2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
26 #include "ucioption.h"
28 using namespace Search;
30 ThreadsManager Threads; // Global object
32 namespace { extern "C" {
34 // start_routine() is the C function which is called when a new thread
35 // is launched. It simply calls idle_loop() of the supplied thread. The first
36 // and last thread are special. First one is the main search thread while the
37 // last one mimics a timer, they run in main_loop() and timer_loop().
39 #if defined(_WIN32) || defined(_WIN64)
40 DWORD WINAPI start_routine(LPVOID thread) {
42 void* start_routine(void* thread) {
45 Thread* th = (Thread*)thread;
47 if (th->threadID == 0)
50 else if (th->threadID == MAX_THREADS)
62 // wake_up() wakes up the thread, normally at the beginning of the search or,
63 // if "sleeping threads" is used, when there is some work to do.
65 void Thread::wake_up() {
68 cond_signal(sleepCond);
69 lock_release(sleepLock);
73 // cutoff_occurred() checks whether a beta cutoff has occurred in the current
74 // active split point, or in some ancestor of the split point.
76 bool Thread::cutoff_occurred() const {
78 for (SplitPoint* sp = splitPoint; sp; sp = sp->parent)
79 if (sp->is_betaCutoff)
86 // is_available_to() checks whether the thread is available to help the thread with
87 // threadID "master" at a split point. An obvious requirement is that thread must be
88 // idle. With more than two threads, this is not by itself sufficient: If the thread
89 // is the master of some active split point, it is only available as a slave to the
90 // threads which are busy searching the split point at the top of "slave"'s split
91 // point stack (the "helpful master concept" in YBWC terminology).
93 bool Thread::is_available_to(int master) const {
98 // Make a local copy to be sure doesn't become zero under our feet while
99 // testing next condition and so leading to an out of bound access.
100 int sp_count = activeSplitPoints;
102 // No active split points means that the thread is available as a slave for any
103 // other thread otherwise apply the "helpful master" concept if possible.
104 if (!sp_count || (splitPoints[sp_count - 1].slavesMask & (1ULL << master)))
111 // read_uci_options() updates number of active threads and other parameters
112 // according to the UCI options values. It is called before to start a new search.
114 void ThreadsManager::read_uci_options() {
116 maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
117 minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
118 useSleepingThreads = Options["Use Sleeping Threads"];
120 set_size(Options["Threads"]);
124 // set_size() changes the number of active threads and raises do_sleep flag for
125 // all the unused threads that will go immediately to sleep.
127 void ThreadsManager::set_size(int cnt) {
129 assert(cnt > 0 && cnt <= MAX_THREADS);
133 for (int i = 1; i < MAX_THREADS; i++) // Ignore main thread
134 if (i < activeThreads)
136 // Dynamically allocate pawn and material hash tables according to the
137 // number of active threads. This avoids preallocating memory for all
138 // possible threads if only few are used.
139 threads[i].pawnTable.init();
140 threads[i].materialTable.init();
142 threads[i].do_sleep = false;
145 threads[i].do_sleep = true;
149 // init() is called during startup. Initializes locks and condition variables
150 // and launches all threads sending them immediately to sleep.
152 void ThreadsManager::init() {
154 // Initialize sleep condition and lock used by thread manager
155 cond_init(sleepCond);
156 lock_init(threadsLock);
158 // Initialize thread's sleep conditions and split point locks
159 for (int i = 0; i <= MAX_THREADS; i++)
161 lock_init(threads[i].sleepLock);
162 cond_init(threads[i].sleepCond);
164 for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
165 lock_init(threads[i].splitPoints[j].lock);
168 // Allocate main thread tables to call evaluate() also when not searching
169 threads[0].pawnTable.init();
170 threads[0].materialTable.init();
172 // Create and launch all the threads, threads will go immediately to sleep
173 for (int i = 0; i <= MAX_THREADS; i++)
175 threads[i].is_searching = false;
176 threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
177 threads[i].threadID = i;
179 if (!thread_create(threads[i].handle, start_routine, threads[i]))
181 std::cerr << "Failed to create thread number " << i << std::endl;
182 ::exit(EXIT_FAILURE);
188 // exit() is called to cleanly terminate the threads when the program finishes
190 void ThreadsManager::exit() {
192 assert(threads[0].is_searching == false);
194 for (int i = 0; i <= MAX_THREADS; i++)
196 threads[i].do_exit = true; // Search must be already finished
197 threads[i].wake_up();
199 thread_join(threads[i].handle); // Wait for thread termination
201 // Now we can safely destroy associated locks and wait conditions
202 lock_destroy(threads[i].sleepLock);
203 cond_destroy(threads[i].sleepCond);
205 for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
206 lock_destroy(threads[i].splitPoints[j].lock);
209 lock_destroy(threadsLock);
210 cond_destroy(sleepCond);
214 // available_slave_exists() tries to find an idle thread which is available as
215 // a slave for the thread with threadID 'master'.
