static storage duration are automatically set to zero before enter main()
*/
public:
+ Thread& operator[](int threadID) { return threads[threadID]; }
void init_threads();
void exit_threads();
Depth depth, Move threatMove, int moveCount, MovePicker* mp, bool pvNode);
private:
+ Lock mpLock;
Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
bool useSleepingThreads;
int activeThreads;
volatile bool allThreadsShouldExit;
Thread threads[MAX_THREADS];
- Lock mpLock, sleepLock[MAX_THREADS];
- WaitCondition sleepCond[MAX_THREADS];
};
void extract_pv_from_tt(Position& pos);
void insert_pv_in_tt(Position& pos);
- std::string pv_info_to_uci(Position& pos, int depth, Value alpha, Value beta, int pvIdx);
+ std::string pv_info_to_uci(Position& pos, int depth, int selDepth, Value alpha, Value beta, int pvIdx);
int64_t nodes;
Value pv_score;
ThreadsMgr.read_uci_options();
init_eval(ThreadsMgr.active_threads());
- // Wake up needed threads. Main thread, with threadID == 0, is always active
- for (int i = 1; i < ThreadsMgr.active_threads(); i++)
+ // Wake up needed threads and reset maxPly counter
+ for (int i = 0; i < ThreadsMgr.active_threads(); i++)
+ {
ThreadsMgr.wake_sleeping_thread(i);
+ ThreadsMgr[i].maxPly = 0;
+ }
// Set thinking time
int myTime = time[pos.side_to_move()];
SearchStack ss[PLY_MAX_PLUS_2];
Value bestValues[PLY_MAX_PLUS_2];
int bestMoveChanges[PLY_MAX_PLUS_2];
- int depth, aspirationDelta, skillSamplingDepth;
+ int depth, selDepth, aspirationDelta;
Value value, alpha, beta;
Move bestMove, easyMove, skillBest, skillPonder;
TT.new_search();
H.clear();
*ponderMove = bestMove = easyMove = skillBest = skillPonder = MOVE_NONE;
- depth = aspirationDelta = skillSamplingDepth = 0;
+ depth = aspirationDelta = 0;
alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
ss->currentMove = MOVE_NULL; // Hack to skip update_gains()
return MOVE_NONE;
}
- // Choose a random sampling depth according to SkillLevel so that at low
- // skills there is an higher risk to pick up a blunder.
- if (SkillLevelEnabled)
- skillSamplingDepth = 4 + SkillLevel + (RK.rand<unsigned>() % 4);
-
// Iterative deepening loop
while (++depth <= PLY_MAX && (!MaxDepth || depth <= MaxDepth) && !StopRequest)
{
bestMoveChanges[depth] = Rml.bestMoveChanges;
// Do we need to pick now the best and the ponder moves ?
- if (SkillLevelEnabled && depth == skillSamplingDepth)
+ if (SkillLevelEnabled && depth == 1 + SkillLevel)
do_skill_level(&skillBest, &skillPonder);
+ // Retrieve max searched depth among threads
+ selDepth = 0;
+ for (int i = 0; i < ThreadsMgr.active_threads(); i++)
+ if (ThreadsMgr[i].maxPly > selDepth)
+ selDepth = ThreadsMgr[i].maxPly;
+
// Send PV line to GUI and to log file
for (int i = 0; i < Min(UCIMultiPV, (int)Rml.size()); i++)
- cout << Rml[i].pv_info_to_uci(pos, depth, alpha, beta, i) << endl;
+ cout << Rml[i].pv_info_to_uci(pos, depth, selDepth, alpha, beta, i) << endl;
if (UseLogFile)
LogFile << pretty_pv(pos, depth, value, current_search_time(), Rml[0].pv) << endl;
isCheck = pos.is_check();
ss->ply = (ss-1)->ply + 1;
+ // Used to send selDepth info to GUI
+ if (PvNode && ThreadsMgr[threadID].maxPly < ss->ply)
+ ThreadsMgr[threadID].maxPly = ss->ply;
+
if (SpNode)
{
sp = ss->sp;
threads[threadID].state = THREAD_AVAILABLE;
// Grab the lock to avoid races with wake_sleeping_thread()
- lock_grab(&sleepLock[threadID]);
+ lock_grab(&threads[threadID].sleepLock);
// If we are master and all slaves have finished do not go to sleep
for (i = 0; sp && i < activeThreads && !sp->slaves[i]; i++) {}
if (allFinished || allThreadsShouldExit)
{
- lock_release(&sleepLock[threadID]);
+ lock_release(&threads[threadID].sleepLock);
break;
}
// Do sleep here after retesting sleep conditions
if (threadID >= activeThreads || threads[threadID].state == THREAD_AVAILABLE)
- cond_wait(&sleepCond[threadID], &sleepLock[threadID]);
+ cond_wait(&threads[threadID].sleepCond, &threads[threadID].sleepLock);
- lock_release(&sleepLock[threadID]);
+ lock_release(&threads[threadID].sleepLock);
}
// If this thread has been assigned work, launch a search
for (i = 0; i < MAX_THREADS; i++)
{
- lock_init(&sleepLock[i]);
- cond_init(&sleepCond[i]);
+ lock_init(&threads[i].sleepLock);
+ cond_init(&threads[i].sleepCond);
}
// Initialize splitPoints[] locks
// Now we can safely destroy the wait conditions
for (int i = 0; i < MAX_THREADS; i++)
{
- lock_destroy(&sleepLock[i]);
- cond_destroy(&sleepCond[i]);
+ lock_destroy(&threads[i].sleepLock);
+ cond_destroy(&threads[i].sleepCond);
}
}
void ThreadsManager::wake_sleeping_thread(int threadID) {
- lock_grab(&sleepLock[threadID]);
- cond_signal(&sleepCond[threadID]);
- lock_release(&sleepLock[threadID]);
+ lock_grab(&threads[threadID].sleepLock);
+ cond_signal(&threads[threadID].sleepCond);
+ lock_release(&threads[threadID].sleepLock);
}
// pv_info_to_uci() returns a string with information on the current PV line
// formatted according to UCI specification.
- std::string RootMove::pv_info_to_uci(Position& pos, int depth, Value alpha,
+ std::string RootMove::pv_info_to_uci(Position& pos, int depth, int selDepth, Value alpha,
Value beta, int pvIdx) {
- std::stringstream s, l;
- Move* m = pv;
-
- while (*m != MOVE_NONE)
- l << *m++ << " ";
+ std::stringstream s;
s << "info depth " << depth
- << " seldepth " << int(m - pv)
+ << " seldepth " << selDepth
<< " multipv " << pvIdx + 1
<< " score " << value_to_uci(pv_score)
<< (pv_score >= beta ? " lowerbound" : pv_score <= alpha ? " upperbound" : "")
<< speed_to_uci(pos.nodes_searched())
- << " pv " << l.str();
+ << " pv ";
+
+ for (Move* m = pv; *m != MOVE_NONE; m++)
+ s << *m << " ";
return s.str();
}