#include <fstream>
#include <iostream>
#include <sstream>
+#include <vector>
#include "book.h"
#include "evaluate.h"
#include "lock.h"
#include "san.h"
#include "search.h"
+#include "timeman.h"
#include "thread.h"
#include "tt.h"
#include "ucioption.h"
namespace {
- /// Types
+ // Types
enum NodeType { NonPV, PV };
// Set to true to force running with one thread.
// Used for debugging SMP code.
const bool FakeSplit = false;
+ // Fast lookup table of sliding pieces indexed by Piece
+ const bool Slidings[18] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1 };
+ inline bool piece_is_slider(Piece p) { return Slidings[p]; }
+
// ThreadsManager class is used to handle all the threads related stuff in search,
// init, starting, parking and, the most important, launching a slave thread at a
// split point are what this class does. All the access to shared thread data is
void init_threads();
void exit_threads();
- int active_threads() const { return ActiveThreads; }
- void set_active_threads(int newActiveThreads) { ActiveThreads = newActiveThreads; }
- void incrementNodeCounter(int threadID) { threads[threadID].nodes++; }
- void incrementBetaCounter(Color us, Depth d, int threadID) { threads[threadID].betaCutOffs[us] += unsigned(d); }
+ int min_split_depth() const { return minimumSplitDepth; }
+ int active_threads() const { return activeThreads; }
+ void set_active_threads(int cnt) { activeThreads = cnt; }
- void resetNodeCounters();
- void resetBetaCounters();
- int64_t nodes_searched() const;
- void get_beta_counters(Color us, int64_t& our, int64_t& their) const;
+ void read_uci_options();
bool available_thread_exists(int master) const;
bool thread_is_available(int slave, int master) const;
- bool thread_should_stop(int threadID) const;
- void wake_sleeping_threads();
- void put_threads_to_sleep();
+ bool cutoff_at_splitpoint(int threadID) const;
+ void wake_sleeping_thread(int threadID);
void idle_loop(int threadID, SplitPoint* sp);
template <bool Fake>
- bool split(const Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
- Depth depth, bool mateThreat, int* moves, MovePicker* mp, int master, bool pvNode);
+ void split(Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
+ Depth depth, Move threatMove, bool mateThreat, int moveCount, MovePicker* mp, bool pvNode);
private:
- friend void poll();
-
- int ActiveThreads;
- volatile bool AllThreadsShouldExit, AllThreadsShouldSleep;
+ Depth minimumSplitDepth;
+ int maxThreadsPerSplitPoint;
+ bool useSleepingThreads;
+ int activeThreads;
+ volatile bool allThreadsShouldExit;
Thread threads[MAX_THREADS];
- SplitPoint SplitPointStack[MAX_THREADS][ACTIVE_SPLIT_POINTS_MAX];
-
- Lock MPLock, WaitLock;
-
-#if !defined(_MSC_VER)
- pthread_cond_t WaitCond;
-#else
- HANDLE SitIdleEvent[MAX_THREADS];
-#endif
-
+ Lock mpLock, sleepLock[MAX_THREADS];
+ WaitCondition sleepCond[MAX_THREADS];
};
- // RootMove struct is used for moves at the root at the tree. For each
- // root move, we store a score, a node count, and a PV (really a refutation
- // in the case of moves which fail low).
+ // RootMove struct is used for moves at the root at the tree. For each root
+ // move, we store two scores, a node count, and a PV (really a refutation
+ // in the case of moves which fail low). Value pv_score is normally set at
+ // -VALUE_INFINITE for all non-pv moves, while non_pv_score is computed
+ // according to the order in which moves are returned by MovePicker.
struct RootMove {
- RootMove() { nodes = cumulativeNodes = ourBeta = theirBeta = 0ULL; }
+ RootMove();
+ RootMove(const RootMove& rm) { *this = rm; }
+ RootMove& operator=(const RootMove& rm);
// RootMove::operator<() is the comparison function used when
// sorting the moves. A move m1 is considered to be better
- // than a move m2 if it has a higher score, or if the moves
- // have equal score but m1 has the higher node count.
+ // than a move m2 if it has an higher pv_score, or if it has
+ // equal pv_score but m1 has the higher non_pv_score. In this
+ // way we are guaranteed that PV moves are always sorted as first.
bool operator<(const RootMove& m) const {
-
- return score != m.score ? score < m.score : theirBeta <= m.theirBeta;
+ return pv_score != m.pv_score ? pv_score < m.pv_score
+ : non_pv_score < m.non_pv_score;
}
- Move move;
- Value score;
- int64_t nodes, cumulativeNodes, ourBeta, theirBeta;
+ void extract_pv_from_tt(Position& pos);
+ void insert_pv_in_tt(Position& pos);
+ std::string pv_info_to_uci(const Position& pos, Value alpha, Value beta, int pvLine = 0);
+
+ int64_t nodes;
+ Value pv_score;
+ Value non_pv_score;
Move pv[PLY_MAX_PLUS_2];
};
- // The RootMoveList class is essentially an array of RootMove objects, with
- // a handful of methods for accessing the data in the individual moves.
+ // RootMoveList struct is essentially a std::vector<> of RootMove objects,
+ // with an handful of methods above the standard ones.
- class RootMoveList {
+ struct RootMoveList : public std::vector<RootMove> {
+
+ typedef std::vector<RootMove> Base;
- public:
RootMoveList(Position& pos, Move searchMoves[]);
+ void set_non_pv_scores(const Position& pos);
- int move_count() const { return count; }
- Move get_move(int moveNum) const { return moves[moveNum].move; }
- Value get_move_score(int moveNum) const { return moves[moveNum].score; }
- void set_move_score(int moveNum, Value score) { moves[moveNum].score = score; }
- Move get_move_pv(int moveNum, int i) const { return moves[moveNum].pv[i]; }
- int64_t get_move_cumulative_nodes(int moveNum) const { return moves[moveNum].cumulativeNodes; }
+ void sort() { insertion_sort<RootMove, Base::iterator>(begin(), end()); }
+ void sort_multipv(int n) { insertion_sort<RootMove, Base::iterator>(begin(), begin() + n + 1); }
+ };
- void set_move_nodes(int moveNum, int64_t nodes);
- void set_beta_counters(int moveNum, int64_t our, int64_t their);
- void set_move_pv(int moveNum, const Move pv[]);
- void sort();
- void sort_multipv(int n);
- private:
- static const int MaxRootMoves = 500;
- RootMove moves[MaxRootMoves];
- int count;
- };
+ // When formatting a move for std::cout we must know if we are in Chess960
+ // or not. To keep using the handy operator<<() on the move the trick is to
+ // embed this flag in the stream itself. Function-like named enum set960 is
+ // used as a custom manipulator and the stream internal general-purpose array,
+ // accessed through ios_base::iword(), is used to pass the flag to the move's
+ // operator<<() that will use it to properly format castling moves.
+ enum set960 {};
+
+ std::ostream& operator<< (std::ostream& os, const set960& m) {
+
+ os.iword(0) = int(m);
+ return os;
+ }
/// Adjustments
// Step 6. Razoring
// Maximum depth for razoring
- const Depth RazorDepth = 4 * OnePly;
+ const Depth RazorDepth = 4 * ONE_PLY;
// Dynamic razoring margin based on depth
inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
- // Step 8. Null move search with verification search
-
- // Null move margin. A null move search will not be done if the static
- // evaluation of the position is more than NullMoveMargin below beta.
- const Value NullMoveMargin = Value(0x200);
-
// Maximum depth for use of dynamic threat detection when null move fails low
- const Depth ThreatDepth = 5 * OnePly;
+ const Depth ThreatDepth = 5 * ONE_PLY;
// Step 9. Internal iterative deepening
// Minimum depth for use of internal iterative deepening
- const Depth IIDDepth[2] = { 8 * OnePly /* non-PV */, 5 * OnePly /* PV */};
+ const Depth IIDDepth[2] = { 8 * ONE_PLY /* non-PV */, 5 * ONE_PLY /* PV */};
// At Non-PV nodes we do an internal iterative deepening search
- // when the static evaluation is at most IIDMargin below beta.
+ // when the static evaluation is bigger then beta - IIDMargin.
const Value IIDMargin = Value(0x100);
// Step 11. Decide the new search depth
Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
// Minimum depth for use of singular extension
- const Depth SingularExtensionDepth[2] = { 8 * OnePly /* non-PV */, 6 * OnePly /* PV */};
+ const Depth SingularExtensionDepth[2] = { 8 * ONE_PLY /* non-PV */, 6 * ONE_PLY /* PV */};
// If the TT move is at least SingularExtensionMargin better then the
// remaining ones we will extend it.
const Value FutilityMarginQS = Value(0x80);
// Futility lookup tables (initialized at startup) and their getter functions
- int32_t FutilityMarginsMatrix[16][64]; // [depth][moveNumber]
+ Value FutilityMarginsMatrix[16][64]; // [depth][moveNumber]
int FutilityMoveCountArray[32]; // [depth]
- 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; }
+ inline Value futility_margin(Depth d, int mn) { return d < 7 * ONE_PLY ? FutilityMarginsMatrix[Max(d, 1)][Min(mn, 63)] : 2 * VALUE_INFINITE; }
+ inline int futility_move_count(Depth d) { return d < 16 * ONE_PLY ? FutilityMoveCountArray[d] : 512; }
// Step 14. Reduced search
// Common adjustments
// Search depth at iteration 1
- const Depth InitialDepth = OnePly;
+ const Depth InitialDepth = ONE_PLY;
// Easy move margin. An easy move candidate must be at least this much
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
- // Last seconds noise filtering (LSN)
- const bool UseLSNFiltering = true;
- const int LSNTime = 4000; // In milliseconds
- const Value LSNValue = value_from_centipawns(200);
- bool loseOnTime = false;
+ /// Namespace variables
- /// Global variables
+ // Book object
+ Book OpeningBook;
// Iteration counter
int Iteration;
int MultiPV;
// Time managment variables
- int SearchStartTime, MaxNodes, MaxDepth, MaxSearchTime;
- int AbsoluteMaxSearchTime, ExtraSearchTime, ExactMaxTime;
- bool UseTimeManagement, InfiniteSearch, PonderSearch, StopOnPonderhit;
- bool FirstRootMove, AbortSearch, Quit, AspirationFailLow;
+ int SearchStartTime, MaxNodes, MaxDepth, ExactMaxTime;
+ bool UseTimeManagement, InfiniteSearch, Pondering, StopOnPonderhit;
+ bool FirstRootMove, StopRequest, QuitRequest, AspirationFailLow;
+ TimeManager TimeMgr;
// Log file
bool UseLogFile;
std::ofstream LogFile;
- // Multi-threads related variables
- Depth MinimumSplitDepth;
- int MaxThreadsPerSplitPoint;
- ThreadsManager TM;
+ // Multi-threads manager object
+ ThreadsManager ThreadsMgr;
// Node counters, used only by thread[0] but try to keep in different cache
// lines (64 bytes each) from the heavy multi-thread read accessed variables.
+ bool SendSearchedNodes;
int NodesSincePoll;
int NodesBetweenPolls = 30000;
/// Local functions
- Value id_loop(const Position& pos, Move searchMoves[]);
- Value root_search(Position& pos, SearchStack ss[], RootMoveList& rml, Value* alphaPtr, Value* betaPtr);
+ Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove);
+ Value root_search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, RootMoveList& rml);
- template <NodeType PvNode>
- Value search(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, bool allowNullmove, int threadID, Move excludedMove = MOVE_NONE);
+ template <NodeType PvNode, bool SpNode>
+ Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
- Value qsearch(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, int threadID);
+ Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
- void sp_search(SplitPoint* sp, int threadID);
+ inline Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
+
+ return depth < ONE_PLY ? qsearch<PvNode>(pos, ss, alpha, beta, DEPTH_ZERO, ply)
+ : search<PvNode, false>(pos, ss, alpha, beta, depth, ply);
+ }
template <NodeType PvNode>
Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck, bool singleEvasion, bool mateThreat, bool* dangerous);
- void init_node(SearchStack ss[], int ply, int threadID);
- void update_pv(SearchStack ss[], int ply);
- void sp_update_pv(SearchStack* pss, SearchStack ss[], int ply);
+ bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bValue);
bool connected_moves(const Position& pos, Move m1, Move m2);
bool value_is_mate(Value value);
- bool move_is_killer(Move m, const SearchStack& ss);
- bool ok_to_do_nullmove(const Position& pos);
- bool ok_to_prune(const Position& pos, Move m, Move threat);
+ Value value_to_tt(Value v, int ply);
+ Value value_from_tt(Value v, int ply);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
+ bool connected_threat(const Position& pos, Move m, Move threat);
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
- void update_killers(Move m, SearchStack& ss);
+ void update_killers(Move m, SearchStack* ss);
void update_gains(const Position& pos, Move move, Value before, Value after);
int current_search_time();
- int nps();
- void poll();
- void ponderhit();
+ std::string value_to_uci(Value v);
+ int nps(const Position& pos);
+ void poll(const Position& pos);
void wait_for_stop_or_ponderhit();
- void init_ss_array(SearchStack ss[]);
- void print_pv_info(const Position& pos, SearchStack ss[], Value alpha, Value beta, Value value);
+ void init_ss_array(SearchStack* ss, int size);
#if !defined(_MSC_VER)
- void *init_thread(void *threadID);
+ void* init_thread(void* threadID);
#else
DWORD WINAPI init_thread(LPVOID threadID);
#endif
/// init_threads(), exit_threads() and nodes_searched() are helpers to
/// give accessibility to some TM methods from outside of current file.
-void init_threads() { TM.init_threads(); }
-void exit_threads() { TM.exit_threads(); }
-int64_t nodes_searched() { return TM.nodes_searched(); }
+void init_threads() { ThreadsMgr.init_threads(); }
+void exit_threads() { ThreadsMgr.exit_threads(); }
+
+
+/// init_search() is called during startup. It initializes various lookup tables
+
+void init_search() {
+
+ int d; // depth (ONE_PLY == 2)
+ int hd; // half depth (ONE_PLY == 1)
+ int mc; // moveCount
+
+ // Init reductions array
+ for (hd = 1; hd < 64; hd++) for (mc = 1; mc < 64; mc++)
+ {
+ double pvRed = log(double(hd)) * log(double(mc)) / 3.0;
+ double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
+ ReductionMatrix[PV][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
+ ReductionMatrix[NonPV][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
+ }
+
+ // Init futility margins array
+ for (d = 1; d < 16; d++) for (mc = 0; mc < 64; mc++)
+ FutilityMarginsMatrix[d][mc] = Value(112 * int(log(double(d * d) / 2) / log(2.0) + 1.001) - 8 * mc + 45);
+
+ // Init futility move count array
+ for (d = 0; d < 32; d++)
+ FutilityMoveCountArray[d] = int(3.001 + 0.25 * pow(d, 2.0));
+}
/// perft() is our utility to verify move generation is bug free. All the legal
int perft(Position& pos, Depth depth)
{
+ MoveStack mlist[MOVES_MAX];
StateInfo st;
- Move move;
+ Move m;
int sum = 0;
- MovePicker mp(pos, MOVE_NONE, depth, H);
+
+ // Generate all legal moves
+ MoveStack* last = generate_moves(pos, mlist);
// If we are at the last ply we don't need to do and undo
// the moves, just to count them.
- if (depth <= OnePly) // Replace with '<' to test also qsearch
- {
- while (mp.get_next_move()) sum++;
- return sum;
- }
+ if (depth <= ONE_PLY)
+ return int(last - mlist);
// Loop through all legal moves
CheckInfo ci(pos);
- while ((move = mp.get_next_move()) != MOVE_NONE)
+ for (MoveStack* cur = mlist; cur != last; cur++)
{
- pos.do_move(move, st, ci, pos.move_is_check(move, ci));
- sum += perft(pos, depth - OnePly);
- pos.undo_move(move);
+ m = cur->move;
+ pos.do_move(m, st, ci, pos.move_is_check(m, ci));
+ sum += perft(pos, depth - ONE_PLY);
+ pos.undo_move(m);
}
return sum;
}
/// search-related global variables, and calls root_search(). It returns false
/// when a quit command is received during the search.
