]> git.sesse.net Git - stockfish/blobdiff - src/thread.cpp
Fix compilation after recent merge.
[stockfish] / src / thread.cpp
index 86fce6aa0c20020b6c54666c874a5231793d6c9e..de8de87d8a2b9d94f6f57b9876d658f459abfbc0 100644 (file)
@@ -1,8 +1,6 @@
 /*
   Stockfish, a UCI chess playing engine derived from Glaurung 2.1
-  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
-  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
-  Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+  Copyright (C) 2004-2023 The Stockfish developers (see AUTHORS file)
 
   Stockfish is free software: you can redistribute it and/or modify
   it under the terms of the GNU General Public License as published by
   along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-#include <algorithm> // For std::count
-#include <cassert>
+#include "thread.h"
 
+#include <algorithm>
+#include <cassert>
+#include <cmath>
+#include <cstdlib>
+#include <deque>
+#include <initializer_list>
+#include <map>
+#include <memory>
+#include <utility>
+
+#include "evaluate.h"
+#include "misc.h"
 #include "movegen.h"
 #include "search.h"
-#include "thread.h"
-#include "uci.h"
 #include "syzygy/tbprobe.h"
+#include "tt.h"
+#include "uci.h"
 
-ThreadPool Threads; // Global object
+namespace Stockfish {
 
-/// Thread constructor launches the thread and then waits until it goes to sleep
-/// in idle_loop().
+ThreadPool Threads;  // Global object
 
-Thread::Thread() {
 
-  exit = false;
-  selDepth = 0;
-  nodes = tbHits = 0;
-  idx = Threads.size(); // Start from 0
+// Constructor launches the thread and waits until it goes to sleep
+// in idle_loop(). Note that 'searching' and 'exit' should be already set.
+Thread::Thread(size_t n) :
+    idx(n),
+    stdThread(&Thread::idle_loop, this) {
 
-  std::unique_lock<Mutex> lk(mutex);
-  searching = true;
-  nativeThread = std::thread(&Thread::idle_loop, this);
-  sleepCondition.wait(lk, [&]{ return !searching; });
+    wait_for_search_finished();
 }
 
 
-/// Thread destructor waits for thread termination before returning
-
+// Destructor wakes up the thread in idle_loop() and waits
+// for its termination. Thread should be already waiting.
 Thread::~Thread() {
 
-  mutex.lock();
-  exit = true;
-  sleepCondition.notify_one();
-  mutex.unlock();
-  nativeThread.join();
-}
-
+    assert(!searching);
 
-/// Thread::wait_for_search_finished() waits on sleep condition
-/// until not searching
-
-void Thread::wait_for_search_finished() {
-
-  std::unique_lock<Mutex> lk(mutex);
-  sleepCondition.wait(lk, [&]{ return !searching; });
+    exit = true;
+    start_searching();
+    stdThread.join();
 }
 
 
-/// Thread::wait() waits on sleep condition until condition is true
+// Reset histories, usually before a new game
+void Thread::clear() {
 
-void Thread::wait(std::atomic_bool& condition) {
+    counterMoves.fill(MOVE_NONE);
+    mainHistory.fill(0);
+    captureHistory.fill(0);
+    pawnHistory.fill(0);
 
-  std::unique_lock<Mutex> lk(mutex);
-  sleepCondition.wait(lk, [&]{ return bool(condition); });
+    for (bool inCheck : {false, true})
+        for (StatsType c : {NoCaptures, Captures})
+            for (auto& to : continuationHistory[inCheck][c])
+                for (auto& h : to)
+                    h->fill(-71);
 }
 
 
-/// Thread::start_searching() wakes up the thread that will start the search
-
-void Thread::start_searching(bool resume) {
+// Wakes up the thread that will start the search
+void Thread::start_searching() {
+    mutex.lock();
+    searching = true;
+    mutex.unlock();   // Unlock before notifying saves a few CPU-cycles
+    cv.notify_one();  // Wake up the thread in idle_loop()
+}
 
-  std::unique_lock<Mutex> lk(mutex);
 
-  if (!resume)
-      searching = true;
+// Blocks on the condition variable
+// until the thread has finished searching.
+void Thread::wait_for_search_finished() {
 
-  sleepCondition.notify_one();
+    std::unique_lock<std::mutex> lk(mutex);
+    cv.wait(lk, [&] { return !searching; });
 }
 
 
-/// Thread::idle_loop() is where the thread is parked when it has no work to do
+// Thread gets parked here, blocked on the
+// condition variable, when it has no work to do.
 
 void Thread::idle_loop() {
 
-  WinProcGroup::bindThisThread(idx);
+    // If OS already scheduled us on a different group than 0 then don't overwrite
+    // the choice, eventually we are one of many one-threaded processes running on
+    // some Windows NUMA hardware, for instance in fishtest. To make it simple,
+    // just check if running threads are below a threshold, in this case, all this
+    // NUMA machinery is not needed.
+    if (Options["Threads"] > 8)
+        WinProcGroup::bindThisThread(idx);
 
