X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fsearch.cpp;h=f5887f3fda78fc1f6d879008b09d5f0e1ff5df8b;hb=c44c62efc24fbe6355a9c19e287b2c78e6fd6c1d;hp=1e133447d381b547f97d9ea93ab7aa7321d862f7;hpb=16566a8fcf76b9b72b6e746f318f77045df90017;p=stockfish diff --git a/src/search.cpp b/src/search.cpp index 1e133447..f5887f3f 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -236,14 +236,8 @@ void MainThread::search() { } else { - for (Thread* th : Threads) - { - th->bestMoveChanges = 0; - if (th != this) - th->start_searching(); - } - - Thread::search(); // Let's start searching! + Threads.start_searching(); // start non-main threads + Thread::search(); // main thread start searching } // When we reach the maximum depth, we can arrive here without a raise of @@ -260,9 +254,7 @@ void MainThread::search() { Threads.stop = true; // Wait until all threads have finished - for (Thread* th : Threads) - if (th != this) - th->wait_for_search_finished(); + Threads.wait_for_search_finished(); // When playing in 'nodes as time' mode, subtract the searched nodes from // the available ones before exiting. @@ -271,37 +263,11 @@ void MainThread::search() { Thread* bestThread = this; - // Check if there are threads with a better score than main thread - if ( int(Options["MultiPV"]) == 1 - && !Limits.depth - && !(Skill(Options["Skill Level"]).enabled() || int(Options["UCI_LimitStrength"])) - && rootMoves[0].pv[0] != MOVE_NONE) - { - std::map votes; - Value minScore = this->rootMoves[0].score; - - // Find minimum score - for (Thread* th: Threads) - minScore = std::min(minScore, th->rootMoves[0].score); - - // Vote according to score and depth, and select the best thread - for (Thread* th : Threads) - { - votes[th->rootMoves[0].pv[0]] += - (th->rootMoves[0].score - minScore + 14) * int(th->completedDepth); - - if (abs(bestThread->rootMoves[0].score) >= VALUE_TB_WIN_IN_MAX_PLY) - { - // Make sure we pick the shortest mate / TB conversion or stave off mate the longest - if (th->rootMoves[0].score > bestThread->rootMoves[0].score) - bestThread = th; - } - else if ( th->rootMoves[0].score >= VALUE_TB_WIN_IN_MAX_PLY - || ( th->rootMoves[0].score > VALUE_TB_LOSS_IN_MAX_PLY - && votes[th->rootMoves[0].pv[0]] > votes[bestThread->rootMoves[0].pv[0]])) - bestThread = th; - } - } + if (int(Options["MultiPV"]) == 1 && + !Limits.depth && + !(Skill(Options["Skill Level"]).enabled() || int(Options["UCI_LimitStrength"])) && + rootMoves[0].pv[0] != MOVE_NONE) + bestThread = Threads.get_best_thread(); bestPreviousScore = bestThread->rootMoves[0].score; @@ -556,9 +522,11 @@ void Thread::search() { } double bestMoveInstability = 1 + totBestMoveChanges / Threads.size(); - // Stop the search if we have only one legal move, or if available time elapsed - if ( rootMoves.size() == 1 - || Time.elapsed() > Time.optimum() * fallingEval * reduction * bestMoveInstability) + double totalTime = rootMoves.size() == 1 ? 0 : + Time.optimum() * fallingEval * reduction * bestMoveInstability; + + // Stop the search if we have exceeded the totalTime, at least 1ms search. + if (Time.elapsed() > totalTime) { // If we are allowed to ponder do not stop the search now but // keep pondering until the GUI sends "ponderhit" or "stop". @@ -569,7 +537,7 @@ void Thread::search() { } else if ( Threads.increaseDepth && !mainThread->ponder - && Time.elapsed() > Time.optimum() * fallingEval * reduction * bestMoveInstability * 0.6) + && Time.elapsed() > totalTime * 0.6) Threads.increaseDepth = false; else Threads.increaseDepth = true; @@ -969,7 +937,7 @@ moves_loop: // When in check, search starts from here contHist, countermove, ss->killers, - depth > 12 ? ss->ply : MAX_PLY); + ss->ply); value = bestValue; singularQuietLMR = moveCountPruning = false; @@ -1038,7 +1006,8 @@ moves_loop: // When in check, search starts from here && ss->staticEval + 235 + 172 * lmrDepth <= alpha && (*contHist[0])[movedPiece][to_sq(move)] + (*contHist[1])[movedPiece][to_sq(move)] - + (*contHist[3])[movedPiece][to_sq(move)] < 27400) + + (*contHist[3])[movedPiece][to_sq(move)] + + (*contHist[5])[movedPiece][to_sq(move)] / 2 < 31400) continue; // Prune moves with negative SEE (~20 Elo)