-bool think(const Position& pos, bool infinite, bool ponder, int side_to_move,
- int time[], int increment[], int movesToGo, int maxDepth,
- int maxNodes, int maxTime, Move searchMoves[]) {
+bool think(Position& pos, bool infinite, bool ponder, int time[], int increment[],
+ int movesToGo, int maxDepth, int maxNodes, int maxTime, Move searchMoves[]) {
// Initialize global search variables
- StopOnPonderhit = AbortSearch = Quit = AspirationFailLow = false;
- MaxSearchTime = AbsoluteMaxSearchTime = ExtraSearchTime = 0;
+ StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = SendSearchedNodes = false;
NodesSincePoll = 0;
- TM.resetNodeCounters();
SearchStartTime = get_system_time();
ExactMaxTime = maxTime;
MaxDepth = maxDepth;
MaxNodes = maxNodes;
InfiniteSearch = infinite;
- PonderSearch = ponder;
+ Pondering = ponder;
UseTimeManagement = !ExactMaxTime && !MaxDepth && !MaxNodes && !InfiniteSearch;
// Look for a book move, only during games, not tests
- if (UseTimeManagement && get_option_value_bool("OwnBook"))
+ if (UseTimeManagement && Options["OwnBook"].value<bool>())
{
- if (get_option_value_string("Book File") != OpeningBook.file_name())
- OpeningBook.open(get_option_value_string("Book File"));
+ if (Options["Book File"].value<std::string>() != OpeningBook.file_name())
+ OpeningBook.open(Options["Book File"].value<std::string>());
- Move bookMove = OpeningBook.get_move(pos, get_option_value_bool("Best Book Move"));
+ Move bookMove = OpeningBook.get_move(pos, Options["Best Book Move"].value<bool>());
if (bookMove != MOVE_NONE)
{
- if (PonderSearch)
+ if (Pondering)
wait_for_stop_or_ponderhit();
cout << "bestmove " << bookMove << endl;
- return true;
+ return !QuitRequest;
}
}
- // Reset loseOnTime flag at the beginning of a new game
- if (button_was_pressed("New Game"))
- loseOnTime = false;
-
// Read UCI option values
- TT.set_size(get_option_value_int("Hash"));
- if (button_was_pressed("Clear Hash"))
+ TT.set_size(Options["Hash"].value<int>());
+ if (Options["Clear Hash"].value<bool>())
+ {
+ Options["Clear Hash"].set_value("false");
TT.clear();
+ }
- CheckExtension[1] = Depth(get_option_value_int("Check Extension (PV nodes)"));
- CheckExtension[0] = Depth(get_option_value_int("Check Extension (non-PV nodes)"));
- SingleEvasionExtension[1] = Depth(get_option_value_int("Single Evasion Extension (PV nodes)"));
- SingleEvasionExtension[0] = Depth(get_option_value_int("Single Evasion Extension (non-PV nodes)"));
- PawnPushTo7thExtension[1] = Depth(get_option_value_int("Pawn Push to 7th Extension (PV nodes)"));
- PawnPushTo7thExtension[0] = Depth(get_option_value_int("Pawn Push to 7th Extension (non-PV nodes)"));
- PassedPawnExtension[1] = Depth(get_option_value_int("Passed Pawn Extension (PV nodes)"));
- PassedPawnExtension[0] = Depth(get_option_value_int("Passed Pawn Extension (non-PV nodes)"));
- PawnEndgameExtension[1] = Depth(get_option_value_int("Pawn Endgame Extension (PV nodes)"));
- PawnEndgameExtension[0] = Depth(get_option_value_int("Pawn Endgame Extension (non-PV nodes)"));
- MateThreatExtension[1] = Depth(get_option_value_int("Mate Threat Extension (PV nodes)"));
- MateThreatExtension[0] = Depth(get_option_value_int("Mate Threat Extension (non-PV nodes)"));
-
- MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * OnePly;
- MaxThreadsPerSplitPoint = get_option_value_int("Maximum Number of Threads per Split Point");
- MultiPV = get_option_value_int("MultiPV");
- Chess960 = get_option_value_bool("UCI_Chess960");
- UseLogFile = get_option_value_bool("Use Search Log");
-
- if (UseLogFile)
- LogFile.open(get_option_value_string("Search Log Filename").c_str(), std::ios::out | std::ios::app);
-
- read_weights(pos.side_to_move());
+ CheckExtension[1] = Options["Check Extension (PV nodes)"].value<Depth>();
+ CheckExtension[0] = Options["Check Extension (non-PV nodes)"].value<Depth>();
+ SingleEvasionExtension[1] = Options["Single Evasion Extension (PV nodes)"].value<Depth>();
+ SingleEvasionExtension[0] = Options["Single Evasion Extension (non-PV nodes)"].value<Depth>();
+ PawnPushTo7thExtension[1] = Options["Pawn Push to 7th Extension (PV nodes)"].value<Depth>();
+ PawnPushTo7thExtension[0] = Options["Pawn Push to 7th Extension (non-PV nodes)"].value<Depth>();
+ PassedPawnExtension[1] = Options["Passed Pawn Extension (PV nodes)"].value<Depth>();
+ PassedPawnExtension[0] = Options["Passed Pawn Extension (non-PV nodes)"].value<Depth>();
+ PawnEndgameExtension[1] = Options["Pawn Endgame Extension (PV nodes)"].value<Depth>();
+ PawnEndgameExtension[0] = Options["Pawn Endgame Extension (non-PV nodes)"].value<Depth>();
+ MateThreatExtension[1] = Options["Mate Threat Extension (PV nodes)"].value<Depth>();
+ MateThreatExtension[0] = Options["Mate Threat Extension (non-PV nodes)"].value<Depth>();
+ MultiPV = Options["MultiPV"].value<int>();
+ UseLogFile = Options["Use Search Log"].value<bool>();
+
+ read_evaluation_uci_options(pos.side_to_move());
// Set the number of active threads
- int newActiveThreads = get_option_value_int("Threads");
- if (newActiveThreads != TM.active_threads())
- {
- TM.set_active_threads(newActiveThreads);
- init_eval(TM.active_threads());
- }
+ ThreadsMgr.read_uci_options();
+ init_eval(ThreadsMgr.active_threads());
- // Wake up sleeping threads
- TM.wake_sleeping_threads();
+ // Wake up needed threads
+ for (int i = 1; i < ThreadsMgr.active_threads(); i++)
+ ThreadsMgr.wake_sleeping_thread(i);
// Set thinking time
- int myTime = time[side_to_move];
- int myIncrement = increment[side_to_move];
+ int myTime = time[pos.side_to_move()];
+ int myIncrement = increment[pos.side_to_move()];
if (UseTimeManagement)
- {
- if (!movesToGo) // Sudden death time control
- {
- if (myIncrement)
- {
- MaxSearchTime = myTime / 30 + myIncrement;
- AbsoluteMaxSearchTime = Max(myTime / 4, myIncrement - 100);
- }
- else // Blitz game without increment
- {
- MaxSearchTime = myTime / 30;
- AbsoluteMaxSearchTime = myTime / 8;
- }
- }
- else // (x moves) / (y minutes)
- {
- if (movesToGo == 1)
- {
- MaxSearchTime = myTime / 2;
- AbsoluteMaxSearchTime = (myTime > 3000)? (myTime - 500) : ((myTime * 3) / 4);
- }
- else
- {
- MaxSearchTime = myTime / Min(movesToGo, 20);
- AbsoluteMaxSearchTime = Min((4 * myTime) / movesToGo, myTime / 3);
- }
- }
-
- if (get_option_value_bool("Ponder"))
- {
- MaxSearchTime += MaxSearchTime / 4;
- MaxSearchTime = Min(MaxSearchTime, AbsoluteMaxSearchTime);
- }
- }
+ TimeMgr.init(myTime, myIncrement, movesToGo, pos.startpos_ply_counter());
// Set best NodesBetweenPolls interval to avoid lagging under
// heavy time pressure.
// Write search information to log file
if (UseLogFile)
- LogFile << "Searching: " << pos.to_fen() << endl
- << "infinite: " << infinite
- << " ponder: " << ponder
- << " time: " << myTime
+ {
+ std::string name = Options["Search Log Filename"].value<std::string>();
+ LogFile.open(name.c_str(), std::ios::out | std::ios::app);
+
+ LogFile << "Searching: " << pos.to_fen()
+ << "\ninfinite: " << infinite
+ << " ponder: " << ponder
+ << " time: " << myTime
<< " increment: " << myIncrement
<< " moves to go: " << movesToGo << endl;
-
- // LSN filtering. Used only for developing purposes, disabled by default
- if ( UseLSNFiltering
- && loseOnTime)
- {
- // Step 2. If after last move we decided to lose on time, do it now!
- while (SearchStartTime + myTime + 1000 > get_system_time())
- /* wait here */;
}
// We're ready to start thinking. Call the iterative deepening loop function
- Value v = id_loop(pos, searchMoves);
+ Move ponderMove = MOVE_NONE;
+ Move bestMove = id_loop(pos, searchMoves, &ponderMove);
- if (UseLSNFiltering)
- {
- // Step 1. If this is sudden death game and our position is hopeless,
- // decide to lose on time.
- if ( !loseOnTime // If we already lost on time, go to step 3.
- && myTime < LSNTime
- && myIncrement == 0
- && movesToGo == 0
- && v < -LSNValue)
- {
- loseOnTime = true;
- }
- else if (loseOnTime)
- {
- // Step 3. Now after stepping over the time limit, reset flag for next match.
- loseOnTime = false;
- }
- }
+ // Print final search statistics
+ cout << "info nodes " << pos.nodes_searched()
+ << " nps " << nps(pos)
+ << " time " << current_search_time() << endl;
if (UseLogFile)
- LogFile.close();
-
- TM.put_threads_to_sleep();
-
- return !Quit;
-}
-
-
-/// init_search() is called during startup. It initializes various lookup tables
+ {
+ LogFile << "\nNodes: " << pos.nodes_searched()
+ << "\nNodes/second: " << nps(pos)
+ << "\nBest move: " << move_to_san(pos, bestMove);
-void init_search() {
+ StateInfo st;
+ pos.do_move(bestMove, st);
+ LogFile << "\nPonder move: "
+ << move_to_san(pos, ponderMove) // Works also with MOVE_NONE
+ << endl;
- // Init our reduction lookup tables
- for (int i = 1; i < 64; i++) // i == depth (OnePly = 1)
- for (int j = 1; j < 64; j++) // j == moveNumber
- {
- double pvRed = log(double(i)) * log(double(j)) / 3.0;
- double nonPVRed = log(double(i)) * log(double(j)) / 1.5;
- ReductionMatrix[PV][i][j] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(OnePly)) : 0);
- ReductionMatrix[NonPV][i][j] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(OnePly)) : 0);
- }
+ // Return from think() with unchanged position
+ pos.undo_move(bestMove);
- // Init futility margins array
- for (int i = 0; i < 16; i++) // i == depth (OnePly = 2)
- for (int j = 0; j < 64; j++) // j == moveNumber
- {
- // FIXME: test using log instead of BSR
- FutilityMarginsMatrix[i][j] = (i < 2 ? 0 : 112 * bitScanReverse32(i * i / 2)) - 8 * j + 45;
- }
+ LogFile.close();
+ }
- // Init futility move count array
- for (int i = 0; i < 32; i++) // i == depth (OnePly = 2)
- FutilityMoveCountArray[i] = 3 + (1 << (3 * i / 8));
-}
+ // This makes all the threads to go to sleep
+ ThreadsMgr.set_active_threads(1);
+ // If we are pondering or in infinite search, we shouldn't print the
+ // best move before we are told to do so.
+ if (!StopRequest && (Pondering || InfiniteSearch))
+ wait_for_stop_or_ponderhit();
-// SearchStack::init() initializes a search stack. Used at the beginning of a
-// new search from the root.
-void SearchStack::init(int ply) {
+ // Could be both MOVE_NONE when searching on a stalemate position
+ cout << "bestmove " << bestMove << " ponder " << ponderMove << endl;
- pv[ply] = pv[ply + 1] = MOVE_NONE;
- currentMove = threatMove = MOVE_NONE;
- reduction = Depth(0);
- eval = VALUE_NONE;
+ return !QuitRequest;
}
-void SearchStack::initKillers() {
-
- mateKiller = MOVE_NONE;
- for (int i = 0; i < KILLER_MAX; i++)
- killers[i] = MOVE_NONE;
-}
namespace {
// been consumed, the user stops the search, or the maximum search depth is
// reached.
- Value id_loop(const Position& pos, Move searchMoves[]) {
+ Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove) {
- Position p(pos);
SearchStack ss[PLY_MAX_PLUS_2];
+ Depth depth;
Move EasyMove = MOVE_NONE;
Value value, alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
- // Moves to search are verified, copied, scored and sorted
- RootMoveList rml(p, searchMoves);
+ // Moves to search are verified, scored and sorted
+ RootMoveList rml(pos, searchMoves);
// Handle special case of searching on a mate/stale position
- if (rml.move_count() == 0)
+ if (rml.size() == 0)
{
- if (PonderSearch)
- wait_for_stop_or_ponderhit();
+ Value s = (pos.is_check() ? -VALUE_MATE : VALUE_DRAW);
- return pos.is_check() ? -VALUE_MATE : VALUE_DRAW;
- }
+ cout << "info depth " << 1
+ << " score " << value_to_uci(s) << endl;
- // Print RootMoveList startup scoring to the standard output,
- // so to output information also for iteration 1.
- cout << "info depth " << 1
- << "\ninfo depth " << 1
- << " score " << value_to_string(rml.get_move_score(0))
- << " time " << current_search_time()
- << " nodes " << TM.nodes_searched()
- << " nps " << nps()
- << " pv " << rml.get_move(0) << "\n";
+ return MOVE_NONE;
+ }
// Initialize
TT.new_search();
H.clear();
- init_ss_array(ss);
- ValueByIteration[1] = rml.get_move_score(0);
+ init_ss_array(ss, PLY_MAX_PLUS_2);
+ ValueByIteration[1] = rml[0].pv_score;
Iteration = 1;
+ // Send initial RootMoveList scoring (iteration 1)
+ cout << set960(pos.is_chess960()) // Is enough to set once at the beginning
+ << "info depth " << Iteration
+ << "\n" << rml[0].pv_info_to_uci(pos, alpha, beta) << endl;
+
// Is one move significantly better than others after initial scoring ?
- if ( rml.move_count() == 1
- || rml.get_move_score(0) > rml.get_move_score(1) + EasyMoveMargin)
- EasyMove = rml.get_move(0);
+ if ( rml.size() == 1
+ || rml[0].pv_score > rml[1].pv_score + EasyMoveMargin)
+ EasyMove = rml[0].pv[0];
// Iterative deepening loop
while (Iteration < PLY_MAX)
beta = Min(ValueByIteration[Iteration - 1] + AspirationDelta, VALUE_INFINITE);
}
- // Search to the current depth, rml is updated and sorted, alpha and beta could change
- value = root_search(p, ss, rml, &alpha, &beta);
+ depth = (Iteration - 2) * ONE_PLY + InitialDepth;
- // Write PV to transposition table, in case the relevant entries have
- // been overwritten during the search.
- TT.insert_pv(p, ss[0].pv);
+ // Search to the current depth, rml is updated and sorted
+ value = root_search(pos, ss, alpha, beta, depth, rml);
- if (AbortSearch)
+ if (StopRequest)
break; // Value cannot be trusted. Break out immediately!