217 bool ThreadsManager::available_slave_exists(int master) const {
219 assert(master >= 0 && master < activeThreads);
221 for (int i = 0; i < activeThreads; i++)
222 if (threads[i].is_available_to(master))
229 // split() does the actual work of distributing the work at a node between
230 // several available threads. If it does not succeed in splitting the node
231 // (because no idle threads are available, or because we have no unused split
232 // point objects), the function immediately returns. If splitting is possible, a
233 // SplitPoint object is initialized with all the data that must be copied to the
234 // helper threads and then helper threads are told that they have been assigned
235 // work. This will cause them to instantly leave their idle loops and call
236 // search(). When all threads have returned from search() then split() returns.
239 Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
240 Value bestValue, Depth depth, Move threatMove,
241 int moveCount, MovePicker* mp, int nodeType) {
242 assert(pos.pos_is_ok());
243 assert(bestValue > -VALUE_INFINITE);
244 assert(bestValue <= alpha);
245 assert(alpha < beta);
246 assert(beta <= VALUE_INFINITE);
247 assert(depth > DEPTH_ZERO);
248 assert(pos.thread() >= 0 && pos.thread() < activeThreads);
249 assert(activeThreads > 1);
251 int i, master = pos.thread();
252 Thread& masterThread = threads[master];
254 // If we already have too many active split points, don't split
255 if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
258 // Pick the next available split point from the split point stack
259 SplitPoint* sp = &masterThread.splitPoints[masterThread.activeSplitPoints];
261 // Initialize the split point
262 sp->parent = masterThread.splitPoint;
264 sp->is_betaCutoff = false;
265 sp->slavesMask = (1ULL << master);
267 sp->threatMove = threatMove;
270 sp->nodeType = nodeType;
271 sp->bestValue = bestValue;
273 sp->moveCount = moveCount;
278 // If we are here it means we are not available
279 assert(masterThread.is_searching);
281 int workersCnt = 1; // At least the master is included
283 // Try to allocate available threads and ask them to start searching setting
284 // is_searching flag. This must be done under lock protection to avoid concurrent
285 // allocation of the same slave by another master.
286 lock_grab(threadsLock);
287 lock_grab(sp->lock); // To protect sp->slaves_mask
289 for (i = 0; !Fake && i < activeThreads; i++)
290 if (threads[i].is_available_to(master))
292 sp->slavesMask |= (1ULL << i);
293 threads[i].splitPoint = sp;
295 // Allocate the slave and make it exit from idle_loop()
296 threads[i].is_searching = true;
298 if (useSleepingThreads)
299 threads[i].wake_up();
301 if (++workersCnt >= maxThreadsPerSplitPoint)
305 lock_release(sp->lock);
306 lock_release(threadsLock);
308 // We failed to allocate even one slave, return
309 if (!Fake && workersCnt == 1)
312 masterThread.splitPoint = sp;
313 masterThread.activeSplitPoints++;
315 // Everything is set up. The master thread enters the idle loop, from which
316 // it will instantly launch a search, because its is_searching flag is set.
317 // We pass the split point as a parameter to the idle loop, which means that
318 // the thread will return from the idle loop when all slaves have finished
319 // their work at this split point.
320 masterThread.idle_loop(sp);
322 // In helpful master concept a master can help only a sub-tree of its split
323 // point, and because here is all finished is not possible master is booked.
324 assert(!masterThread.is_searching);
326 // We have returned from the idle loop, which means that all threads are
327 // finished. Note that changing state and decreasing activeSplitPoints is done
328 // under lock protection to avoid a race with Thread::is_available_to().
