Bitboard Wrapper - 性能和内存分配

时间:2012-07-16 12:18:30

标签: c# performance stack heap chess

我目前正在尝试用C#开发一个国际象棋引擎。 感谢我在之前的帖子中给出的详细答案,我现在正在研究如何将比特板系统应用到我的游戏结构中。 原则上,我再次尝试将一些面向对象的设计应用于这个新的引擎概念,但现在我有一些未解决的问题:

  • 我想实现一个倾斜于UInt64字段的位板结构来抽象这个概念,可能提供像GetFirstBit()或Shift(..)甚至PopCount(..)这样的方法,但我不知道知道这将如何影响性能和内存分配。由于引用副本,或者对于一个如此小的对象Heap会使事情变得复杂,会更好地提高性能吗?

  • 我甚至会实现一个索引器来输入正常数组中的单个位,这会浪费资源还是一个好主意(对于国际象棋引擎)?

  • 我正在尝试尽量减少对项目的更改,但我意识到我的所有片段层次结构和我的Move和Square类都会被搁置,从不使用更多...我应该放弃那个设计,或者我可以以某种方式重用这些类吗?

这是我想在我的引擎中实现的原型:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Chess_Engine___NOGUI
{
    public struct BitBoard
    {
        public UInt64 bitBoard;

        public BitBoard(UInt64 board)
        {
            bitBoard = board;
        }

        public static implicit operator BitBoard(UInt64 board)
        {
            return new BitBoard(board);
        }
        public static implicit operator UInt64(BitBoard board)
        {
            return board.bitBoard;
        }

        public static BitBoard operator <<(BitBoard board, int shift)
        {
            return board.bitBoard << shift;
        }
        public static BitBoard operator >>(BitBoard board, int shift)
        {
            return board.bitBoard >> shift;
        }
        public static BitBoard operator &(BitBoard a, BitBoard b)
        {
            return a.bitBoard & b.bitBoard;
        }
        public static BitBoard operator |(BitBoard a, BitBoard b)
        {
            return a.bitBoard | b.bitBoard;
        }
        public static BitBoard operator ^(BitBoard a, BitBoard b)
        {
            return a.bitBoard ^ b.bitBoard;
        }
        public static BitBoard operator ~(BitBoard a)
        {
            return ~a.bitBoard;
        }
    }
}

这里是我想要保存的课程......

这是我的Move类:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Chess_Engine___NOGUI
{
    class NullMove : Move
    {
        public NullMove()
            : base(null, null, null)
        {

        }
    }

    class Move
    {
        public string Algebraic
        {
            get
            {
                return ToAlgebraic();
            }
        } // JUST FOR DEBUG
        public Square FromSquare { get; set; }
        public Square ToSquare { get; set; }
        public Piece PieceMoved { get; set; }
        public Piece PieceCaptured { get; set; }
        public PieceType PiecePromoted { get; set; }
        public bool HasPromoted
        {
            get
            {
                return PiecePromoted != PieceType.None;
            }
        }
        public bool IsEnpassant { get; set; }
        public bool HasCaptured
        {
            get
            {
                if (PieceCaptured != null)
                    return true;
                else
                    return false;
            }
        }
        public bool IsCastling
        {
            get
            {
                return IsLongCastling || IsShortCastling;
            }
        }
        public bool IsLongCastling
        {
            get
            {
                if (PieceMoved is King)
                {
                    if (FromSquare.X - ToSquare.X == 2)
                        return true;
                    else
                        return false;
                }
                else
                {
                    return false;
                }

            }
        }
        public bool IsShortCastling
        {
            get
            {
                if (PieceMoved is King)
                {
                    if (FromSquare.X - ToSquare.X == -2)
                           return true;
                    else
                        return false;
                }
                else
                {
                    return false;
                }
            }
        }
        public bool IsCheck { get; set; }
        public bool IsCheckMate { get; set; }
        public bool IsDoublePawnPush
        {
            get
            {
                if (PieceMoved.Type == PieceType.Pawn)
                    if (!HasCaptured)
                        if (ToSquare.X == FromSquare.X)
                            if (SideMove == PieceColor.White)
                            {
                                if (ToSquare.Y - FromSquare.Y == 2)
                                    return true;
                            }
                            else
                            {
                                if (ToSquare.Y - FromSquare.Y == -2)
                                    return true;
                            }
                return false;
            }
        }
        public PieceColor SideMove
        {
            get
            {
                return PieceMoved.Color;
            }
        }


        public Piece RookMoved { get; set; }
        public Square KingPosition { get; set; }
        public Square RookPosition { get; set; }
        public float Score { get; set; }