//Save info about search result
ValueByIteration[Iteration] = value;
// Drop the easy move if differs from the new best move
- if (ss[0].pv[0] != EasyMove)
+ if (rml[0].pv[0] != EasyMove)
EasyMove = MOVE_NONE;
if (UseTimeManagement)
// Stop search early if there is only a single legal move,
// we search up to Iteration 6 anyway to get a proper score.
- if (Iteration >= 6 && rml.move_count() == 1)
+ if (Iteration >= 6 && rml.size() == 1)
stopSearch = true;
// Stop search early when the last two iterations returned a mate score
stopSearch = true;
// Stop search early if one move seems to be much better than the others
- int64_t nodes = TM.nodes_searched();
if ( Iteration >= 8
- && EasyMove == ss[0].pv[0]
- && ( ( rml.get_move_cumulative_nodes(0) > (nodes * 85) / 100
- && current_search_time() > MaxSearchTime / 16)
- ||( rml.get_move_cumulative_nodes(0) > (nodes * 98) / 100
- && current_search_time() > MaxSearchTime / 32)))
+ && EasyMove == rml[0].pv[0]
+ && ( ( rml[0].nodes > (pos.nodes_searched() * 85) / 100
+ && current_search_time() > TimeMgr.available_time() / 16)
+ ||( rml[0].nodes > (pos.nodes_searched() * 98) / 100
+ && current_search_time() > TimeMgr.available_time() / 32)))
stopSearch = true;
// Add some extra time if the best move has changed during the last two iterations
if (Iteration > 5 && Iteration <= 50)
- ExtraSearchTime = BestMoveChangesByIteration[Iteration] * (MaxSearchTime / 2)
- + BestMoveChangesByIteration[Iteration-1] * (MaxSearchTime / 3);
+ TimeMgr.pv_instability(BestMoveChangesByIteration[Iteration],
+ BestMoveChangesByIteration[Iteration-1]);
// Stop search if most of MaxSearchTime is consumed at the end of the
// iteration. We probably don't have enough time to search the first
// move at the next iteration anyway.
- if (current_search_time() > ((MaxSearchTime + ExtraSearchTime) * 80) / 128)
+ if (current_search_time() > (TimeMgr.available_time() * 80) / 128)
stopSearch = true;
if (stopSearch)
{
- if (PonderSearch)
+ if (Pondering)
StopOnPonderhit = true;
else
break;
break;
}
- // If we are pondering or in infinite search, we shouldn't print the
- // best move before we are told to do so.
- if (!AbortSearch && (PonderSearch || InfiniteSearch))
- wait_for_stop_or_ponderhit();
- else
- // Print final search statistics
- cout << "info nodes " << TM.nodes_searched()
- << " nps " << nps()
- << " time " << current_search_time()
- << " hashfull " << TT.full() << endl;
-
- // Print the best move and the ponder move to the standard output
- if (ss[0].pv[0] == MOVE_NONE)
- {
- ss[0].pv[0] = rml.get_move(0);
- ss[0].pv[1] = MOVE_NONE;
- }
-
- assert(ss[0].pv[0] != MOVE_NONE);
-
- cout << "bestmove " << ss[0].pv[0];
-
- if (ss[0].pv[1] != MOVE_NONE)
- cout << " ponder " << ss[0].pv[1];
-
- cout << endl;
-
- if (UseLogFile)
- {
- if (dbg_show_mean)
- dbg_print_mean(LogFile);
-
- if (dbg_show_hit_rate)
- dbg_print_hit_rate(LogFile);
-
- LogFile << "\nNodes: " << TM.nodes_searched()
- << "\nNodes/second: " << nps()
- << "\nBest move: " << move_to_san(p, ss[0].pv[0]);
-
- StateInfo st;
- p.do_move(ss[0].pv[0], st);
- LogFile << "\nPonder move: "
- << move_to_san(p, ss[0].pv[1]) // Works also with MOVE_NONE
- << endl;
- }
- return rml.get_move_score(0);
+ *ponderMove = rml[0].pv[1];
+ return rml[0].pv[0];
}
// root_search() is the function which searches the root node. It is
- // similar to search_pv except that it uses a different move ordering
- // scheme, prints some information to the standard output and handles
- // the fail low/high loops.
+ // similar to search_pv except that it prints some information to the
+ // standard output and handles the fail low/high loops.
- Value root_search(Position& pos, SearchStack ss[], RootMoveList& rml, Value* alphaPtr, Value* betaPtr) {
-
- EvalInfo ei;
+ Value root_search(Position& pos, SearchStack* ss, Value alpha,
+ Value beta, Depth depth, RootMoveList& rml) {
StateInfo st;
CheckInfo ci(pos);
int64_t nodes;
Move move;
- Depth depth, ext, newDepth;
- Value value, alpha, beta;
+ Depth ext, newDepth;
+ Value value, oldAlpha;
bool isCheck, moveIsCheck, captureOrPromotion, dangerous;
int researchCountFH, researchCountFL;
researchCountFH = researchCountFL = 0;
- alpha = *alphaPtr;
- beta = *betaPtr;
+ oldAlpha = alpha;
isCheck = pos.is_check();
- // Step 1. Initialize node and poll (omitted at root, but I can see no good reason for this, FIXME)
- // Step 2. Check for aborted search (omitted at root, because we do not initialize root node)
+ // Step 1. Initialize node (polling is omitted at root)
+ ss->currentMove = ss->bestMove = MOVE_NONE;
+
+ // Step 2. Check for aborted search (omitted at root)
// Step 3. Mate distance pruning (omitted at root)
// Step 4. Transposition table lookup (omitted at root)
// Step 5. Evaluate the position statically
// At root we do this only to get reference value for child nodes
- if (!isCheck)
- ss[0].eval = evaluate(pos, ei, 0);
- else
- ss[0].eval = VALUE_NONE; // HACK because we do not initialize root node
+ ss->evalMargin = VALUE_NONE;
+ ss->eval = isCheck ? VALUE_NONE : evaluate(pos, ss->evalMargin);
// Step 6. Razoring (omitted at root)
// Step 7. Static null move pruning (omitted at root)
while (1)
{
// Sort the moves before to (re)search
+ rml.set_non_pv_scores(pos);
rml.sort();
// Step 10. Loop through all moves in the root move list
- for (int i = 0; i < rml.move_count() && !AbortSearch; i++)
+ for (int i = 0; i < (int)rml.size() && !StopRequest; i++)
{
// This is used by time management
FirstRootMove = (i == 0);
// Save the current node count before the move is searched
- nodes = TM.nodes_searched();
+ nodes = pos.nodes_searched();
- // Reset beta cut-off counters
- TM.resetBetaCounters();
+ // If it's time to send nodes info, do it here where we have the
+ // correct accumulated node counts searched by each thread.
+ if (SendSearchedNodes)
+ {
+ SendSearchedNodes = false;
+ cout << "info nodes " << nodes
+ << " nps " << nps(pos)
+ << " time " << current_search_time() << endl;
+ }
// Pick the next root move, and print the move and the move number to
// the standard output.
- move = ss[0].currentMove = rml.get_move(i);
+ move = ss->currentMove = rml[i].pv[0];
if (current_search_time() >= 1000)
cout << "info currmove " << move
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
- depth = (Iteration - 2) * OnePly + InitialDepth;
ext = extension<PV>(pos, move, captureOrPromotion, moveIsCheck, false, false, &dangerous);
newDepth = depth + ext;
// Step extra. Fail high loop
// If move fails high, we research with bigger window until we are not failing
// high anymore.
- value = - VALUE_INFINITE;
+ value = -VALUE_INFINITE;
while (1)
{
alpha = -VALUE_INFINITE;
// Full depth PV search, done on first move or after a fail high
- value = -search<PV>(pos, ss, -beta, -alpha, newDepth, 1, false, 0);
+ value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
}
else
{
// if the move fails high will be re-searched at full depth
bool doFullDepthSearch = true;
- if ( depth >= 3 * OnePly
+ if ( depth >= 3 * ONE_PLY
&& !dangerous
&& !captureOrPromotion
&& !move_is_castle(move))
{
- ss[0].reduction = reduction<PV>(depth, i - MultiPV + 2);
- if (ss[0].reduction)
+ ss->reduction = reduction<PV>(depth, i - MultiPV + 2);
+ if (ss->reduction)
{
+ assert(newDepth-ss->reduction >= ONE_PLY);
+
// Reduced depth non-pv search using alpha as upperbound
- value = -search<NonPV>(pos, ss, -(alpha+1), -alpha, newDepth-ss[0].reduction, 1, true, 0);
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
doFullDepthSearch = (value > alpha);
}
+ ss->reduction = DEPTH_ZERO; // Restore original reduction
}
// Step 15. Full depth search
if (doFullDepthSearch)
{
// Full depth non-pv search using alpha as upperbound
- ss[0].reduction = Depth(0);
- value = -search<NonPV>(pos, ss, -(alpha+1), -alpha, newDepth, 1, true, 0);
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, 1);
// If we are above alpha then research at same depth but as PV
// to get a correct score or eventually a fail high above beta.
if (value > alpha)
- value = -search<PV>(pos, ss, -beta, -alpha, newDepth, 1, false, 0);
+ value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
}
}
pos.undo_move(move);
// Can we exit fail high loop ?
- if (AbortSearch || value < beta)
+ if (StopRequest || value < beta)
break;
// We are failing high and going to do a research. It's important to update
// the score before research in case we run out of time while researching.
- rml.set_move_score(i, value);
- update_pv(ss, 0);
- TT.extract_pv(pos, ss[0].pv, PLY_MAX);
- rml.set_move_pv(i, ss[0].pv);
+ ss->bestMove = move;
+ rml[i].pv_score = value;
+ rml[i].extract_pv_from_tt(pos);
- // Print information to the standard output
- print_pv_info(pos, ss, alpha, beta, value);
+ // Inform GUI that PV has changed
+ cout << rml[i].pv_info_to_uci(pos, alpha, beta) << endl;
// Prepare for a research after a fail high, each time with a wider window
- *betaPtr = beta = Min(beta + AspirationDelta * (1 << researchCountFH), VALUE_INFINITE);
+ beta = Min(beta + AspirationDelta * (1 << researchCountFH), VALUE_INFINITE);
researchCountFH++;
} // End of fail high loop
// ran out of time. In this case, the return value of the search cannot
// be trusted, and we break out of the loop without updating the best
// move and/or PV.
- if (AbortSearch)
+ if (StopRequest)
break;
- // Remember beta-cutoff and searched nodes counts for this move. The
- // info is used to sort the root moves for the next iteration.
- int64_t our, their;
- TM.get_beta_counters(pos.side_to_move(), our, their);
- rml.set_beta_counters(i, our, their);
- rml.set_move_nodes(i, TM.nodes_searched() - nodes);
+ // Remember searched nodes counts for this move
+ rml[i].nodes += pos.nodes_searched() - nodes;
assert(value >= -VALUE_INFINITE && value <= VALUE_INFINITE);
assert(value < beta);
// Step 17. Check for new best move
if (value <= alpha && i >= MultiPV)
- rml.set_move_score(i, -VALUE_INFINITE);
+ rml[i].pv_score = -VALUE_INFINITE;
else
{
// PV move or new best move!
// Update PV
- rml.set_move_score(i, value);
- update_pv(ss, 0);
- TT.extract_pv(pos, ss[0].pv, PLY_MAX);
- rml.set_move_pv(i, ss[0].pv);
+ ss->bestMove = move;
+ rml[i].pv_score = value;
+ rml[i].extract_pv_from_tt(pos);
- if (MultiPV == 1)
- {
- // We record how often the best move has been changed in each
- // iteration. This information is used for time managment: When
- // the best move changes frequently, we allocate some more time.
- if (i > 0)
- BestMoveChangesByIteration[Iteration]++;
+ // We record how often the best move has been changed in each
+ // iteration. This information is used for time managment: When
+ // the best move changes frequently, we allocate some more time.
+ if (MultiPV == 1 && i > 0)
+ BestMoveChangesByIteration[Iteration]++;
- // Print information to the standard output
- print_pv_info(pos, ss, alpha, beta, value);
+ // Inform GUI that PV has changed, in case of multi-pv UCI protocol
+ // requires we send all the PV lines properly sorted.
+ rml.sort_multipv(i);
+ for (int j = 0; j < Min(MultiPV, (int)rml.size()); j++)
+ cout << rml[j].pv_info_to_uci(pos, alpha, beta, j) << endl;
+
+ // Update alpha. In multi-pv we don't use aspiration window
+ if (MultiPV == 1)
+ {
// Raise alpha to setup proper non-pv search upper bound
if (value > alpha)
alpha = value;
}
- else // MultiPV > 1
- {
- rml.sort_multipv(i);
- for (int j = 0; j < Min(MultiPV, rml.move_count()); j++)
- {
- cout << "info multipv " << j + 1
- << " score " << value_to_string(rml.get_move_score(j))
- << " depth " << (j <= i ? Iteration : Iteration - 1)
- << " time " << current_search_time()
- << " nodes " << TM.nodes_searched()
- << " nps " << nps()
- << " pv ";
-
- for (int k = 0; rml.get_move_pv(j, k) != MOVE_NONE && k < PLY_MAX; k++)
- cout << rml.get_move_pv(j, k) << " ";
-
- cout << endl;
- }
- alpha = rml.get_move_score(Min(i, MultiPV - 1));
- }
+ else // Set alpha equal to minimum score among the PV lines
+ alpha = rml[Min(i, MultiPV - 1)].pv_score;
+
} // PV move or new best move
- assert(alpha >= *alphaPtr);
+ assert(alpha >= oldAlpha);
- AspirationFailLow = (alpha == *alphaPtr);
+ AspirationFailLow = (alpha == oldAlpha);
if (AspirationFailLow && StopOnPonderhit)
StopOnPonderhit = false;
- }
+
+ } // Root moves loop
// Can we exit fail low loop ?
- if (AbortSearch || !AspirationFailLow)
+ if (StopRequest || !AspirationFailLow)
break;
// Prepare for a research after a fail low, each time with a wider window
- *alphaPtr = alpha = Max(alpha - AspirationDelta * (1 << researchCountFL), -VALUE_INFINITE);
+ oldAlpha = alpha = Max(alpha - AspirationDelta * (1 << researchCountFL), -VALUE_INFINITE);
researchCountFL++;
} // Fail low loop
// Sort the moves before to return
rml.sort();
+ // Write PV lines to transposition table, in case the relevant entries
+ // have been overwritten during the search.
+ for (int i = 0; i < Min(MultiPV, (int)rml.size()); i++)
+ rml[i].insert_pv_in_tt(pos);
+
return alpha;
}
- // search<>() is the main search function for both PV and non-PV nodes
+ // search<>() is the main search function for both PV and non-PV nodes and for
+ // normal and SplitPoint nodes. When called just after a split point the search
+ // is simpler because we have already probed the hash table, done a null move
+ // search, and searched the first move before splitting, we don't have to repeat
+ // all this work again. We also don't need to store anything to the hash table
+ // here: This is taken care of after we return from the split point.
- template <NodeType PvNode>
- Value search(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth,
- int ply, bool allowNullmove, int threadID, Move excludedMove) {
+ template <NodeType PvNode, bool SpNode>
+ Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta > alpha && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
- assert(ply >= 0 && ply < PLY_MAX);
- assert(threadID >= 0 && threadID < TM.active_threads());
+ assert(ply > 0 && ply < PLY_MAX);
+ assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
- Move movesSearched[256];
- EvalInfo ei;
+ Move movesSearched[MOVES_MAX];
StateInfo st;
- const TTEntry* tte;
- Move ttMove, move;
+ const TTEntry *tte;
+ Key posKey;
+ Move ttMove, move, excludedMove, threatMove;
Depth ext, newDepth;
+ ValueType vt;
Value bestValue, value, oldAlpha;
- Value refinedValue, nullValue, futilityValueScaled; // Non-PV specific
- bool isCheck, singleEvasion, moveIsCheck, captureOrPromotion, dangerous;
+ Value refinedValue, nullValue, futilityBase, futilityValueScaled; // Non-PV specific
+ bool isCheck, singleEvasion, singularExtensionNode, moveIsCheck, captureOrPromotion, dangerous;
bool mateThreat = false;
int moveCount = 0;
+ int threadID = pos.thread();
+ SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
oldAlpha = alpha;
+ isCheck = pos.is_check();
- if (depth < OnePly)
- return qsearch<PvNode>(pos, ss, alpha, beta, Depth(0), ply, threadID);
+ if (SpNode)
+ {
+ sp = ss->sp;
+ tte = NULL;
+ ttMove = excludedMove = MOVE_NONE;
+ threatMove = sp->threatMove;
+ mateThreat = sp->mateThreat;
+ goto split_point_start;
+ }
+ else {} // Hack to fix icc's "statement is unreachable" warning
- // Step 1. Initialize node and poll
- // Polling can abort search.
