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437 lines
13 KiB
C++
437 lines
13 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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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 <cassert>
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#include <iostream>
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#include "movegen.h"
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#include "search.h"
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#include "thread.h"
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#include "ucioption.h"
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using namespace Search;
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ThreadPool Threads; // Global object
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namespace { extern "C" {
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// start_routine() is the C function which is called when a new thread
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// is launched. It is a wrapper to member function pointed by start_fn.
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long start_routine(Thread* th) { (th->*(th->start_fn))(); return 0; }
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} }
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// Thread c'tor starts a newly-created thread of execution that will call
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// the idle loop function pointed by start_fn going immediately to sleep.
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Thread::Thread(Fn fn) {
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is_searching = do_exit = false;
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maxPly = splitPointsCnt = 0;
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curSplitPoint = NULL;
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start_fn = fn;
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idx = Threads.size();
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do_sleep = (fn != &Thread::main_loop); // Avoid a race with start_searching()
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if (!thread_create(handle, start_routine, this))
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{
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std::cerr << "Failed to create thread number " << idx << std::endl;
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::exit(EXIT_FAILURE);
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}
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}
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// Thread d'tor waits for thread termination before to return.
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Thread::~Thread() {
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assert(do_sleep);
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do_exit = true; // Search must be already finished
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wake_up();
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thread_join(handle); // Wait for thread termination
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}
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// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
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// then calls check_time(). If maxPly is 0 thread sleeps until is woken up.
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extern void check_time();
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void Thread::timer_loop() {
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while (!do_exit)
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{
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mutex.lock();
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sleepCondition.wait_for(mutex, maxPly ? maxPly : INT_MAX);
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mutex.unlock();
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check_time();
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}
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}
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// Thread::main_loop() is where the main thread is parked waiting to be started
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// when there is a new search. Main thread will launch all the slave threads.
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void Thread::main_loop() {
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while (true)
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{
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mutex.lock();
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do_sleep = true; // Always return to sleep after a search
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is_searching = false;
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while (do_sleep && !do_exit)
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{
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Threads.sleepCondition.notify_one(); // Wake up UI thread if needed
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sleepCondition.wait(mutex);
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}
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mutex.unlock();
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if (do_exit)
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return;
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is_searching = true;
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Search::think();
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assert(is_searching);
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}
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}
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// Thread::wake_up() wakes up the thread, normally at the beginning of the search
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// or, if "sleeping threads" is used at split time.
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void Thread::wake_up() {
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mutex.lock();
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sleepCondition.notify_one();
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mutex.unlock();
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}
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// Thread::wait_for_stop_or_ponderhit() is called when the maximum depth is
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// reached while the program is pondering. The point is to work around a wrinkle
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// in the UCI protocol: When pondering, the engine is not allowed to give a
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// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
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// wait here until one of these commands (that raise StopRequest) is sent and
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// then return, after which the bestmove and pondermove will be printed.
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void Thread::wait_for_stop_or_ponderhit() {
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Signals.stopOnPonderhit = true;
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mutex.lock();
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while (!Signals.stop) sleepCondition.wait(mutex);;
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mutex.unlock();
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}
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// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the
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// current active split point, or in some ancestor of the split point.
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bool Thread::cutoff_occurred() const {
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for (SplitPoint* sp = curSplitPoint; sp; sp = sp->parent)
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if (sp->cutoff)
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return true;
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return false;
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}
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// Thread::is_available_to() checks whether the thread is available to help the
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// thread 'master' at a split point. An obvious requirement is that thread must
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// be idle. With more than two threads, this is not sufficient: If the thread is
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// the master of some active split point, it is only available as a slave to the
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// slaves which are busy searching the split point at the top of slaves split
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// point stack (the "helpful master concept" in YBWC terminology).
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bool Thread::is_available_to(Thread* master) const {
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if (is_searching)
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return false;
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// Make a local copy to be sure doesn't become zero under our feet while
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// testing next condition and so leading to an out of bound access.
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int spCnt = splitPointsCnt;
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// No active split points means that the thread is available as a slave for any
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// other thread otherwise apply the "helpful master" concept if possible.
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return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master->idx));
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}
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// init() is called at startup. Initializes lock and condition variable and
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// launches requested threads sending them immediately to sleep. We cannot use
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// a c'tor becuase Threads is a static object and we need a fully initialized
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// engine at this point due to allocation of endgames in Thread c'tor.
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void ThreadPool::init() {
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timer = new Thread(&Thread::timer_loop);
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threads.push_back(new Thread(&Thread::main_loop));
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read_uci_options();
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}
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// exit() cleanly terminates the threads before the program exits.
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void ThreadPool::exit() {
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for (size_t i = 0; i < threads.size(); i++)
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delete threads[i];
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delete timer;
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}
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// read_uci_options() updates internal threads parameters from the corresponding
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// UCI options and creates/destroys threads to match the requested number. Thread
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// objects are dynamically allocated to avoid creating in advance all possible
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// threads, with included pawns and material tables, if only few are used.
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void ThreadPool::read_uci_options() {
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maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
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minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
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useSleepingThreads = Options["Use Sleeping Threads"];
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size_t requested = Options["Threads"];
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assert(requested > 0);
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while (threads.size() < requested)
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threads.push_back(new Thread(&Thread::idle_loop));
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while (threads.size() > requested)
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{
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delete threads.back();
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threads.pop_back();
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}
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}
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// wake_up() is called before a new search to start the threads that are waiting
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// on the sleep condition and to reset maxPly. When useSleepingThreads is set
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// threads will be woken up at split time.
