int32_t FutilityMarginsMatrix[14][64]; // [depth][moveNumber]
int FutilityMoveCountArray[32]; // [depth]
- inline Value futility_margin(Depth d, int mn) { return (Value) (d < 14? FutilityMarginsMatrix[Max(d, 0)][Min(mn, 63)] : 2*VALUE_INFINITE); }
- inline int futility_move_count(Depth d) { return (d < 32? FutilityMoveCountArray[d] : 512); }
+ inline Value futility_margin(Depth d, int mn) { return Value(d < 7*OnePly ? FutilityMarginsMatrix[Max(d, 0)][Min(mn, 63)] : 2 * VALUE_INFINITE); }
+ inline int futility_move_count(Depth d) { return d < 16*OnePly ? FutilityMoveCountArray[d] : 512; }
/// Variables initialized by UCI options
Thread Threads[THREAD_MAX];
Lock MPLock;
Lock IOLock;
- bool AllThreadsShouldExit = false;
+ bool AllThreadsShouldExit, AllThreadsShouldSleep;
SplitPoint SplitPointStack[THREAD_MAX][ACTIVE_SPLIT_POINTS_MAX];
- bool Idle = true;
#if !defined(_MSC_VER)
pthread_cond_t WaitCond;
int maxNodes, int maxTime, Move searchMoves[]) {
// Initialize global search variables
- Idle = StopOnPonderhit = AbortSearch = Quit = false;
+ AllThreadsShouldSleep = StopOnPonderhit = AbortSearch = Quit = false;
AspirationFailLow = false;
NodesSincePoll = 0;
SearchStartTime = get_system_time();
if (UseLogFile)
LogFile.close();
- Idle = true;
+ AllThreadsShouldSleep = true;
return !Quit;
}
-/// init_threads() is called during startup. It launches all helper threads,
-/// and initializes the split point stack and the global locks and condition
-/// objects.
-
-void init_threads() {
+/// init_search() is called during startup. It initializes various lookup tables
- volatile int i;
- bool ok;
-
-#if !defined(_MSC_VER)
- pthread_t pthread[1];
-#endif
+void init_search() {
// Init our reduction lookup tables
- for (i = 1; i < 64; i++) // i == depth
+ for (int i = 1; i < 64; i++) // i == depth (OnePly = 1)
for (int j = 1; j < 64; j++) // j == moveNumber
{
double pvRed = 0.5 + log(double(i)) * log(double(j)) / 6.0;
}
// Init futility margins array
- for (i = 0; i < 14; i++) // i == depth (OnePly = 2)
+ for (int i = 0; i < 14; i++) // i == depth (OnePly = 2)
for (int j = 0; j < 64; j++) // j == moveNumber
{
FutilityMarginsMatrix[i][j] = (i < 2 ? 0 : 112 * bitScanReverse32(i * i / 2)) - 8 * j; // FIXME: test using log instead of BSR
}
// Init futility move count array
- for (i = 0; i < 32; i++) // i == depth (OnePly = 2)
+ for (int i = 0; i < 32; i++) // i == depth (OnePly = 2)
FutilityMoveCountArray[i] = 3 + (1 << (3 * i / 8));
+}
- for (i = 0; i < THREAD_MAX; i++)
- Threads[i].activeSplitPoints = 0;
+
+/// init_threads() is called during startup. It launches all helper threads,
+/// and initializes the split point stack and the global locks and condition
+/// objects.
+
+void init_threads() {
+
+ volatile int i;
+ bool ok;
+
+#if !defined(_MSC_VER)
+ pthread_t pthread[1];
+#endif
// Initialize global locks
lock_init(&MPLock, NULL);
SitIdleEvent[i] = CreateEvent(0, FALSE, FALSE, 0);
#endif
+ // Will be set just before program exits to properly end the threads
+ AllThreadsShouldExit = false;
+
+ // Threads will be put to sleep as soon as created
+ AllThreadsShouldSleep = true;
+
// All threads except the main thread should be initialized to idle state
for (i = 1; i < THREAD_MAX; i++)
- {
- Threads[i].stop = false;
- Threads[i].workIsWaiting = false;
Threads[i].idle = true;
- Threads[i].running = false;
- }
// Launch the helper threads
for (i = 1; i < THREAD_MAX; i++)
void stop_threads() {
ActiveThreads = THREAD_MAX; // HACK
- Idle = false; // HACK
+ AllThreadsShouldSleep = false; // HACK
wake_sleeping_threads();
AllThreadsShouldExit = true;
for (int i = 1; i < THREAD_MAX; i++)
currentMove = threatMove = MOVE_NONE;
reduction = Depth(0);
eval = VALUE_NONE;
- evalInfo = NULL;
}
void SearchStack::initKillers() {
if (tte && (tte->type() & VALUE_TYPE_EVAL))
staticValue = value_from_tt(tte->value(), ply);
else
- {
staticValue = evaluate(pos, ei, threadID);
- ss[ply].evalInfo = &ei;
- }
ss[ply].eval = staticValue;
futilityValue = staticValue + futility_margin(depth, 0); //FIXME: Remove me, only for split
// Value based pruning
Depth predictedDepth = newDepth - nonpv_reduction(depth, moveCount); //FIXME: We are ignoring condition: depth >= 3*OnePly, BUG??
- futilityValueScaled = ss[ply].eval + futility_margin(predictedDepth, moveCount) + H.gain(pos.piece_on(move_from(move)), move_to(move)) + 45;
+ futilityValueScaled = ss[ply].eval + futility_margin(predictedDepth, moveCount)
+ + H.gain(pos.piece_on(move_from(move)), move_to(move)) + 45;
if (futilityValueScaled < beta)
{
Threads[threadID].running = true;
- while (true)
+ while (!AllThreadsShouldExit || threadID == 0)
{
- if (AllThreadsShouldExit && threadID != 0)
- break;
-
// If we are not thinking, wait for a condition to be signaled
// instead of wasting CPU time polling for work.
- while (threadID != 0 && (Idle || threadID >= ActiveThreads))
+ while ( threadID != 0
+ && !AllThreadsShouldExit
+ && (AllThreadsShouldSleep || threadID >= ActiveThreads))
{
+ Threads[threadID].sleeping = true;
+
#if !defined(_MSC_VER)
pthread_mutex_lock(&WaitLock);
if (Idle || threadID >= ActiveThreads)
#endif
}
+ // Out of the while loop to avoid races in case thread is woken up but
+ // while condition still holds true so that is put to sleep again.
+ Threads[threadID].sleeping = false;
+
// If this thread has been assigned work, launch a search
if (Threads[threadID].workIsWaiting)
{
{
for (int i = 1; i < ActiveThreads; i++)
{
+ assert(Threads[i].sleeping == true);
+
Threads[i].idle = true;
Threads[i].workIsWaiting = false;
}
for (int i = 1; i < THREAD_MAX; i++)
SetEvent(SitIdleEvent[i]);
#endif
+
+ // Wait for the threads to be all woken up
+ for (int i = 1; i < ActiveThreads; i++)
+ while (Threads[i].sleeping);
}
}