- init_node(ss, ply, threadID);
+ // Step 1. Initialize node and poll. Polling can abort search
+ ss->currentMove = ss->bestMove = threatMove = MOVE_NONE;
+ (ss+2)->killers[0] = (ss+2)->killers[1] = (ss+2)->mateKiller = MOVE_NONE;
- // Step 2. Check for aborted search and immediate draw
- if (AbortSearch || TM.thread_should_stop(threadID))
- return Value(0);
+ if (threadID == 0 && ++NodesSincePoll > NodesBetweenPolls)
+ {
+ NodesSincePoll = 0;
+ poll(pos);
+ }
- if (pos.is_draw() || ply >= PLY_MAX - 1)
+ // Step 2. Check for aborted search and immediate draw
+ if ( StopRequest
+ || ThreadsMgr.cutoff_at_splitpoint(threadID)
+ || pos.is_draw()
+ || ply >= PLY_MAX - 1)
return VALUE_DRAW;
// Step 3. Mate distance pruning
// We don't want the score of a partial search to overwrite a previous full search
// TT value, so we use a different position key in case of an excluded move exists.
- Key posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
+ excludedMove = ss->excludedMove;
+ posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
tte = TT.retrieve(posKey);
- ttMove = (tte ? tte->move() : MOVE_NONE);
+ ttMove = tte ? tte->move() : MOVE_NONE;
// At PV nodes, we don't use the TT for pruning, but only for move ordering.
// This is to avoid problems in the following areas:
// * Fifty move rule detection
// * Searching for a mate
// * Printing of full PV line
-
if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
{
- // Refresh tte entry to avoid aging
- TT.store(posKey, tte->value(), tte->type(), tte->depth(), ttMove);
-
- ss[ply].currentMove = ttMove; // Can be MOVE_NONE
+ TT.refresh(tte);
+ ss->bestMove = ttMove; // Can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
- // Step 5. Evaluate the position statically
- // At PV nodes we do this only to update gain statistics
- isCheck = pos.is_check();
- if (!isCheck)
+ // Step 5. Evaluate the position statically and
+ // update gain statistics of parent move.
+ if (isCheck)
+ ss->eval = ss->evalMargin = VALUE_NONE;
+ else if (tte)
{
- if (tte && (tte->type() & VALUE_TYPE_EVAL))
- ss[ply].eval = value_from_tt(tte->value(), ply);
- else
- ss[ply].eval = evaluate(pos, ei, threadID);
+ assert(tte->static_value() != VALUE_NONE);
- refinedValue = refine_eval(tte, ss[ply].eval, ply); // Enhance accuracy with TT value if possible
- update_gains(pos, ss[ply - 1].currentMove, ss[ply - 1].eval, ss[ply].eval);
+ ss->eval = tte->static_value();
+ ss->evalMargin = tte->static_value_margin();
+ refinedValue = refine_eval(tte, ss->eval, ply);
+ }
+ else
+ {
+ refinedValue = ss->eval = evaluate(pos, ss->evalMargin);
+ TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
}
+ // Save gain for the parent non-capture move
+ update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
+
// Step 6. Razoring (is omitted in PV nodes)
if ( !PvNode
- && refinedValue < beta - razor_margin(depth)
- && ttMove == MOVE_NONE
- && ss[ply - 1].currentMove != MOVE_NULL
&& depth < RazorDepth
&& !isCheck
+ && refinedValue < beta - razor_margin(depth)
+ && ttMove == MOVE_NONE
&& !value_is_mate(beta)
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value rbeta = beta - razor_margin(depth);
- Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0), ply, threadID);
+ Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, DEPTH_ZERO, ply);
if (v < rbeta)
// Logically we should return (v + razor_margin(depth)), but
// surprisingly this did slightly weaker in tests.
// We're betting that the opponent doesn't have a move that will reduce
// the score by more than futility_margin(depth) if we do a null move.
if ( !PvNode
- && allowNullmove
+ && !ss->skipNullMove
&& depth < RazorDepth
&& !isCheck
+ && refinedValue >= beta + futility_margin(depth, 0)
&& !value_is_mate(beta)
- && ok_to_do_nullmove(pos)
- && refinedValue >= beta + futility_margin(depth, 0))
+ && pos.non_pawn_material(pos.side_to_move()))
return refinedValue - futility_margin(depth, 0);
// Step 8. Null move search with verification search (is omitted in PV nodes)
- // When we jump directly to qsearch() we do a null move only if static value is
- // at least beta. Otherwise we do a null move if static value is not more than
- // NullMoveMargin under beta.
if ( !PvNode
- && allowNullmove
- && depth > OnePly
+ && !ss->skipNullMove
+ && depth > ONE_PLY
&& !isCheck
+ && refinedValue >= beta
&& !value_is_mate(beta)
- && ok_to_do_nullmove(pos)
- && refinedValue >= beta - (depth >= 4 * OnePly ? NullMoveMargin : 0))
+ && pos.non_pawn_material(pos.side_to_move()))
{
- ss[ply].currentMove = MOVE_NULL;
+ ss->currentMove = MOVE_NULL;
// Null move dynamic reduction based on depth
- int R = 3 + (depth >= 5 * OnePly ? depth / 8 : 0);
+ int R = 3 + (depth >= 5 * ONE_PLY ? depth / 8 : 0);
// Null move dynamic reduction based on value
if (refinedValue - beta > PawnValueMidgame)
R++;
pos.do_null_move(st);
-
- nullValue = -search<NonPV>(pos, ss, -beta, -alpha, depth-R*OnePly, ply+1, false, threadID);
-
+ (ss+1)->skipNullMove = true;
+ nullValue = -search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY, ply+1);
+ (ss+1)->skipNullMove = false;
pos.undo_null_move();
if (nullValue >= beta)
if (nullValue >= value_mate_in(PLY_MAX))
nullValue = beta;
- if (depth < 6 * OnePly)
+ if (depth < 6 * ONE_PLY)
return nullValue;
- // Do zugzwang verification search
- Value v = search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly, ply, false, threadID);
+ // Do verification search at high depths
+ ss->skipNullMove = true;
+ Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*ONE_PLY, ply);
+ ss->skipNullMove = false;
+
if (v >= beta)
return nullValue;
- } else {
+ }
+ else
+ {
// The null move failed low, which means that we may be faced with
// some kind of threat. If the previous move was reduced, check if
// the move that refuted the null move was somehow connected to the
if (nullValue == value_mated_in(ply + 2))
mateThreat = true;
- ss[ply].threatMove = ss[ply + 1].currentMove;
+ threatMove = (ss+1)->bestMove;
if ( depth < ThreatDepth
- && ss[ply - 1].reduction
- && connected_moves(pos, ss[ply - 1].currentMove, ss[ply].threatMove))
+ && (ss-1)->reduction
+ && threatMove != MOVE_NONE
+ && connected_moves(pos, (ss-1)->currentMove, threatMove))
return beta - 1;
}
}
// Step 9. Internal iterative deepening
- if ( depth >= IIDDepth[PvNode]
- && ttMove == MOVE_NONE
- && (PvNode || (!isCheck && ss[ply].eval >= beta - IIDMargin)))
+ if ( depth >= IIDDepth[PvNode]
+ && ttMove == MOVE_NONE
+ && (PvNode || (!isCheck && ss->eval >= beta - IIDMargin)))
{
- Depth d = (PvNode ? depth - 2 * OnePly : depth / 2);
- search<PvNode>(pos, ss, alpha, beta, d, ply, false, threadID);
- ttMove = ss[ply].pv[ply];
+ Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
+
+ ss->skipNullMove = true;
+ search<PvNode>(pos, ss, alpha, beta, d, ply);
+ ss->skipNullMove = false;
+
+ ttMove = ss->bestMove;
tte = TT.retrieve(posKey);
}
// Expensive mate threat detection (only for PV nodes)
if (PvNode)
- mateThreat = pos.has_mate_threat(opposite_color(pos.side_to_move()));
+ mateThreat = pos.has_mate_threat();
+
+split_point_start: // At split points actual search starts from here
// Initialize a MovePicker object for the current position
- MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply], (PvNode ? -VALUE_INFINITE : beta));
+ // FIXME currently MovePicker() c'tor is needless called also in SplitPoint
+ MovePicker mpBase(pos, ttMove, depth, H, ss, (PvNode ? -VALUE_INFINITE : beta));
+ MovePicker& mp = SpNode ? *sp->mp : mpBase;
CheckInfo ci(pos);
+ ss->bestMove = MOVE_NONE;
+ singleEvasion = !SpNode && isCheck && mp.number_of_evasions() == 1;
+ futilityBase = ss->eval + ss->evalMargin;
+ singularExtensionNode = !SpNode
+ && depth >= SingularExtensionDepth[PvNode]
+ && tte
+ && tte->move()
+ && !excludedMove // Do not allow recursive singular extension search
+ && (tte->type() & VALUE_TYPE_LOWER)
+ && tte->depth() >= depth - 3 * ONE_PLY;
+ if (SpNode)
+ {
+ lock_grab(&(sp->lock));
+ bestValue = sp->bestValue;
+ }
// Step 10. Loop through moves
// Loop through all legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
- && !TM.thread_should_stop(threadID))
+ && !ThreadsMgr.cutoff_at_splitpoint(threadID))
{
assert(move_is_ok(move));
- if (move == excludedMove)
+ if (SpNode)
+ {
+ moveCount = ++sp->moveCount;
+ lock_release(&(sp->lock));
+ }
+ else if (move == excludedMove)
continue;
+ else
+ movesSearched[moveCount++] = move;
- singleEvasion = (isCheck && mp.number_of_evasions() == 1);
moveIsCheck = pos.move_is_check(move, ci);
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, singleEvasion, mateThreat, &dangerous);
- // Singular extension search. We extend the TT move if its value is much better than
- // its siblings. To verify this we do a reduced search on all the other moves but the
- // ttMove, if result is lower then ttValue minus a margin then we extend ttMove.
- if ( depth >= SingularExtensionDepth[PvNode]
- && tte
+ // Singular extension search. If all moves but one fail low on a search of (alpha-s, beta-s),
+ // and just one fails high on (alpha, beta), then that move is singular and should be extended.
+ // To verify this we do a reduced search on all the other moves but the ttMove, if result is
+ // lower then ttValue minus a margin then we extend ttMove.
+ if ( singularExtensionNode
&& move == tte->move()
- && !excludedMove // Do not allow recursive singular extension search
- && ext < OnePly
- && is_lower_bound(tte->type())
- && tte->depth() >= depth - 3 * OnePly)
+ && ext < ONE_PLY)
{
Value ttValue = value_from_tt(tte->value(), ply);
if (abs(ttValue) < VALUE_KNOWN_WIN)
{
Value b = ttValue - SingularExtensionMargin;
- Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply, false, threadID, move);
-
- if (v < ttValue - SingularExtensionMargin)
- ext = OnePly;
+ ss->excludedMove = move;
+ ss->skipNullMove = true;
+ Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply);
+ ss->skipNullMove = false;
+ ss->excludedMove = MOVE_NONE;
+ ss->bestMove = MOVE_NONE;
+ if (v < b)
+ ext = ONE_PLY;
}
}
- newDepth = depth - OnePly + ext;
-
// Update current move (this must be done after singular extension search)
- movesSearched[moveCount++] = ss[ply].currentMove = move;
+ ss->currentMove = move;
+ newDepth = depth - ONE_PLY + ext;
// Step 12. Futility pruning (is omitted in PV nodes)
if ( !PvNode
+ && !captureOrPromotion
&& !isCheck
&& !dangerous
- && !captureOrPromotion
- && !move_is_castle(move)
- && move != ttMove)
+ && move != ttMove
+ && !move_is_castle(move))
{
// Move count based pruning
if ( moveCount >= futility_move_count(depth)
- && ok_to_prune(pos, move, ss[ply].threatMove)
- && bestValue > value_mated_in(PLY_MAX))
+ && !(threatMove && connected_threat(pos, move, threatMove))
+ && bestValue > value_mated_in(PLY_MAX)) // FIXME bestValue is racy
+ {
+ if (SpNode)
+ lock_grab(&(sp->lock));
+
continue;
+ }
// Value based pruning
- Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount); // FIXME We illogically ignore reduction condition depth >= 3*OnePly
- futilityValueScaled = ss[ply].eval + futility_margin(predictedDepth, moveCount)
+ // We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
+ // but fixing this made program slightly weaker.
+ Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount);
+ futilityValueScaled = futilityBase + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_on(move_from(move)), move_to(move));
if (futilityValueScaled < beta)
{
- if (futilityValueScaled > bestValue)
+ if (SpNode)
+ {
+ lock_grab(&(sp->lock));
+ if (futilityValueScaled > sp->bestValue)
+ sp->bestValue = bestValue = futilityValueScaled;
+ }
+ else if (futilityValueScaled > bestValue)
bestValue = futilityValueScaled;
+
+ continue;
+ }
+
+ // Prune moves with negative SEE at low depths
+ if ( predictedDepth < 2 * ONE_PLY
+ && bestValue > value_mated_in(PLY_MAX)
+ && pos.see_sign(move) < 0)
+ {
+ if (SpNode)
+ lock_grab(&(sp->lock));
+
continue;
}
}
// Step extra. pv search (only in PV nodes)
// The first move in list is the expected PV
if (PvNode && moveCount == 1)
- value = -search<PV>(pos, ss, -beta, -alpha, newDepth, ply+1, false, threadID);
+ value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
else
{
- // Step 14. Reduced search
- // if the move fails high will be re-searched at full depth.