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void ThreadPool::wake_up() const {
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for (size_t i = 0; i < threads.size(); i++)
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{
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threads[i]->maxPly = 0;
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threads[i]->do_sleep = false;
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if (!useSleepingThreads)
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threads[i]->wake_up();
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}
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}
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// sleep() is called after the search finishes to ask all the threads but the
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// main one to go waiting on a sleep condition.
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void ThreadPool::sleep() const {
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// Main thread will go to sleep by itself to avoid a race with start_searching()
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for (size_t i = 1; i < threads.size(); i++)
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threads[i]->do_sleep = true;
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}
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// available_slave_exists() tries to find an idle thread which is available as
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// a slave for the thread 'master'.
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bool ThreadPool::available_slave_exists(Thread* master) const {
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for (size_t i = 0; i < threads.size(); i++)
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if (threads[i]->is_available_to(master))
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return true;
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return false;
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}
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// split() does the actual work of distributing the work at a node between
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// several available threads. If it does not succeed in splitting the node
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// (because no idle threads are available, or because we have no unused split
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// point objects), the function immediately returns. If splitting is possible, a
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// SplitPoint object is initialized with all the data that must be copied to the
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// helper threads and then helper threads are told that they have been assigned
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// work. This will cause them to instantly leave their idle loops and call
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// search(). When all threads have returned from search() then split() returns.
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template <bool Fake>
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Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
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Value bestValue, Move* bestMove, Depth depth,
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Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
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assert(pos.pos_is_ok());
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assert(bestValue > -VALUE_INFINITE);
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assert(bestValue <= alpha);
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assert(alpha < beta);
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assert(beta <= VALUE_INFINITE);
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assert(depth > DEPTH_ZERO);
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Thread* master = pos.this_thread();
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if (master->splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
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return bestValue;
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// Pick the next available split point from the split point stack
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SplitPoint& sp = master->splitPoints[master->splitPointsCnt];
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sp.parent = master->curSplitPoint;
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sp.master = master;
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sp.cutoff = false;
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sp.slavesMask = 1ULL << master->idx;
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sp.depth = depth;
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sp.bestMove = *bestMove;
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sp.threatMove = threatMove;
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sp.alpha = alpha;
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sp.beta = beta;
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sp.nodeType = nodeType;
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sp.bestValue = bestValue;
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sp.mp = mp;
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sp.moveCount = moveCount;
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sp.pos = &pos;
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sp.nodes = 0;
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sp.ss = ss;
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assert(master->is_searching);
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master->curSplitPoint = &sp;
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int slavesCnt = 0;
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// Try to allocate available threads and ask them to start searching setting
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// is_searching flag. This must be done under lock protection to avoid concurrent
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// allocation of the same slave by another master.
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sp.mutex.lock();
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mutex.lock();
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for (size_t i = 0; i < threads.size() && !Fake; ++i)
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if (threads[i]->is_available_to(master))
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{
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sp.slavesMask |= 1ULL << i;
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threads[i]->curSplitPoint = &sp;
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threads[i]->is_searching = true; // Slave leaves idle_loop()
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if (useSleepingThreads)
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threads[i]->wake_up();
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if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included
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break;
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}
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master->splitPointsCnt++;
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mutex.unlock();
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sp.mutex.unlock();
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// Everything is set up. The master thread enters the idle loop, from which
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// it will instantly launch a search, because its is_searching flag is set.
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// The thread will return from the idle loop when all slaves have finished
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// their work at this split point.
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if (slavesCnt || Fake)
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{
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master->idle_loop();
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// In helpful master concept a master can help only a sub-tree of its split
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// point, and because here is all finished is not possible master is booked.
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assert(!master->is_searching);
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}
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// We have returned from the idle loop, which means that all threads are
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// finished. Note that setting is_searching and decreasing splitPointsCnt is
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// done under lock protection to avoid a race with Thread::is_available_to().
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sp.mutex.lock(); // To protect sp.nodes
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mutex.lock();
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master->is_searching = true;
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master->splitPointsCnt--;
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master->curSplitPoint = sp.parent;
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pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
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*bestMove = sp.bestMove;
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mutex.unlock();
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sp.mutex.unlock();
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return sp.bestValue;
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}
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// Explicit template instantiations
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template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
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template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
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// set_timer() is used to set the timer to trigger after msec milliseconds.
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// If msec is 0 then timer is stopped.
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void ThreadPool::set_timer(int msec) {
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timer->mutex.lock();
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timer->maxPly = msec;
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timer->sleepCondition.notify_one(); // Wake up and restart the timer
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timer->mutex.unlock();
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}
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// wait_for_search_finished() waits for main thread to go to sleep, this means
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// search is finished. Then returns.
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void ThreadPool::wait_for_search_finished() {
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Thread* t = main_thread();
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t->mutex.lock();
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t->sleepCondition.notify_one(); // In case is waiting for stop or ponderhit
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while (!t->do_sleep) sleepCondition.wait(t->mutex);
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t->mutex.unlock();
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}
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// start_searching() wakes up the main thread sleeping in main_loop() so to start
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// a new search, then returns immediately.
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void ThreadPool::start_searching(const Position& pos, const LimitsType& limits,
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const std::vector<Move>& searchMoves, StateStackPtr& states) {
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wait_for_search_finished();
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SearchTime = Time::now(); // As early as possible
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Signals.stopOnPonderhit = Signals.firstRootMove = false;
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Signals.stop = Signals.failedLowAtRoot = false;
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RootPosition = pos;
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Limits = limits;
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SetupStates = states; // Ownership transfer here
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RootMoves.clear();
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for (MoveList<LEGAL> ml(pos); !ml.end(); ++ml)
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if (searchMoves.empty() || std::count(searchMoves.begin(), searchMoves.end(), ml.move()))
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RootMoves.push_back(RootMove(ml.move()));
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main_thread()->do_sleep = false;
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main_thread()->wake_up();
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}
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