        public Move(Square fromSquare, Square toSquare, Piece pieceMoved, PieceType piecePromoted = PieceType.None)
        {
            this.FromSquare = fromSquare;
            this.ToSquare = toSquare;
            this.PieceMoved = pieceMoved;
            this.PiecePromoted = piecePromoted;
        }

        public static bool operator ==(Move a, Move b)
        {
            return a.Equals(b);
        }
        public static bool operator !=(Move a, Move b)
        {
            return !a.Equals(b);
        }
        public override bool Equals(object other)
        {
            if (other is Move)
            {
                Move compare = (Move)other;
                return (this.FromSquare == compare.FromSquare && this.ToSquare == compare.ToSquare);
            }
            else
            {
                return false;
            }
        }
        public override int GetHashCode()
        {
            return base.GetHashCode();
        }

        public string ToAlgebraic()
        {
           StringBuilder algebraic = new StringBuilder();

            if (IsCastling) // se e` una mossa di arrocco
            {
                if (IsShortCastling)
                    algebraic.Append("O-O"); // arrocco corto
                else
                    algebraic.Append("O-O-O"); // arrocco lungo
            }
            else
            {
                algebraic.Append(FromSquare.ToAlgebraic());

                if (HasCaptured)
                    algebraic.Append("x"); // cattura

                algebraic.Append(ToSquare.ToAlgebraic());
            }

            if (HasPromoted)
                algebraic.Append(PiecePromoted.GetInitial());

            if (IsCheck)
                if (IsCheckMate)
                    algebraic.Append("#"); // scacco matto
                else
                    algebraic.Append("+"); // scacco

            return algebraic.ToString();
        }
    }
}

这是我的Square课程:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Chess_Engine___NOGUI
{
    sealed class Square
    {
        public int X { get; set; }
        public int Y { get; set; }

        public Square(int x, int y)
        {
            this.X = x;
            this.Y = y;
        }

        public static implicit operator Square(string str)
        {
            // converte la notazione algebrica (es. a1) in coordinate decimali
            str = str.ToLower(); // converte la stringa in minuscolo
            int x = (int)(str[0] - 'a');
            int y = (int)(str[1] - '1');

            return new Square(x, y);
        }

        public static bool operator ==(Square a, Square b)
        {
            if (System.Object.ReferenceEquals(a, b))
            {
                return true;
            }

            if (((object)a == null) || ((object)b == null))
            {
                return false;
            }

            if (a is Square)
            {
                Square compare = (Square)b;
                return (a.X == compare.X && a.Y == compare.Y);
            }
            else
            {
                return false;
            }
        }
        public static bool operator !=(Square a, Square b)
        {
            return !(a == b);
        }

        public override bool Equals(object obj)
        {
            return base.Equals(obj);
        }
        public override int GetHashCode()
        {
            return base.GetHashCode();
        }

        public string ToAlgebraic()
        {
            string str = "";
            str += (char)(this.X + 97);
            str += (this.Y + 1).ToString();

            return str;
        }
    }
}

这是我的抽象Piece类:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Chess_Engine___NOGUI
{
    public enum PieceType { None, Pawn, Knight, Bishop, Rook, Queen, King }
    public enum PieceColor { None, White, Black }

    public static class Extensions
    {
        public static PieceColor GetOpposite(this PieceColor color)
        {
            if (color == PieceColor.White)
                return PieceColor.Black;
            if (color == PieceColor.Black)
                return PieceColor.White;
            else
                return PieceColor.None;
        }

        public static char GetInitial(this PieceType type)
        {
            switch (type)
            {
                case PieceType.Bishop:
                    return 'B';
                case PieceType.King:
                    return 'K';
                case PieceType.Knight:
                    return 'N';
                case PieceType.Pawn:
                    return 'P';
                case PieceType.Queen:
                    return 'Q';
                case PieceType.Rook:
                    return 'R';
                default:
                    return ' ';
            }
        }

    }

    abstract class Piece
    {
        public char Notation { get; set; }
        protected List<Move> movesList;
        public Square startingSquare { get; set; }
        public Square square { get; protected set; }
        public Square lastSquare { get; set; }
        public PieceType Type { get; set; }
        public PieceColor Color { get; set; }
        public virtual bool AlreadyBeenMoved
        {
            get
            {
                return square != startingSquare;
            }
        }

        public Piece(Square square, PieceColor color)
        {
            this.startingSquare = square;
            this.square = square;
            this.lastSquare = square;
            this.Color = color;
            this.movesList = new List<Move>();
        }

        public void Move(Square destination)
        {
            square = destination; // aggiorna la posizione attuale
        }
        public bool ShouldUpdateMoves()
        {
            if (lastSquare == square) // se il pezzo non si e` mosso
            {
                if (movesList.Count > 0)
                    return false;
            }
            else
            {
                lastSquare = square;
                movesList.Clear();
            }
            return true;
        }

        public abstract List<Move> GetMoves();
    }
}

我想强调一下,正确答案的一些非常重要的因素是速度优化和面向对象的设计。

感谢所有人:)