+ // Step 14. Reduced depth search
+ // If the move fails high will be re-searched at full depth.
bool doFullDepthSearch = true;
- if ( depth >= 3 * OnePly
- && !dangerous
+ if ( depth >= 3 * ONE_PLY
&& !captureOrPromotion
+ && !dangerous
&& !move_is_castle(move)
- && !move_is_killer(move, ss[ply]))
+ && ss->killers[0] != move
+ && ss->killers[1] != move)
{
- ss[ply].reduction = reduction<PvNode>(depth, moveCount);
- if (ss[ply].reduction)
+ ss->reduction = reduction<PvNode>(depth, moveCount);
+
+ if (ss->reduction)
{
- value = -search<NonPV>(pos, ss, -(alpha+1), -alpha, newDepth-ss[ply].reduction, ply+1, true, threadID);
+ alpha = SpNode ? sp->alpha : alpha;
+ Depth d = newDepth - ss->reduction;
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, ply+1);
+
doFullDepthSearch = (value > alpha);
}
+ ss->reduction = DEPTH_ZERO; // Restore original reduction
}
// Step 15. Full depth search
if (doFullDepthSearch)
{
- ss[ply].reduction = Depth(0);
- value = -search<NonPV>(pos, ss, -(alpha+1), -alpha, newDepth, ply+1, true, threadID);
+ alpha = SpNode ? sp->alpha : alpha;
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, ply+1);
// Step extra. pv search (only in PV nodes)
// Search only for possible new PV nodes, if instead value >= beta then
// parent node fails low with value <= alpha and tries another move.
if (PvNode && value > alpha && value < beta)
- value = -search<PV>(pos, ss, -beta, -alpha, newDepth, ply+1, false, threadID);
+ value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
}
}
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// Step 17. Check for new best move
- if (value > bestValue)
+ if (SpNode)
+ {
+ lock_grab(&(sp->lock));
+ bestValue = sp->bestValue;
+ alpha = sp->alpha;
+ }
+
+ if (value > bestValue && !(SpNode && ThreadsMgr.cutoff_at_splitpoint(threadID)))
{
bestValue = value;
+
+ if (SpNode)
+ sp->bestValue = value;
+
if (value > alpha)
{
- if (PvNode && value < beta) // This guarantees that always: alpha < beta
+ if (PvNode && value < beta) // We want always alpha < beta
+ {
alpha = value;
- update_pv(ss, ply);
+ if (SpNode)
+ sp->alpha = value;
+ }
+ else if (SpNode)
+ sp->betaCutoff = true;
if (value == value_mate_in(ply + 1))
- ss[ply].mateKiller = move;
+ ss->mateKiller = move;
+
+ ss->bestMove = move;
+
+ if (SpNode)
+ sp->parentSstack->bestMove = move;
}
}
// Step 18. Check for split
- if ( TM.active_threads() > 1
+ if ( !SpNode
+ && depth >= ThreadsMgr.min_split_depth()
+ && ThreadsMgr.active_threads() > 1
&& bestValue < beta
- && depth >= MinimumSplitDepth
- && Iteration <= 99
- && TM.available_thread_exists(threadID)
- && !AbortSearch
- && !TM.thread_should_stop(threadID)
- && TM.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
- mateThreat, &moveCount, &mp, threadID, PvNode))
- break;
+ && ThreadsMgr.available_thread_exists(threadID)
+ && !StopRequest
+ && !ThreadsMgr.cutoff_at_splitpoint(threadID)
+ && Iteration <= 99)
+ ThreadsMgr.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
+ threatMove, mateThreat, moveCount, &mp, PvNode);
}
// Step 19. Check for mate and stalemate
// All legal moves have been searched and if there are
// no legal moves, it must be mate or stalemate.
// If one move was excluded return fail low score.
- if (!moveCount)
- return excludedMove ? oldAlpha : (isCheck ? value_mated_in(ply) : VALUE_DRAW);
+ if (!SpNode && !moveCount)
+ return excludedMove ? oldAlpha : isCheck ? value_mated_in(ply) : VALUE_DRAW;
// Step 20. Update tables
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
- if (AbortSearch || TM.thread_should_stop(threadID))
- return bestValue;
+ if (!SpNode && !StopRequest && !ThreadsMgr.cutoff_at_splitpoint(threadID))
+ {
+ move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
+ vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
+ : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT;
- if (bestValue <= oldAlpha)
- TT.store(posKey, value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, depth, MOVE_NONE);
+ TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, ss->evalMargin);
- else if (bestValue >= beta)
- {
- TM.incrementBetaCounter(pos.side_to_move(), depth, threadID);
- move = ss[ply].pv[ply];
- TT.store(posKey, value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, depth, move);
- if (!pos.move_is_capture_or_promotion(move))
+ // Update killers and history only for non capture moves that fails high
+ if ( bestValue >= beta
+ && !pos.move_is_capture_or_promotion(move))
{
update_history(pos, move, depth, movesSearched, moveCount);
- update_killers(move, ss[ply]);
+ update_killers(move, ss);
}
}
- else
- TT.store(posKey, value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, depth, ss[ply].pv[ply]);
+
+ if (SpNode)
+ {
+ // Here we have the lock still grabbed
+ sp->slaves[threadID] = 0;
+ sp->nodes += pos.nodes_searched();
+ lock_release(&(sp->lock));
+ }
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
return bestValue;
}
-
// qsearch() is the quiescence search function, which is called by the main
// search function when the remaining depth is zero (or, to be more precise,
- // less than OnePly).
+ // less than ONE_PLY).
template <NodeType PvNode>
- Value qsearch(Position& pos, SearchStack ss[], Value alpha, Value beta,
- Depth depth, int ply, int threadID) {
+ Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(depth <= 0);
- assert(ply >= 0 && ply < PLY_MAX);
- assert(threadID >= 0 && threadID < TM.active_threads());
+ assert(ply > 0 && ply < PLY_MAX);
+ assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
- EvalInfo ei;
StateInfo st;
Move ttMove, move;
- Value staticValue, bestValue, value, futilityBase, futilityValue;
+ Value bestValue, value, evalMargin, futilityValue, futilityBase;
bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
- const TTEntry* tte = NULL;
- int moveCount = 0;
+ const TTEntry* tte;
+ Depth ttDepth;
Value oldAlpha = alpha;
- // Initialize, and make an early exit in case of an aborted search,
- // an instant draw, maximum ply reached, etc.
- init_node(ss, ply, threadID);
-
- // After init_node() that calls poll()
- if (AbortSearch || TM.thread_should_stop(threadID))
- return Value(0);
+ ss->bestMove = ss->currentMove = MOVE_NONE;
+ // Check for an instant draw or maximum ply reached
if (pos.is_draw() || ply >= PLY_MAX - 1)
return VALUE_DRAW;
+ // Decide whether or not to include checks, this fixes also the type of
+ // TT entry depth that we are going to use. Note that in qsearch we use
+ // only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
+ isCheck = pos.is_check();
+ ttDepth = (isCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS : DEPTH_QS_NO_CHECKS);
+
// Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
tte = TT.retrieve(pos.get_key());
ttMove = (tte ? tte->move() : MOVE_NONE);
- if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
+ if (!PvNode && tte && ok_to_use_TT(tte, ttDepth, beta, ply))
{
- assert(tte->type() != VALUE_TYPE_EVAL);
-
- ss[ply].currentMove = ttMove; // Can be MOVE_NONE
+ ss->bestMove = ttMove; // Can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
- isCheck = pos.is_check();
-
// Evaluate the position statically
if (isCheck)
- staticValue = -VALUE_INFINITE;
- else if (tte && (tte->type() & VALUE_TYPE_EVAL))
- staticValue = value_from_tt(tte->value(), ply);
- else
- staticValue = evaluate(pos, ei, threadID);
-
- if (!isCheck)
{
- ss[ply].eval = staticValue;
- update_gains(pos, ss[ply - 1].currentMove, ss[ply - 1].eval, ss[ply].eval);
+ bestValue = futilityBase = -VALUE_INFINITE;
+ ss->eval = evalMargin = VALUE_NONE;
+ enoughMaterial = false;
}
+ else
+ {
+ if (tte)
+ {
+ assert(tte->static_value() != VALUE_NONE);
+
+ evalMargin = tte->static_value_margin();
+ ss->eval = bestValue = tte->static_value();
+ }
+ else
+ ss->eval = bestValue = evaluate(pos, evalMargin);
- // Initialize "stand pat score", and return it immediately if it is
- // at least beta.
- bestValue = staticValue;
+ update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
- if (bestValue >= beta)
- {
- // Store the score to avoid a future costly evaluation() call
- if (!isCheck && !tte && ei.kingDanger[pos.side_to_move()] == 0)
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EV_LO, Depth(-127*OnePly), MOVE_NONE);
+ // Stand pat. Return immediately if static value is at least beta
+ if (bestValue >= beta)
+ {
+ if (!tte)
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
- return bestValue;
- }
+ return bestValue;
+ }
- if (bestValue > alpha)
- alpha = bestValue;
+ if (PvNode && bestValue > alpha)
+ alpha = bestValue;
- // If we are near beta then try to get a cutoff pushing checks a bit further
- bool deepChecks = (depth == -OnePly && staticValue >= beta - PawnValueMidgame / 8);
+ // Futility pruning parameters, not needed when in check
+ futilityBase = ss->eval + evalMargin + FutilityMarginQS;
+ enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
+ }
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
- // queen promotions and checks (only if depth == 0 or depth == -OnePly
- // and we are near beta) will be generated.
- MovePicker mp = MovePicker(pos, ttMove, deepChecks ? Depth(0) : depth, H);
+ // queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will
+ // be generated.
+ MovePicker mp(pos, ttMove, depth, H);
CheckInfo ci(pos);
- enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
- futilityBase = staticValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
// Loop through the moves until no moves remain or a beta cutoff occurs
while ( alpha < beta
moveIsCheck = pos.move_is_check(move, ci);
- // Update current move
- moveCount++;
- ss[ply].currentMove = move;
-
// Futility pruning
if ( !PvNode
- && enoughMaterial
&& !isCheck
&& !moveIsCheck
&& move != ttMove
+ && enoughMaterial
&& !move_is_promotion(move)
&& !pos.move_is_passed_pawn_push(move))
{
futilityValue = futilityBase
+ pos.endgame_value_of_piece_on(move_to(move))
- + (move_is_ep(move) ? PawnValueEndgame : Value(0));
+ + (move_is_ep(move) ? PawnValueEndgame : VALUE_ZERO);
if (futilityValue < alpha)
{
}
}
- // Detect blocking evasions that are candidate to be pruned
+ // Detect non-capture evasions that are candidate to be pruned
evasionPrunable = isCheck
&& bestValue > value_mated_in(PLY_MAX)
&& !pos.move_is_capture(move)
- && pos.type_of_piece_on(move_from(move)) != KING
&& !pos.can_castle(pos.side_to_move());
// Don't search moves with negative SEE values
&& pos.see_sign(move) < 0)
continue;
+ // Don't search useless checks
+ if ( !PvNode
+ && !isCheck
+ && moveIsCheck
+ && move != ttMove
+ && !pos.move_is_capture_or_promotion(move)
+ && ss->eval + PawnValueMidgame / 4 < beta
+ && !check_is_dangerous(pos, move, futilityBase, beta, &bestValue))
+ {
+ if (ss->eval + PawnValueMidgame / 4 > bestValue)
+ bestValue = ss->eval + PawnValueMidgame / 4;
+
+ continue;
+ }
+
+ // Update current move
+ ss->currentMove = move;
+
// Make and search the move
pos.do_move(move, st, ci, moveIsCheck);
- value = -qsearch<PvNode>(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
+ value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-ONE_PLY, ply+1);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
if (value > alpha)
{
alpha = value;
- update_pv(ss, ply);
+ ss->bestMove = move;
}
}
}
// All legal moves have been searched. A special case: If we're in check
// and no legal moves were found, it is checkmate.
- if (!moveCount && isCheck) // Mate!
+ if (isCheck && bestValue == -VALUE_INFINITE)
return value_mated_in(ply);
// Update transposition table
- Depth d = (depth == Depth(0) ? Depth(0) : Depth(-1));
- if (bestValue <= oldAlpha)
- {
- // If bestValue isn't changed it means it is still the static evaluation
- // of the node, so keep this info to avoid a future evaluation() call.
- ValueType type = (bestValue == staticValue && !ei.kingDanger[pos.side_to_move()] ? VALUE_TYPE_EV_UP : VALUE_TYPE_UPPER);
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), type, d, MOVE_NONE);
- }
- else if (bestValue >= beta)
- {
- move = ss[ply].pv[ply];
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, d, move);
-
- // Update killers only for good checking moves
- if (!pos.move_is_capture_or_promotion(move))
- update_killers(move, ss[ply]);
- }
- else
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, d, ss[ply].pv[ply]);
+ ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, ttDepth, ss->bestMove, ss->eval, evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
}
- // sp_search() is used to search from a split point. This function is called
- // by each thread working at the split point. It is similar to the normal
- // search() function, but simpler. Because we have already probed the hash
- // table, done a null move search, and searched the first move before
- // splitting, we don't have to repeat all this work in sp_search(). We
- // also don't need to store anything to the hash table here: This is taken
- // care of after we return from the split point.
-
- template <NodeType PvNode>
- void sp_search(SplitPoint* sp, int threadID) {
-
- assert(threadID >= 0 && threadID < TM.active_threads());
- assert(TM.active_threads() > 1);
+ // check_is_dangerous() tests if a checking move can be pruned in qsearch().
+ // bestValue is updated only when returning false because in that case move
+ // will be pruned.
- StateInfo st;
- Move move;
- Depth ext, newDepth;
- Value value;
- Value futilityValueScaled; // NonPV specific
- bool isCheck, moveIsCheck, captureOrPromotion, dangerous;
- int moveCount;
- value = -VALUE_INFINITE;
+ bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bestValue)
+ {
+ Bitboard b, occ, oldAtt, newAtt, kingAtt;
+ Square from, to, ksq, victimSq;
+ Piece pc;
+ Color them;
+ Value futilityValue, bv = *bestValue;
+
+ from = move_from(move);
+ to = move_to(move);
+ them = opposite_color(pos.side_to_move());
+ ksq = pos.king_square(them);
+ kingAtt = pos.attacks_from<KING>(ksq);
+ pc = pos.piece_on(from);
+
+ occ = pos.occupied_squares() & ~(1ULL << from) & ~(1ULL << ksq);
+ oldAtt = pos.attacks_from(pc, from, occ);
+ newAtt = pos.attacks_from(pc, to, occ);
+
+ // Rule 1. Checks which give opponent's king at most one escape square are dangerous
+ b = kingAtt & ~pos.pieces_of_color(them) & ~newAtt & ~(1ULL << to);
+
+ if (!(b && (b & (b - 1))))
+ return true;
- Position pos(*sp->pos);
- CheckInfo ci(pos);
- SearchStack* ss = sp->sstack[threadID];
- isCheck = pos.is_check();
+ // Rule 2. Queen contact check is very dangerous
+ if ( type_of_piece(pc) == QUEEN
+ && bit_is_set(kingAtt, to))
+ return true;
- // Step 10. Loop through moves
- // Loop through all legal moves until no moves remain or a beta cutoff occurs
- lock_grab(&(sp->lock));
+ // Rule 3. Creating new double threats with checks
+ b = pos.pieces_of_color(them) & newAtt & ~oldAtt & ~(1ULL << ksq);
- while ( sp->bestValue < sp->beta
- && (move = sp->mp->get_next_move()) != MOVE_NONE
- && !TM.thread_should_stop(threadID))
+ while (b)
{
- moveCount = ++sp->moves;
- lock_release(&(sp->lock));
-
- assert(move_is_ok(move));
-
- moveIsCheck = pos.move_is_check(move, ci);
- captureOrPromotion = pos.move_is_capture_or_promotion(move);
-
- // Step 11. Decide the new search depth
- ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
- newDepth = sp->depth - OnePly + ext;
-
- // Update current move
- ss[sp->ply].currentMove = move;
-
- // Step 12. Futility pruning (is omitted in PV nodes)
- if ( !PvNode
- && !isCheck
- && !dangerous
- && !captureOrPromotion
- && !move_is_castle(move))
- {
- // Move count based pruning
- if ( moveCount >= futility_move_count(sp->depth)
- && ok_to_prune(pos, move, ss[sp->ply].threatMove)
- && sp->bestValue > value_mated_in(PLY_MAX))
- {
- lock_grab(&(sp->lock));
- continue;
- }
-
- // Value based pruning
- Depth predictedDepth = newDepth - reduction<NonPV>(sp->depth, moveCount);
- futilityValueScaled = ss[sp->ply].eval + futility_margin(predictedDepth, moveCount)
- + H.gain(pos.piece_on(move_from(move)), move_to(move));
-
- if (futilityValueScaled < sp->beta)
- {
- lock_grab(&(sp->lock));
-
- if (futilityValueScaled > sp->bestValue)
- sp->bestValue = futilityValueScaled;
- continue;
- }
- }
-
- // Step 13. Make the move
- pos.do_move(move, st, ci, moveIsCheck);
-
- // Step 14. Reduced search
- // if the move fails high will be re-searched at full depth.
