#include "book.h"
#include "evaluate.h"
#include "history.h"
-#include "misc.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
LimitsType Limits;
std::vector<RootMove> RootMoves;
Position RootPosition;
+ Time SearchTime;
}
using std::string;
size_t MultiPV, UCIMultiPV, PVIdx;
TimeManager TimeMgr;
- Time SearchTime;
int BestMoveChanges;
int SkillLevel;
bool SkillLevelEnabled, Chess960;
Position& pos = RootPosition;
Chess960 = pos.is_chess960();
Eval::RootColor = pos.side_to_move();
- SearchTime.restart();
- TimeMgr.init(Limits, pos.startpos_ply_counter());
+ TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
TT.new_search();
H.clear();
log << "\nSearching: " << pos.to_fen()
<< "\ninfinite: " << Limits.infinite
<< " ponder: " << Limits.ponder
- << " time: " << Limits.time
- << " increment: " << Limits.increment
- << " moves to go: " << Limits.movesToGo
+ << " time: " << Limits.time[pos.side_to_move()]
+ << " increment: " << Limits.inc[pos.side_to_move()]
+ << " moves to go: " << Limits.movestogo
<< endl;
}
- Threads.set_size(Options["Threads"]);
+ Threads.wake_up();
// Set best timer interval to avoid lagging under time pressure. Timer is
// used to check for remaining available thinking time.
// We're ready to start searching. Call the iterative deepening loop function
id_loop(pos);
- // Stop timer and send all the slaves to sleep, if not already sleeping
- Threads.set_timer(0);
- Threads.set_size(1);
+ Threads.set_timer(0); // Stop timer
+ Threads.sleep();
if (Options["Use Search Log"])
{
// but if we are pondering or in infinite search, we shouldn't print the best
// move before we are told to do so.
if (!Signals.stop && (Limits.ponder || Limits.infinite))
- Threads[pos.thread()].wait_for_stop_or_ponderhit();
+ Threads[pos.this_thread()].wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position
cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
ss->currentMove = MOVE_NULL; // Hack to skip update gains
// Iterative deepening loop until requested to stop or target depth reached
- while (!Signals.stop && ++depth <= MAX_PLY && (!Limits.maxDepth || depth <= Limits.maxDepth))
+ while (!Signals.stop && ++depth <= MAX_PLY && (!Limits.depth || depth <= Limits.depth))
{
// Save last iteration's scores before first PV line is searched and all
// the move scores but the (new) PV are set to -VALUE_INFINITE.
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert((alpha == beta - 1) || PvNode);
assert(depth > DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < Threads.size());
+ assert(pos.this_thread() >= 0 && pos.this_thread() < Threads.size());
Move movesSearched[MAX_MOVES];
StateInfo st;
bool isPvMove, inCheck, singularExtensionNode, givesCheck;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount = 0, playedMoveCount = 0;
- Thread& thread = Threads[pos.thread()];
+ Thread& thread = Threads[pos.this_thread()];
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
{
tte = NULL;
ttMove = excludedMove = MOVE_NONE;
+ ttValue = VALUE_ZERO;
sp = ss->sp;
bestMove = sp->bestMove;
threatMove = sp->threatMove;
// Step 2. Check for aborted search and immediate draw
// Enforce node limit here. FIXME: This only works with 1 search thread.
- if (Limits.maxNodes && pos.nodes_searched() >= Limits.maxNodes)
+ if (Limits.nodes && pos.nodes_searched() >= Limits.nodes)
Signals.stop = true;
if (( Signals.stop
&& refinedValue + razor_margin(depth) < beta
&& ttMove == MOVE_NONE
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
- && !pos.has_pawn_on_7th(pos.side_to_move()))
+ && !pos.pawn_on_7th(pos.side_to_move()))
{
Value rbeta = beta - razor_margin(depth);
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, DEPTH_ZERO);
{
Signals.firstRootMove = (moveCount == 1);
- if (pos.thread() == 0 && SearchTime.elapsed() > 2000)
+ if (pos.this_thread() == 0 && SearchTime.elapsed() > 2000)
cout << "info depth " << depth / ONE_PLY
<< " currmove " << move_to_uci(move, Chess960)
<< " currmovenumber " << moveCount + PVIdx << endl;
if ( !SpNode
&& depth >= Threads.min_split_depth()
&& bestValue < beta
- && Threads.available_slave_exists(pos.thread())
+ && Threads.available_slave_exists(pos.this_thread())
&& !Signals.stop
&& !thread.cutoff_occurred())
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert((alpha == beta - 1) || PvNode);
assert(depth <= DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < Threads.size());
+ assert(pos.this_thread() >= 0 && pos.this_thread() < Threads.size());
StateInfo st;
Move ttMove, move, bestMove;
|| stillAtFirstMove;
if ( (Limits.use_time_management() && noMoreTime)
- || (Limits.maxTime && e >= Limits.maxTime))
+ || (Limits.movetime && e >= Limits.movetime))
Signals.stop = true;
}