329 lock_grab(threadsLock);
330 lock_grab(sp->lock); // To protect sp->nodes
333 masterThread.is_searching = true;
334 masterThread.activeSplitPoints--;
335 masterThread.splitPoint = sp->parent;
336 pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
338 lock_release(sp->lock);
339 lock_release(threadsLock);
341 return sp->bestValue;
344 // Explicit template instantiations
345 template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
346 template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
349 // Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
350 // then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up.
351 extern void check_time();
353 void Thread::timer_loop() {
357 lock_grab(sleepLock);
358 timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX);
359 lock_release(sleepLock);
365 // ThreadsManager::set_timer() is used to set the timer to trigger after msec
366 // milliseconds. If msec is 0 then timer is stopped.
368 void ThreadsManager::set_timer(int msec) {
370 Thread& timer = threads[MAX_THREADS];
372 lock_grab(timer.sleepLock);
374 cond_signal(timer.sleepCond); // Wake up and restart the timer
375 lock_release(timer.sleepLock);
379 // Thread::main_loop() is where the main thread is parked waiting to be started
380 // when there is a new search. Main thread will launch all the slave threads.
382 void Thread::main_loop() {
386 lock_grab(sleepLock);
388 do_sleep = true; // Always return to sleep after a search
389 is_searching = false;
391 while (do_sleep && !do_exit)
393 cond_signal(Threads.sleepCond); // Wake up UI thread if needed
394 cond_wait(sleepCond, sleepLock);
399 lock_release(sleepLock);
409 // ThreadsManager::start_thinking() is used by UI thread to wake up the main
410 // thread parked in main_loop() and starting a new search. If asyncMode is true
411 // then function returns immediately, otherwise caller is blocked waiting for
412 // the search to finish.
414 void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
415 const std::set<Move>& searchMoves, bool async) {
416 Thread& main = threads[0];
418 lock_grab(main.sleepLock);
420 // Wait main thread has finished before to launch a new search
421 while (!main.do_sleep)
422 cond_wait(sleepCond, main.sleepLock);
424 // Copy input arguments to initialize the search
425 RootPosition.copy(pos, 0);
429 // Populate RootMoves with all the legal moves (default) or, if a searchMoves
430 // set is given, with the subset of legal moves to search.
431 for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
432 if (searchMoves.empty() || searchMoves.count(ml.move()))
433 RootMoves.push_back(RootMove(ml.move()));
435 // Reset signals before to start the new search
436 Signals.stopOnPonderhit = Signals.firstRootMove = false;
437 Signals.stop = Signals.failedLowAtRoot = false;
439 main.do_sleep = false;
440 cond_signal(main.sleepCond); // Wake up main thread and start searching
443 while (!main.do_sleep)
444 cond_wait(sleepCond, main.sleepLock);
446 lock_release(main.sleepLock);
450 // ThreadsManager::stop_thinking() is used by UI thread to raise a stop request
451 // and to wait for the main thread finishing the search. Needed to wait exiting
452 // and terminate the threads after a 'quit' command.
454 void ThreadsManager::stop_thinking() {
456 Thread& main = threads[0];
458 Search::Signals.stop = true;
460 lock_grab(main.sleepLock);
462 cond_signal(main.sleepCond); // In case is waiting for stop or ponderhit
464 while (!main.do_sleep)
465 cond_wait(sleepCond, main.sleepLock);
467 lock_release(main.sleepLock);
471 // ThreadsManager::wait_for_stop_or_ponderhit() is called when the maximum depth
472 // is reached while the program is pondering. The point is to work around a wrinkle
473 // in the UCI protocol: When pondering, the engine is not allowed to give a
474 // "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
475 // wait here until one of these commands (that raise StopRequest) is sent and
476 // then return, after which the bestmove and pondermove will be printed.
478 void ThreadsManager::wait_for_stop_or_ponderhit() {
480 Signals.stopOnPonderhit = true;
482 Thread& main = threads[0];
484 lock_grab(main.sleepLock);
486 while (!Signals.stop)
487 cond_wait(main.sleepCond, main.sleepLock);
489 lock_release(main.sleepLock);