- bool doFullDepthSearch = true;
-
- if ( !dangerous
- && !captureOrPromotion
- && !move_is_castle(move)
- && !move_is_killer(move, ss[sp->ply]))
- {
- ss[sp->ply].reduction = reduction<PvNode>(sp->depth, moveCount);
- if (ss[sp->ply].reduction)
- {
- Value localAlpha = sp->alpha;
- value = -search<NonPV>(pos, ss, -(localAlpha+1), -localAlpha, newDepth-ss[sp->ply].reduction, sp->ply+1, true, threadID);
- doFullDepthSearch = (value > localAlpha);
- }
- }
-
- // Step 15. Full depth search
- if (doFullDepthSearch)
- {
- ss[sp->ply].reduction = Depth(0);
- Value localAlpha = sp->alpha;
- value = -search<NonPV>(pos, ss, -(localAlpha+1), -localAlpha, newDepth, sp->ply+1, true, threadID);
-
- if (PvNode && value > localAlpha && value < sp->beta)
- value = -search<PV>(pos, ss, -sp->beta, -sp->alpha, newDepth, sp->ply+1, false, threadID);
- }
-
- // Step 16. Undo move
- pos.undo_move(move);
-
- assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
-
- // Step 17. Check for new best move
- lock_grab(&(sp->lock));
+ victimSq = pop_1st_bit(&b);
+ futilityValue = futilityBase + pos.endgame_value_of_piece_on(victimSq);
- if (value > sp->bestValue && !TM.thread_should_stop(threadID))
- {
- sp->bestValue = value;
-
- if (sp->bestValue > sp->alpha)
- {
- if (!PvNode || value >= sp->beta)
- sp->stopRequest = true;
-
- if (PvNode && value < sp->beta) // This guarantees that always: sp->alpha < sp->beta
- sp->alpha = value;
-
- sp_update_pv(sp->parentSstack, ss, sp->ply);
- }
- }
- }
-
- /* Here we have the lock still grabbed */
-
- sp->slaves[threadID] = 0;
-
- lock_release(&(sp->lock));
- }
-
- // init_node() is called at the beginning of all the search functions
- // (search() qsearch(), and so on) and initializes the
- // search stack object corresponding to the current node. Once every
- // NodesBetweenPolls nodes, init_node() also calls poll(), which polls
- // for user input and checks whether it is time to stop the search.
-
- void init_node(SearchStack ss[], int ply, int threadID) {
-
- assert(ply >= 0 && ply < PLY_MAX);
- assert(threadID >= 0 && threadID < TM.active_threads());
-
- TM.incrementNodeCounter(threadID);
+ // Note that here we generate illegal "double move"!
+ if ( futilityValue >= beta
+ && pos.see_sign(make_move(from, victimSq)) >= 0)
+ return true;
- if (threadID == 0)
- {
- NodesSincePoll++;
- if (NodesSincePoll >= NodesBetweenPolls)
- {
- poll();
- NodesSincePoll = 0;
- }
+ if (futilityValue > bv)
+ bv = futilityValue;
}
- ss[ply].init(ply);
- ss[ply + 2].initKillers();
- }
-
- // update_pv() is called whenever a search returns a value > alpha.
- // It updates the PV in the SearchStack object corresponding to the
- // current node.
-
- void update_pv(SearchStack ss[], int ply) {
-
- assert(ply >= 0 && ply < PLY_MAX);
-
- int p;
-
- ss[ply].pv[ply] = ss[ply].currentMove;
-
- for (p = ply + 1; ss[ply + 1].pv[p] != MOVE_NONE; p++)
- ss[ply].pv[p] = ss[ply + 1].pv[p];
-
- ss[ply].pv[p] = MOVE_NONE;
- }
-
-
- // sp_update_pv() is a variant of update_pv for use at split points. The
- // difference between the two functions is that sp_update_pv also updates
- // the PV at the parent node.
-
- void sp_update_pv(SearchStack* pss, SearchStack ss[], int ply) {
-
- assert(ply >= 0 && ply < PLY_MAX);
-
- int p;
-
- ss[ply].pv[ply] = pss[ply].pv[ply] = ss[ply].currentMove;
-
- for (p = ply + 1; ss[ply + 1].pv[p] != MOVE_NONE; p++)
- ss[ply].pv[p] = pss[ply].pv[p] = ss[ply + 1].pv[p];
- ss[ply].pv[p] = pss[ply].pv[p] = MOVE_NONE;
+ // Update bestValue only if check is not dangerous (because we will prune the move)
+ *bestValue = bv;
+ return false;
}
Square f1, t1, f2, t2;
Piece p;
- assert(move_is_ok(m1));
- assert(move_is_ok(m2));
-
- if (m2 == MOVE_NONE)
- return false;
+ assert(m1 && move_is_ok(m1));
+ assert(m2 && move_is_ok(m2));
// Case 1: The moving piece is the same in both moves
f2 = move_from(m2);
}
- // value_is_mate() checks if the given value is a mate one
- // eventually compensated for the ply.
+ // value_is_mate() checks if the given value is a mate one eventually
+ // compensated for the ply.
bool value_is_mate(Value value) {
}
- // move_is_killer() checks if the given move is among the
- // killer moves of that ply.
+ // value_to_tt() adjusts a mate score from "plies to mate from the root" to
+ // "plies to mate from the current ply". Non-mate scores are unchanged.
+ // The function is called before storing a value to the transposition table.
+
+ Value value_to_tt(Value v, int ply) {
+
+ if (v >= value_mate_in(PLY_MAX))
+ return v + ply;
+
+ if (v <= value_mated_in(PLY_MAX))
+ return v - ply;
+
+ return v;
+ }
+
+
+ // value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score from
+ // the transposition table to a mate score corrected for the current ply.
+
+ Value value_from_tt(Value v, int ply) {
- bool move_is_killer(Move m, const SearchStack& ss) {
+ if (v >= value_mate_in(PLY_MAX))
+ return v - ply;
- const Move* k = ss.killers;
- for (int i = 0; i < KILLER_MAX; i++, k++)
- if (*k == m)
- return true;
+ if (v <= value_mated_in(PLY_MAX))
+ return v + ply;
- return false;
+ return v;
}
assert(m != MOVE_NONE);
- Depth result = Depth(0);
+ Depth result = DEPTH_ZERO;
*dangerous = moveIsCheck | singleEvasion | mateThreat;
if (*dangerous)
{
- if (moveIsCheck)
+ if (moveIsCheck && pos.see_sign(m) >= 0)
result += CheckExtension[PvNode];
if (singleEvasion)
if ( captureOrPromotion
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- - pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
+ - pos.midgame_value_of_piece_on(move_to(m)) == VALUE_ZERO)
&& !move_is_promotion(m)
&& !move_is_ep(m))
{
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& pos.see_sign(m) >= 0)
{
- result += OnePly/2;
+ result += ONE_PLY / 2;
*dangerous = true;
}
- return Min(result, OnePly);
+ return Min(result, ONE_PLY);
}
- // ok_to_do_nullmove() looks at the current position and decides whether
- // doing a 'null move' should be allowed. In order to avoid zugzwang
- // problems, null moves are not allowed when the side to move has very
- // little material left. Currently, the test is a bit too simple: Null
- // moves are avoided only when the side to move has only pawns left.
- // It's probably a good idea to avoid null moves in at least some more
- // complicated endgames, e.g. KQ vs KR. FIXME
-
- bool ok_to_do_nullmove(const Position& pos) {
-
- return pos.non_pawn_material(pos.side_to_move()) != Value(0);
- }
+ // connected_threat() tests whether it is safe to forward prune a move or if
+ // is somehow coonected to the threat move returned by null search.
-
- // ok_to_prune() tests whether it is safe to forward prune a move. Only
- // non-tactical moves late in the move list close to the leaves are
- // candidates for pruning.
-
- bool ok_to_prune(const Position& pos, Move m, Move threat) {
+ bool connected_threat(const Position& pos, Move m, Move threat) {
assert(move_is_ok(m));
- assert(threat == MOVE_NONE || move_is_ok(threat));
+ assert(threat && move_is_ok(threat));
assert(!pos.move_is_check(m));
assert(!pos.move_is_capture_or_promotion(m));
assert(!pos.move_is_passed_pawn_push(m));
Square mfrom, mto, tfrom, tto;
- // Prune if there isn't any threat move
- if (threat == MOVE_NONE)
- return true;
-
mfrom = move_from(m);
mto = move_to(m);
tfrom = move_from(threat);
// Case 1: Don't prune moves which move the threatened piece
if (mfrom == tto)
- return false;
+ return true;
// Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune move which defend it.
&& ( pos.midgame_value_of_piece_on(tfrom) >= pos.midgame_value_of_piece_on(tto)
|| pos.type_of_piece_on(tfrom) == KING)
&& pos.move_attacks_square(m, tto))
- return false;
+ return true;
// Case 3: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
if ( piece_is_slider(pos.piece_on(tfrom))
&& bit_is_set(squares_between(tfrom, tto), mto)
&& pos.see_sign(m) >= 0)
- return false;
+ return true;
- return true;
+ return false;
}
|| v >= Max(value_mate_in(PLY_MAX), beta)
|| v < Min(value_mated_in(PLY_MAX), beta))
- && ( (is_lower_bound(tte->type()) && v >= beta)
- || (is_upper_bound(tte->type()) && v < beta));
+ && ( ((tte->type() & VALUE_TYPE_LOWER) && v >= beta)
+ || ((tte->type() & VALUE_TYPE_UPPER) && v < beta));
}
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply) {
- if (!tte)
- return defaultEval;
+ assert(tte);
Value v = value_from_tt(tte->value(), ply);
- if ( (is_lower_bound(tte->type()) && v >= defaultEval)
- || (is_upper_bound(tte->type()) && v < defaultEval))
+ if ( ((tte->type() & VALUE_TYPE_LOWER) && v >= defaultEval)
+ || ((tte->type() & VALUE_TYPE_UPPER) && v < defaultEval))
return v;
return defaultEval;
void update_history(const Position& pos, Move move, Depth depth,
Move movesSearched[], int moveCount) {
-
Move m;
H.success(pos.piece_on(move_from(move)), move_to(move), depth);
// update_killers() add a good move that produced a beta-cutoff
// among the killer moves of that ply.
- void update_killers(Move m, SearchStack& ss) {
+ void update_killers(Move m, SearchStack* ss) {
- if (m == ss.killers[0])
+ if (m == ss->killers[0])
return;
- for (int i = KILLER_MAX - 1; i > 0; i--)
- ss.killers[i] = ss.killers[i - 1];
-
- ss.killers[0] = m;
+ ss->killers[1] = ss->killers[0];
+ ss->killers[0] = m;
}
if ( m != MOVE_NULL
&& before != VALUE_NONE
&& after != VALUE_NONE
- && pos.captured_piece() == NO_PIECE_TYPE
- && !move_is_castle(m)
- && !move_is_promotion(m))
+ && pos.captured_piece_type() == PIECE_TYPE_NONE
+ && !move_is_special(m))
H.set_gain(pos.piece_on(move_to(m)), move_to(m), -(before + after));
}
+ // init_ss_array() does a fast reset of the first entries of a SearchStack
+ // array and of all the excludedMove and skipNullMove entries.
+
+ void init_ss_array(SearchStack* ss, int size) {
+
+ for (int i = 0; i < size; i++, ss++)
+ {
+ ss->excludedMove = MOVE_NONE;
+ ss->skipNullMove = false;
+ ss->reduction = DEPTH_ZERO;
+ ss->sp = NULL;
+
+ if (i < 3)
+ ss->killers[0] = ss->killers[1] = ss->mateKiller = MOVE_NONE;
+ }
+ }
+
+
+ // value_to_uci() converts a value to a string suitable for use with the UCI
+ // protocol specifications:
+ //
+ // cp <x> The score from the engine's point of view in centipawns.
+ // mate <y> Mate in y moves, not plies. If the engine is getting mated
+ // use negative values for y.
+
+ std::string value_to_uci(Value v) {
+
+ std::stringstream s;
+
+ if (abs(v) < VALUE_MATE - PLY_MAX * ONE_PLY)
+ s << "cp " << int(v) * 100 / int(PawnValueMidgame); // Scale to centipawns
+ else
+ s << "mate " << (v > 0 ? (VALUE_MATE - v + 1) / 2 : -(VALUE_MATE + v) / 2 );
+
+ return s.str();
+ }
+
+
// current_search_time() returns the number of milliseconds which have passed
// since the beginning of the current search.
}
- // nps() computes the current nodes/second count.
+ // nps() computes the current nodes/second count
- int nps() {
+ int nps(const Position& pos) {
int t = current_search_time();
- return (t > 0 ? int((TM.nodes_searched() * 1000) / t) : 0);
+ return (t > 0 ? int((pos.nodes_searched() * 1000) / t) : 0);
}
// looks at the time consumed so far and decides if it's time to abort the
// search.
- void poll() {
+ void poll(const Position& pos) {
static int lastInfoTime;
int t = current_search_time();
// Poll for input
- if (Bioskey())
+ if (data_available())
{
// We are line oriented, don't read single chars
std::string command;
if (command == "quit")
{
- AbortSearch = true;
- PonderSearch = false;
- Quit = true;
+ // Quit the program as soon as possible
+ Pondering = false;
+ QuitRequest = StopRequest = true;
return;
}
else if (command == "stop")
{
- AbortSearch = true;
- PonderSearch = false;
+ // Stop calculating as soon as possible, but still send the "bestmove"
+ // and possibly the "ponder" token when finishing the search.
+ Pondering = false;
+ StopRequest = true;
}
else if (command == "ponderhit")
- ponderhit();
+ {
+ // The opponent has played the expected move. GUI sends "ponderhit" if
+ // we were told to ponder on the same move the opponent has played. We
+ // should continue searching but switching from pondering to normal search.
+ Pondering = false;
+
+ if (StopOnPonderhit)
+ StopRequest = true;
+ }
}
// Print search information
if (dbg_show_hit_rate)
dbg_print_hit_rate();
- cout << "info nodes " << TM.nodes_searched() << " nps " << nps()
- << " time " << t << " hashfull " << TT.full() << endl;
+ // Send info on searched nodes as soon as we return to root
+ SendSearchedNodes = true;
}
// Should we stop the search?
- if (PonderSearch)
+ if (Pondering)
return;
bool stillAtFirstMove = FirstRootMove
&& !AspirationFailLow
- && t > MaxSearchTime + ExtraSearchTime;
+ && t > TimeMgr.available_time();
- bool noMoreTime = t > AbsoluteMaxSearchTime
+ bool noMoreTime = t > TimeMgr.maximum_time()
|| stillAtFirstMove;
- if ( (Iteration >= 3 && UseTimeManagement && noMoreTime)
+ if ( (UseTimeManagement && noMoreTime)
|| (ExactMaxTime && t >= ExactMaxTime)
- || (Iteration >= 3 && MaxNodes && TM.nodes_searched() >= MaxNodes))
- AbortSearch = true;
- }
-
-
- // ponderhit() is called when the program is pondering (i.e. thinking while
- // it's the opponent's turn to move) in order to let the engine know that
- // it correctly predicted the opponent's move.
-
- void ponderhit() {
-
- int t = current_search_time();
- PonderSearch = false;
-
- bool stillAtFirstMove = FirstRootMove
- && !AspirationFailLow
- && t > MaxSearchTime + ExtraSearchTime;
-
- bool noMoreTime = t > AbsoluteMaxSearchTime
- || stillAtFirstMove;
-
- if (Iteration >= 3 && UseTimeManagement && (noMoreTime || StopOnPonderhit))
- AbortSearch = true;
- }
-
-
- // init_ss_array() does a fast reset of the first entries of a SearchStack array
-
- void init_ss_array(SearchStack ss[]) {
-
- for (int i = 0; i < 3; i++)
- {
- ss[i].init(i);
- ss[i].initKillers();
- }
+ || (MaxNodes && pos.nodes_searched() >= MaxNodes)) // FIXME
+ StopRequest = true;
}
// the UCI protocol: When pondering, the engine is not allowed to give a
// "bestmove" before the GUI sends it a "stop" or "ponderhit" command.