1 个答案:

答案 0 :(得分:2)

在问题的最后,您指定了两个从根本上相互冲突的因素。我的建议是你专注于其中一个。您要么重视优秀的OO设计,要么重视良好的性能。你真的不能兼得。

要回答第一个要点中的问题,我个人不会使用任何OO来查找(例如)位板中的第一个重要位:

private const UInt64 DEBRUIJN64 = 0x07EDD5E59A4E28C2;
private static readonly Byte[] INDEX64 = {63,  0, 58,  1, 59, 47, 53,  2,
                                          60, 39, 48, 27, 54, 33, 42,  3,
                                          61, 51, 37, 40, 49, 18, 28, 20,
                                          55, 30, 34, 11, 43, 14, 22,  4,
                                          62, 57, 46, 52, 38, 26, 32, 41,
                                          50, 36, 17, 19, 29, 10, 13, 21,
                                          56, 45, 25, 31, 35, 16,  9, 12,
                                          44, 24, 15,  8, 23,  7,  6,  5};

// De Bruijn Multiplication, see http://chessprogramming.wikispaces.com/BitScan
// Don't use this if bitmap = 0!
internal static Byte BitScanForward(UInt64 bitmap)
{
    Debug.Assert(bitmap != 0);
    return INDEX64[((ulong)((long)bitmap & -(long)bitmap) * DEBRUIJN64) >> 58];
}

我不使用Piece或Square类:

// Piece identifiers, 4 bits each.
// Useful bitwise properties of this numbering scheme:
// white = 0..., black = 1..., sliding = .1.., nonsliding = .0..
// rank/file sliding pieces = .11., diagonally sliding pieces = .1.1
// pawns and kings (without colour bits), are < 3
// major pieces (without colour bits), are > 5
// minor and major pieces (without colour bits set), are > 2.
internal const byte EMPTY = 0;                  //  00000000
internal const byte WHITE_PAWN = 1;             //  00000001
internal const byte WHITE_KING = 2;             //  00000010
internal const byte WHITE_KNIGHT = 3;           //  00000011
internal const byte WHITE_BISHOP = 5;           //  00000101
internal const byte WHITE_ROOK = 6;             //  00000110
internal const byte WHITE_QUEEN = 7;            //  00000111
internal const byte BLACK_PAWN = 9;             //  00001001
internal const byte BLACK_KING = 10;            //  00001010
internal const byte BLACK_KNIGHT = 11;          //  00001011
internal const byte BLACK_BISHOP = 13;          //  00001101
internal const byte BLACK_ROOK = 14;            //  00001110
internal const byte BLACK_QUEEN = 15;           //  00001111

我确实使用了Move类,但它应该是一个struct。我的测试没有显示出显着的差异:

internal sealed class Move
{
    internal Move()
    {
    }

    internal Move(byte squareFrom, byte squareTo, byte pieceMoved, byte pieceCaptured, byte piecePromoted)
    {
        this.SquareFrom = squareFrom;
        this.SquareTo = squareTo;
        this.PieceMoved = pieceMoved;
        this.PieceCaptured = pieceCaptured;
        this.PiecePromoted = piecePromoted;
    }

    // The FROM square.
    // Bits 1-3 are the board file, bits 4-6 are the board rank, bits 7-8 are unused.
    internal readonly byte SquareFrom;

    // The TO square.
    // Bits 1-3 are the board file, bits 4-6 are the board rank, bits 7-8 are unused.
    internal readonly byte SquareTo;

    // The MOVED piece.
    // Bits 1-3 are the piece type, bit 4 is the piece colour, bits 5-8 are unused.
    internal readonly byte PieceMoved;

    // The CAPTURED piece.
    // Bits 1-3 are the piece type, bit 4 is the piece colour, bits 5-8 are unused.
    internal readonly byte PieceCaptured;

    // The PROMOTED piece.
    // Bits 1-3 are the piece type, bit 4 is the piece colour, bits 5-8 are unused.
    // NB Overloaded to represent EN-PASSANT capture if promoted piece is a pawn.
    // NB Overloaded to represent CASTLING if promoted piece is a king.
    internal readonly byte PiecePromoted;
}