@ struct Entry {
typedef HashTable<Entry, 16384> Table;

void init();
Entry* probe(const Position& pos, Table& entries);
Entry* probe(const Position& pos);

} // namespace Pawns

Expand Down
2 changes: 1 addition & 1 deletion src/position.cpp
Expand Up @@ -19,7 +19,7 @@

#include <algorithm>
#include <cassert>
#include <cstring>
#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>

Expand Down
2 changes: 1 addition & 1 deletion src/search.cpp
Expand Up @@ -20,7 +20,7 @@
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstring>
#include <cstring> // For std::memset
#include <iostream>
#include <sstream>

Expand Down
2 changes: 1 addition & 1 deletion src/tt.cpp
Expand Up @@ -17,7 +17,7 @@
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/

#include <cstring>
#include <cstring> // For std::memset
#include <iostream>

#include "bitboard.h"
Expand Down

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