// We simply wait here until one of these commands is sent, and return,
- // after which the bestmove and pondermove will be printed (in id_loop()).
+ // after which the bestmove and pondermove will be printed.
void wait_for_stop_or_ponderhit() {
while (true)
{
+ // Wait for a command from stdin
if (!std::getline(std::cin, command))
command = "quit";
if (command == "quit")
{
- Quit = true;
+ QuitRequest = true;
break;
}
else if (command == "ponderhit" || command == "stop")
}
- // print_pv_info() prints to standard output and eventually to log file information on
- // the current PV line. It is called at each iteration or after a new pv is found.
-
- void print_pv_info(const Position& pos, SearchStack ss[], Value alpha, Value beta, Value value) {
-
- cout << "info depth " << Iteration
- << " score " << value_to_string(value)
- << ((value >= beta) ? " lowerbound" :
- ((value <= alpha)? " upperbound" : ""))
- << " time " << current_search_time()
- << " nodes " << TM.nodes_searched()
- << " nps " << nps()
- << " pv ";
-
- for (int j = 0; ss[0].pv[j] != MOVE_NONE && j < PLY_MAX; j++)
- cout << ss[0].pv[j] << " ";
-
- cout << endl;
-
- if (UseLogFile)
- {
- ValueType type = (value >= beta ? VALUE_TYPE_LOWER
- : (value <= alpha ? VALUE_TYPE_UPPER : VALUE_TYPE_EXACT));
-
- LogFile << pretty_pv(pos, current_search_time(), Iteration,
- TM.nodes_searched(), value, type, ss[0].pv) << endl;
- }
- }
-
-
// init_thread() is the function which is called when a new thread is
// launched. It simply calls the idle_loop() function with the supplied
// threadID. There are two versions of this function; one for POSIX
#if !defined(_MSC_VER)
- void* init_thread(void *threadID) {
+ void* init_thread(void* threadID) {
- TM.idle_loop(*(int*)threadID, NULL);
+ ThreadsMgr.idle_loop(*(int*)threadID, NULL);
return NULL;
}
DWORD WINAPI init_thread(LPVOID threadID) {
- TM.idle_loop(*(int*)threadID, NULL);
+ ThreadsMgr.idle_loop(*(int*)threadID, NULL);
return 0;
}
/// The ThreadsManager class
- // resetNodeCounters(), resetBetaCounters(), searched_nodes() and
- // get_beta_counters() are getters/setters for the per thread
- // counters used to sort the moves at root.
-
- void ThreadsManager::resetNodeCounters() {
-
- for (int i = 0; i < MAX_THREADS; i++)
- threads[i].nodes = 0ULL;
- }
-
- void ThreadsManager::resetBetaCounters() {
- for (int i = 0; i < MAX_THREADS; i++)
- threads[i].betaCutOffs[WHITE] = threads[i].betaCutOffs[BLACK] = 0ULL;
- }
+ // read_uci_options() updates number of active threads and other internal
+ // parameters according to the UCI options values. It is called before
+ // to start a new search.
- int64_t ThreadsManager::nodes_searched() const {
+ void ThreadsManager::read_uci_options() {
- int64_t result = 0ULL;
- for (int i = 0; i < ActiveThreads; i++)
- result += threads[i].nodes;
-
- return result;
- }
-
- void ThreadsManager::get_beta_counters(Color us, int64_t& our, int64_t& their) const {
-
- our = their = 0UL;
- for (int i = 0; i < MAX_THREADS; i++)
- {
- our += threads[i].betaCutOffs[us];
- their += threads[i].betaCutOffs[opposite_color(us)];
- }
+ maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value<int>();
+ minimumSplitDepth = Options["Minimum Split Depth"].value<int>() * ONE_PLY;
+ useSleepingThreads = Options["Use Sleeping Threads"].value<bool>();
+ activeThreads = Options["Threads"].value<int>();
}
assert(threadID >= 0 && threadID < MAX_THREADS);
+ int i;
+ bool allFinished = false;
+
while (true)
{
// Slave threads can exit as soon as AllThreadsShouldExit raises,
// master should exit as last one.
- if (AllThreadsShouldExit)
+ if (allThreadsShouldExit)
{
assert(!sp);
threads[threadID].state = THREAD_TERMINATED;
// If we are not thinking, wait for a condition to be signaled
// instead of wasting CPU time polling for work.
- while (AllThreadsShouldSleep || threadID >= ActiveThreads)
+ while ( threadID >= activeThreads || threads[threadID].state == THREAD_INITIALIZING
+ || (useSleepingThreads && threads[threadID].state == THREAD_AVAILABLE))
{
- assert(!sp);
- assert(threadID != 0);
- threads[threadID].state = THREAD_SLEEPING;
+ assert(!sp || useSleepingThreads);
+ assert(threadID != 0 || useSleepingThreads);
-#if !defined(_MSC_VER)
- lock_grab(&WaitLock);
- if (AllThreadsShouldSleep || threadID >= ActiveThreads)
- pthread_cond_wait(&WaitCond, &WaitLock);
- lock_release(&WaitLock);
-#else
- WaitForSingleObject(SitIdleEvent[threadID], INFINITE);
-#endif
- }
+ if (threads[threadID].state == THREAD_INITIALIZING)
+ threads[threadID].state = THREAD_AVAILABLE;
- // If thread has just woken up, mark it as available
- if (threads[threadID].state == THREAD_SLEEPING)
- threads[threadID].state = THREAD_AVAILABLE;
+ // Grab the lock to avoid races with wake_sleeping_thread()
+ lock_grab(&sleepLock[threadID]);
+
+ // If we are master and all slaves have finished do not go to sleep
+ for (i = 0; sp && i < activeThreads && !sp->slaves[i]; i++) {}
+ allFinished = (i == activeThreads);
+
+ if (allFinished || allThreadsShouldExit)
+ {
+ lock_release(&sleepLock[threadID]);
+ break;
+ }
+
+ // Do sleep here after retesting sleep conditions
+ if (threadID >= activeThreads || threads[threadID].state == THREAD_AVAILABLE)
+ cond_wait(&sleepCond[threadID], &sleepLock[threadID]);
+
+ lock_release(&sleepLock[threadID]);
+ }
// If this thread has been assigned work, launch a search
if (threads[threadID].state == THREAD_WORKISWAITING)
{
- assert(!AllThreadsShouldExit && !AllThreadsShouldSleep);
+ assert(!allThreadsShouldExit);
threads[threadID].state = THREAD_SEARCHING;
- if (threads[threadID].splitPoint->pvNode)
- sp_search<PV>(threads[threadID].splitPoint, threadID);
+ // Here we call search() with SplitPoint template parameter set to true
+ SplitPoint* tsp = threads[threadID].splitPoint;
+ Position pos(*tsp->pos, threadID);
+ SearchStack* ss = tsp->sstack[threadID] + 1;
+ ss->sp = tsp;
+
+ if (tsp->pvNode)
+ search<PV, true>(pos, ss, tsp->alpha, tsp->beta, tsp->depth, tsp->ply);
else
- sp_search<NonPV>(threads[threadID].splitPoint, threadID);
+ search<NonPV, true>(pos, ss, tsp->alpha, tsp->beta, tsp->depth, tsp->ply);
assert(threads[threadID].state == THREAD_SEARCHING);
threads[threadID].state = THREAD_AVAILABLE;
+
+ // Wake up master thread so to allow it to return from the idle loop in
+ // case we are the last slave of the split point.
+ if (useSleepingThreads && threadID != tsp->master && threads[tsp->master].state == THREAD_AVAILABLE)
+ wake_sleeping_thread(tsp->master);
}
// If this thread is the master of a split point and all slaves have
// finished their work at this split point, return from the idle loop.
- int i = 0;
- for ( ; sp && !sp->slaves[i] && i < ActiveThreads; i++) {}
+ for (i = 0; sp && i < activeThreads && !sp->slaves[i]; i++) {}
+ allFinished = (i == activeThreads);
- if (i == ActiveThreads)
+ if (allFinished)
{
// Because sp->slaves[] is reset under lock protection,
// be sure sp->lock has been released before to return.
lock_grab(&(sp->lock));
lock_release(&(sp->lock));
+ // In helpful master concept a master can help only a sub-tree, and
+ // because here is all finished is not possible master is booked.
assert(threads[threadID].state == THREAD_AVAILABLE);
threads[threadID].state = THREAD_SEARCHING;
void ThreadsManager::init_threads() {
- volatile int i;
+ int i, arg[MAX_THREADS];
bool ok;
-#if !defined(_MSC_VER)
- pthread_t pthread[1];
-#endif
-
// Initialize global locks
- lock_init(&MPLock, NULL);
- lock_init(&WaitLock, NULL);
+ lock_init(&mpLock);
-#if !defined(_MSC_VER)
- pthread_cond_init(&WaitCond, NULL);
-#else
for (i = 0; i < MAX_THREADS; i++)
- SitIdleEvent[i] = CreateEvent(0, FALSE, FALSE, 0);
-#endif
+ {
+ lock_init(&sleepLock[i]);
+ cond_init(&sleepCond[i]);
+ }
- // Initialize SplitPointStack locks
+ // Initialize splitPoints[] locks
for (i = 0; i < MAX_THREADS; i++)
- for (int j = 0; j < ACTIVE_SPLIT_POINTS_MAX; j++)
- {
- SplitPointStack[i][j].parent = NULL;
- lock_init(&(SplitPointStack[i][j].lock), NULL);
- }
+ for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
+ lock_init(&(threads[i].splitPoints[j].lock));
// Will be set just before program exits to properly end the threads
- AllThreadsShouldExit = false;
+ allThreadsShouldExit = false;
- // Threads will be put to sleep as soon as created
- AllThreadsShouldSleep = true;
+ // Threads will be put all threads to sleep as soon as created
+ activeThreads = 1;
- // All threads except the main thread should be initialized to THREAD_AVAILABLE
- ActiveThreads = 1;
+ // All threads except the main thread should be initialized to THREAD_INITIALIZING
threads[0].state = THREAD_SEARCHING;
for (i = 1; i < MAX_THREADS; i++)
- threads[i].state = THREAD_AVAILABLE;
+ threads[i].state = THREAD_INITIALIZING;
// Launch the helper threads
for (i = 1; i < MAX_THREADS; i++)
{
+ arg[i] = i;
#if !defined(_MSC_VER)
- ok = (pthread_create(pthread, NULL, init_thread, (void*)(&i)) == 0);
+ pthread_t pthread[1];
+ ok = (pthread_create(pthread, NULL, init_thread, (void*)(&arg[i])) == 0);
+ pthread_detach(pthread[0]);
#else
- ok = (CreateThread(NULL, 0, init_thread, (LPVOID)(&i), 0, NULL) != NULL);
+ ok = (CreateThread(NULL, 0, init_thread, (LPVOID)(&arg[i]), 0, NULL) != NULL);
#endif
-
if (!ok)
{
cout << "Failed to create thread number " << i << endl;
- Application::exit_with_failure();
+ exit(EXIT_FAILURE);
}
// Wait until the thread has finished launching and is gone to sleep
- while (threads[i].state != THREAD_SLEEPING) {}
+ while (threads[i].state == THREAD_INITIALIZING) {}
}
}
void ThreadsManager::exit_threads() {
- ActiveThreads = MAX_THREADS; // HACK
- AllThreadsShouldSleep = true; // HACK
- wake_sleeping_threads();
+ allThreadsShouldExit = true; // Let the woken up threads to exit idle_loop()
- // This makes the threads to exit idle_loop()
- AllThreadsShouldExit = true;
-
- // Wait for thread termination
+ // Wake up all the threads and waits for termination
for (int i = 1; i < MAX_THREADS; i++)
- while (threads[i].state != THREAD_TERMINATED);
+ {
+ wake_sleeping_thread(i);
+ while (threads[i].state != THREAD_TERMINATED) {}
+ }
// Now we can safely destroy the locks
for (int i = 0; i < MAX_THREADS; i++)
- for (int j = 0; j < ACTIVE_SPLIT_POINTS_MAX; j++)
- lock_destroy(&(SplitPointStack[i][j].lock));
+ for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
+ lock_destroy(&(threads[i].splitPoints[j].lock));
+
+ lock_destroy(&mpLock);
- lock_destroy(&WaitLock);
- lock_destroy(&MPLock);
+ // Now we can safely destroy the wait conditions
+ for (int i = 0; i < MAX_THREADS; i++)
+ {
+ lock_destroy(&sleepLock[i]);
+ cond_destroy(&sleepCond[i]);
+ }
}
- // thread_should_stop() checks whether the thread should stop its search.
- // This can happen if a beta cutoff has occurred in the thread's currently
- // active split point, or in some ancestor of the current split point.
+ // cutoff_at_splitpoint() checks whether a beta cutoff has occurred in
+ // the thread's currently active split point, or in some ancestor of
+ // the current split point.
- bool ThreadsManager::thread_should_stop(int threadID) const {
+ bool ThreadsManager::cutoff_at_splitpoint(int threadID) const {
- assert(threadID >= 0 && threadID < ActiveThreads);
+ assert(threadID >= 0 && threadID < activeThreads);
- SplitPoint* sp;
+ SplitPoint* sp = threads[threadID].splitPoint;
- for (sp = threads[threadID].splitPoint; sp && !sp->stopRequest; sp = sp->parent) {}
+ for ( ; sp && !sp->betaCutoff; sp = sp->parent) {}
return sp != NULL;
}
bool ThreadsManager::thread_is_available(int slave, int master) const {
- assert(slave >= 0 && slave < ActiveThreads);
- assert(master >= 0 && master < ActiveThreads);
- assert(ActiveThreads > 1);
+ assert(slave >= 0 && slave < activeThreads);
+ assert(master >= 0 && master < activeThreads);
+ assert(activeThreads > 1);
if (threads[slave].state != THREAD_AVAILABLE || slave == master)
return false;
// Make a local copy to be sure doesn't change under our feet
int localActiveSplitPoints = threads[slave].activeSplitPoints;
- if (localActiveSplitPoints == 0)
- // No active split points means that the thread is available as
- // a slave for any other thread.
- return true;
-
- if (ActiveThreads == 2)
+ // No active split points means that the thread is available as
+ // a slave for any other thread.
+ if (localActiveSplitPoints == 0 || activeThreads == 2)
return true;
// Apply the "helpful master" concept if possible. Use localActiveSplitPoints
// that is known to be > 0, instead of threads[slave].activeSplitPoints that
// could have been set to 0 by another thread leading to an out of bound access.
- if (SplitPointStack[slave][localActiveSplitPoints - 1].slaves[master])
+ if (threads[slave].splitPoints[localActiveSplitPoints - 1].slaves[master])
return true;
return false;
bool ThreadsManager::available_thread_exists(int master) const {
- assert(master >= 0 && master < ActiveThreads);
- assert(ActiveThreads > 1);
+ assert(master >= 0 && master < activeThreads);
+ assert(activeThreads > 1);
- for (int i = 0; i < ActiveThreads; i++)
+ for (int i = 0; i < activeThreads; i++)
if (thread_is_available(i, master))
return true;
// split() does the actual work of distributing the work at a node between
- // several threads at PV nodes. If it does not succeed in splitting the
+ // several available threads. If it does not succeed in splitting the
// node (because no idle threads are available, or because we have no unused
- // split point objects), the function immediately returns false. If
- // splitting is possible, a SplitPoint object is initialized with all the
- // data that must be copied to the helper threads (the current position and
- // search stack, alpha, beta, the search depth, etc.), and we tell our
- // helper threads that they have been assigned work. This will cause them
- // to instantly leave their idle loops and call sp_search(). When all
- // threads have returned from sp_search() then split() returns true.
+ // split point objects), the function immediately returns. If splitting is
+ // possible, a SplitPoint object is initialized with all the data that must be
+ // copied to the helper threads and we tell our helper threads that they have
+ // been assigned work. This will cause them to instantly leave their idle loops and
+ // call search().When all threads have returned from search() then split() returns.
template <bool Fake>
- bool ThreadsManager::split(const Position& p, SearchStack* sstck, int ply, Value* alpha,
- const Value beta, Value* bestValue, Depth depth, bool mateThreat,
- int* moves, MovePicker* mp, int master, bool pvNode) {
- assert(p.is_ok());
- assert(sstck != NULL);
- assert(ply >= 0 && ply < PLY_MAX);
+ void ThreadsManager::split(Position& pos, SearchStack* ss, int ply, Value* alpha,
+ const Value beta, Value* bestValue, Depth depth, Move threatMove,
+ bool mateThreat, int moveCount, MovePicker* mp, bool pvNode) {
+ assert(pos.is_ok());
+ assert(ply > 0 && ply < PLY_MAX);
assert(*bestValue >= -VALUE_INFINITE);
assert(*bestValue <= *alpha);
assert(*alpha < beta);
assert(beta <= VALUE_INFINITE);
- assert(depth > Depth(0));
- assert(master >= 0 && master < ActiveThreads);
- assert(ActiveThreads > 1);
+ assert(depth > DEPTH_ZERO);
+ assert(pos.thread() >= 0 && pos.thread() < activeThreads);
+ assert(activeThreads > 1);
- SplitPoint* splitPoint;
+ int i, master = pos.thread();
+ Thread& masterThread = threads[master];
- lock_grab(&MPLock);
+ lock_grab(&mpLock);
// If no other thread is available to help us, or if we have too many
// active split points, don't split.
if ( !available_thread_exists(master)
- || threads[master].activeSplitPoints >= ACTIVE_SPLIT_POINTS_MAX)
+ || masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
{
- lock_release(&MPLock);
- return false;
+ lock_release(&mpLock);
+ return;
}
// Pick the next available split point object from the split point stack
- splitPoint = &SplitPointStack[master][threads[master].activeSplitPoints];
+ SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints++];
// Initialize the split point object
- splitPoint->parent = threads[master].splitPoint;
- splitPoint->stopRequest = false;
- splitPoint->ply = ply;
- splitPoint->depth = depth;
- splitPoint->mateThreat = mateThreat;
- splitPoint->alpha = *alpha;
- splitPoint->beta = beta;
- splitPoint->pvNode = pvNode;
- splitPoint->bestValue = *bestValue;
- splitPoint->master = master;
- splitPoint->mp = mp;
- splitPoint->moves = *moves;
- splitPoint->pos = &p;
- splitPoint->parentSstack = sstck;
- for (int i = 0; i < ActiveThreads; i++)
- splitPoint->slaves[i] = 0;
-
- threads[master].splitPoint = splitPoint;
- threads[master].activeSplitPoints++;
+ splitPoint.parent = masterThread.splitPoint;
+ splitPoint.master = master;
+ splitPoint.betaCutoff = false;
+ splitPoint.ply = ply;
+ splitPoint.depth = depth;
+ splitPoint.threatMove = threatMove;
+ splitPoint.mateThreat = mateThreat;
+ splitPoint.alpha = *alpha;
+ splitPoint.beta = beta;
+ splitPoint.pvNode = pvNode;
+ splitPoint.bestValue = *bestValue;
+ splitPoint.mp = mp;
+ splitPoint.moveCount = moveCount;
+ splitPoint.pos = &pos;
+ splitPoint.nodes = 0;
+ splitPoint.parentSstack = ss;
+ for (i = 0; i < activeThreads; i++)
+ splitPoint.slaves[i] = 0;
+
+ masterThread.splitPoint = &splitPoint;
// If we are here it means we are not available
- assert(threads[master].state != THREAD_AVAILABLE);
+ assert(masterThread.state != THREAD_AVAILABLE);
int workersCnt = 1; // At least the master is included
// Allocate available threads setting state to THREAD_BOOKED
- for (int i = 0; !Fake && i < ActiveThreads && workersCnt < MaxThreadsPerSplitPoint; i++)
+ for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
if (thread_is_available(i, master))
{
threads[i].state = THREAD_BOOKED;
- threads[i].splitPoint = splitPoint;
- splitPoint->slaves[i] = 1;
+ threads[i].splitPoint = &splitPoint;
+ splitPoint.slaves[i] = 1;
workersCnt++;
}
assert(Fake || workersCnt > 1);
// We can release the lock because slave threads are already booked and master is not available
- lock_release(&MPLock);
+ lock_release(&mpLock);
// Tell the threads that they have work to do. This will make them leave
// their idle loop. But before copy search stack tail for each thread.
- for (int i = 0; i < ActiveThreads; i++)
- if (i == master || splitPoint->slaves[i])
+ for (i = 0; i < activeThreads; i++)
+ if (i == master || splitPoint.slaves[i])
{
- memcpy(splitPoint->sstack[i] + ply - 1, sstck + ply - 1, 4 * sizeof(SearchStack));
+ memcpy(splitPoint.sstack[i], ss - 1, 4 * sizeof(SearchStack));
assert(i == master || threads[i].state == THREAD_BOOKED);
threads[i].state = THREAD_WORKISWAITING; // This makes the slave to exit from idle_loop()
+
+ if (useSleepingThreads && i != master)
+ wake_sleeping_thread(i);
}
// Everything is set up. The master thread enters the idle loop, from
// THREAD_WORKISWAITING. We send the split point as a second parameter to the
// idle loop, which means that the main thread will return from the idle
// loop when all threads have finished their work at this split point.
- idle_loop(master, splitPoint);
+ idle_loop(master, &splitPoint);
// We have returned from the idle loop, which means that all threads are
// finished. Update alpha and bestValue, and return.
- lock_grab(&MPLock);
+ lock_grab(&mpLock);
- *alpha = splitPoint->alpha;
- *bestValue = splitPoint->bestValue;
- threads[master].activeSplitPoints--;
- threads[master].splitPoint = splitPoint->parent;
+ *alpha = splitPoint.alpha;
+ *bestValue = splitPoint.bestValue;
+ masterThread.activeSplitPoints--;
+ masterThread.splitPoint = splitPoint.parent;
+ pos.set_nodes_searched(pos.nodes_searched() + splitPoint.nodes);
- lock_release(&MPLock);
- return true;
+ lock_release(&mpLock);
}
- // wake_sleeping_threads() wakes up all sleeping threads when it is time
- // to start a new search from the root.
+ // wake_sleeping_thread() wakes up the thread with the given threadID
+ // when it is time to start a new search.
- void ThreadsManager::wake_sleeping_threads() {
+ void ThreadsManager::wake_sleeping_thread(int threadID) {
- assert(AllThreadsShouldSleep);
- assert(ActiveThreads > 0);
+ lock_grab(&sleepLock[threadID]);
+ cond_signal(&sleepCond[threadID]);
+ lock_release(&sleepLock[threadID]);
+ }
- AllThreadsShouldSleep = false;
- if (ActiveThreads == 1)
- return;
+ /// RootMove and RootMoveList method's definitions
-#if !defined(_MSC_VER)
- pthread_mutex_lock(&WaitLock);
- pthread_cond_broadcast(&WaitCond);
- pthread_mutex_unlock(&WaitLock);
-#else
- for (int i = 1; i < MAX_THREADS; i++)
- SetEvent(SitIdleEvent[i]);
-#endif
+ RootMove::RootMove() {
+ nodes = 0;
+ pv_score = non_pv_score = -VALUE_INFINITE;
+ pv[0] = MOVE_NONE;
}
+ RootMove& RootMove::operator=(const RootMove& rm) {
- // put_threads_to_sleep() makes all the threads go to sleep just before
- // to leave think(), at the end of the search. Threads should have already
- // finished the job and should be idle.
+ const Move* src = rm.pv;
+ Move* dst = pv;
- void ThreadsManager::put_threads_to_sleep() {
+ // Avoid a costly full rm.pv[] copy
+ do *dst++ = *src; while (*src++ != MOVE_NONE);
- assert(!AllThreadsShouldSleep);
-
- // This makes the threads to go to sleep
- AllThreadsShouldSleep = true;
+ nodes = rm.nodes;
+ pv_score = rm.pv_score;
+ non_pv_score = rm.non_pv_score;
+ return *this;
}
- /// The RootMoveList class
+ // extract_pv_from_tt() builds a PV by adding moves from the transposition table.
+ // We consider also failing high nodes and not only VALUE_TYPE_EXACT nodes. This
+ // allow to always have a ponder move even when we fail high at root and also a
+ // long PV to print that is important for position analysis.
- // RootMoveList c'tor
+ void RootMove::extract_pv_from_tt(Position& pos) {
- RootMoveList::RootMoveList(Position& pos, Move searchMoves[]) : count(0) {
+ StateInfo state[PLY_MAX_PLUS_2], *st = state;
+ TTEntry* tte;
+ int ply = 1;
- SearchStack ss[PLY_MAX_PLUS_2];
- MoveStack mlist[MaxRootMoves];
- StateInfo st;
- bool includeAllMoves = (searchMoves[0] == MOVE_NONE);
+ assert(pv[0] != MOVE_NONE && move_is_legal(pos, pv[0]));
- // Generate all legal moves
- MoveStack* last = generate_moves(pos, mlist);
+ pos.do_move(pv[0], *st++);
- // Add each move to the moves[] array
- for (MoveStack* cur = mlist; cur != last; cur++)
+ while ( (tte = TT.retrieve(pos.get_key())) != NULL
+ && tte->move() != MOVE_NONE
+ && move_is_legal(pos, tte->move())
+ && ply < PLY_MAX
+ && (!pos.is_draw() || ply < 2))
{
- bool includeMove = includeAllMoves;
+ pv[ply] = tte->move();
+ pos.do_move(pv[ply++], *st++);
+ }
+ pv[ply] = MOVE_NONE;
- for (int k = 0; !includeMove && searchMoves[k] != MOVE_NONE; k++)
- includeMove = (searchMoves[k] == cur->move);
+ do pos.undo_move(pv[--ply]); while (ply);
+ }
- if (!includeMove)
- continue;
+ // insert_pv_in_tt() is called at the end of a search iteration, and inserts
+ // the PV back into the TT. This makes sure the old PV moves are searched
+ // first, even if the old TT entries have been overwritten.
- // Find a quick score for the move
- init_ss_array(ss);
- pos.do_move(cur->move, st);
- moves[count].move = cur->move;
- moves[count].score = -qsearch<PV>(pos, ss, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1, 0);
- moves[count].pv[0] = cur->move;
- moves[count].pv[1] = MOVE_NONE;
- pos.undo_move(cur->move);
- count++;
- }
- sort();
- }
+ void RootMove::insert_pv_in_tt(Position& pos) {
+ StateInfo state[PLY_MAX_PLUS_2], *st = state;
+ TTEntry* tte;
+ Key k;
+ Value v, m = VALUE_NONE;
+ int ply = 0;
- // RootMoveList simple methods definitions
+ assert(pv[0] != MOVE_NONE && move_is_legal(pos, pv[0]));
- void RootMoveList::set_move_nodes(int moveNum, int64_t nodes) {
+ do {
+ k = pos.get_key();
+ tte = TT.retrieve(k);
- moves[moveNum].nodes = nodes;
- moves[moveNum].cumulativeNodes += nodes;
- }
+ // Don't overwrite exsisting correct entries
+ if (!tte || tte->move() != pv[ply])
+ {
+ v = (pos.is_check() ? VALUE_NONE : evaluate(pos, m));
+ TT.store(k, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[ply], v, m);
+ }
+ pos.do_move(pv[ply], *st++);
- void RootMoveList::set_beta_counters(int moveNum, int64_t our, int64_t their) {
+ } while (pv[++ply] != MOVE_NONE);
- moves[moveNum].ourBeta = our;
- moves[moveNum].theirBeta = their;
+ do pos.undo_move(pv[--ply]); while (ply);
}
- void RootMoveList::set_move_pv(int moveNum, const Move pv[]) {
+ // pv_info_to_uci() returns a string with information on the current PV line
+ // formatted according to UCI specification and eventually writes the info
+ // to a log file. It is called at each iteration or after a new pv is found.
- int j;
+ std::string RootMove::pv_info_to_uci(const Position& pos, Value alpha, Value beta, int pvLine) {
- for (j = 0; pv[j] != MOVE_NONE; j++)
- moves[moveNum].pv[j] = pv[j];
+ std::stringstream s, l;
+ Move* m = pv;
- moves[moveNum].pv[j] = MOVE_NONE;
- }
+ while (*m != MOVE_NONE)
+ l << *m++ << " ";
+ s << "info depth " << Iteration // FIXME
+ << " seldepth " << int(m - pv)
+ << " multipv " << pvLine + 1
+ << " score " << value_to_uci(pv_score)
+ << (pv_score >= beta ? " lowerbound" : pv_score <= alpha ? " upperbound" : "")
+ << " time " << current_search_time()
+ << " nodes " << pos.nodes_searched()
+ << " nps " << nps(pos)
+ << " pv " << l.str();
- // RootMoveList::sort() sorts the root move list at the beginning of a new
- // iteration.
-
- void RootMoveList::sort() {
+ if (UseLogFile && pvLine == 0)
+ {
+ ValueType t = pv_score >= beta ? VALUE_TYPE_LOWER :
+ pv_score <= alpha ? VALUE_TYPE_UPPER : VALUE_TYPE_EXACT;
- sort_multipv(count - 1); // Sort all items
+ LogFile << pretty_pv(pos, current_search_time(), Iteration, pv_score, t, pv) << endl;
+ }
+ return s.str();
}
- // RootMoveList::sort_multipv() sorts the first few moves in the root move
- // list by their scores and depths. It is used to order the different PVs
- // correctly in MultiPV mode.
+ RootMoveList::RootMoveList(Position& pos, Move searchMoves[]) {
- void RootMoveList::sort_multipv(int n) {
+ SearchStack ss[PLY_MAX_PLUS_2];
+ MoveStack mlist[MOVES_MAX];
+ StateInfo st;
+ Move* sm;
- int i,j;
+ // Initialize search stack
+ init_ss_array(ss, PLY_MAX_PLUS_2);
+ ss[0].eval = ss[0].evalMargin = VALUE_NONE;
- for (i = 1; i <= n; i++)
+ // Generate all legal moves
+ MoveStack* last = generate_moves(pos, mlist);
+
+ // Add each move to the RootMoveList's vector
+ for (MoveStack* cur = mlist; cur != last; cur++)
{
- RootMove rm = moves[i];
- for (j = i; j > 0 && moves[j - 1] < rm; j--)
- moves[j] = moves[j - 1];
+ // If we have a searchMoves[] list then verify cur->move
+ // is in the list before to add it.
+ for (sm = searchMoves; *sm && *sm != cur->move; sm++) {}
+
+ if (searchMoves[0] && *sm != cur->move)
+ continue;
- moves[j] = rm;
+ // Find a quick score for the move and add to the list
+ pos.do_move(cur->move, st);
+
+ RootMove rm;
+ rm.pv[0] = ss[0].currentMove = cur->move;
+ rm.pv[1] = MOVE_NONE;
+ rm.pv_score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, DEPTH_ZERO, 1);
+ push_back(rm);
+
+ pos.undo_move(cur->move);
}
+ sort();
+ }
+
+ // Score root moves using the standard way used in main search, the moves
+ // are scored according to the order in which are returned by MovePicker.
+ // This is the second order score that is used to compare the moves when
+ // the first order pv scores of both moves are equal.
+
+ void RootMoveList::set_non_pv_scores(const Position& pos)
+ {
+ Move move;
+ Value score = VALUE_ZERO;
+ MovePicker mp(pos, MOVE_NONE, ONE_PLY, H);
+
+ while ((move = mp.get_next_move()) != MOVE_NONE)
+ for (Base::iterator it = begin(); it != end(); ++it)
+ if (it->pv[0] == move)
+ {
+ it->non_pv_score = score--;
+ break;
+ }
}
-} // namspace
+} // namespace