-  while (!exit)
-  {
-      std::unique_lock<Mutex> lk(mutex);
+    while (true)
+    {
+        std::unique_lock<std::mutex> lk(mutex);
+        searching = false;
+        cv.notify_one();  // Wake up anyone waiting for search finished
+        cv.wait(lk, [&] { return searching; });
 
-      searching = false;
+        if (exit)
+            return;
 
-      while (!searching && !exit)
-      {
-          sleepCondition.notify_one(); // Wake up any waiting thread
-          sleepCondition.wait(lk);
-      }
+        lk.unlock();
 
-      lk.unlock();
-
-      if (!exit)
-          search();
-  }
+        search();
+    }
 }
 
+// Creates/destroys threads to match the requested number.
+// Created and launched threads will immediately go to sleep in idle_loop.
+// Upon resizing, threads are recreated to allow for binding if necessary.
+void ThreadPool::set(size_t requested) {
 
-/// ThreadPool::init() creates and launches requested threads that will go
-/// immediately to sleep. We cannot use a constructor because Threads is a
-/// static object and we need a fully initialized engine at this point due to
-/// allocation of Endgames in the Thread constructor.
+    if (threads.size() > 0)  // destroy any existing thread(s)
+    {
+        main()->wait_for_search_finished();
 
-void ThreadPool::init() {
+        while (threads.size() > 0)
+            delete threads.back(), threads.pop_back();
+    }
 
-  push_back(new MainThread());
-  read_uci_options();
-}
+    if (requested > 0)  // create new thread(s)
+    {
+        threads.push_back(new MainThread(0));
 
+        while (threads.size() < requested)
+            threads.push_back(new Thread(threads.size()));
+        clear();
 
-/// ThreadPool::exit() terminates threads before the program exits. Cannot be
-/// done in destructor because threads must be terminated before deleting any
-/// static objects while still in main().
+        // Reallocate the hash with the new threadpool size
+        TT.resize(size_t(Options["Hash"]));
 
-void ThreadPool::exit() {
-
-  while (size())
-      delete back(), pop_back();
+        // Init thread number dependent search params.
+        Search::init();
+    }
 }
 
 
-/// ThreadPool::read_uci_options() updates internal threads parameters from the
-/// corresponding UCI options and creates/destroys threads to match requested
-/// number. Thread objects are dynamically allocated.
-
-void ThreadPool::read_uci_options() {
-
-  size_t requested = Options["Threads"];
-
-  assert(requested > 0);
+// Sets threadPool data to initial values
+void ThreadPool::clear() {
 
-  while (size() < requested)
-      push_back(new Thread());
+    for (Thread* th : threads)
+        th->clear();
 
-  while (size() > requested)
-      delete back(), pop_back();
+    main()->callsCnt                 = 0;
+    main()->bestPreviousScore        = VALUE_INFINITE;
+    main()->bestPreviousAverageScore = VALUE_INFINITE;
+    main()->previousTimeReduction    = 1.0;
 }
 
 
-/// ThreadPool::nodes_searched() returns the number of nodes searched
-
-uint64_t ThreadPool::nodes_searched() const {
-
-  uint64_t nodes = 0;
-  for (Thread* th : *this)
-      nodes += th->nodes.load(std::memory_order_relaxed);
-  return nodes;
+// Wakes up main thread waiting in idle_loop() and
+// returns immediately. Main thread will wake up other threads and start the search.
+void ThreadPool::start_thinking(Position&                 pos,
+                                StateListPtr&             states,
+                                const Search::LimitsType& limits,
+                                bool                      ponderMode) {
+
+    main()->wait_for_search_finished();
+
+    main()->stopOnPonderhit = stop = false;
+    increaseDepth                  = true;
+    main()->ponder                 = ponderMode;
+    Search::Limits                 = limits;
+    Search::RootMoves rootMoves;
+
+    for (const auto& m : MoveList<LEGAL>(pos))
+        if (limits.searchmoves.empty()
+            || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
+            rootMoves.emplace_back(m);
+
+    if (!rootMoves.empty())
+        Tablebases::rank_root_moves(pos, rootMoves);
+
+    // After ownership transfer 'states' becomes empty, so if we stop the search
+    // and call 'go' again without setting a new position states.get() == nullptr.
+    assert(states.get() || setupStates.get());
+
+    if (states.get())
+        setupStates = std::move(states);  // Ownership transfer, states is now empty
+
+    // We use Position::set() to set root position across threads. But there are
+    // some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot
+    // be deduced from a fen string, so set() clears them and they are set from
+    // setupStates->back() later. The rootState is per thread, earlier states are shared
+    // since they are read-only.
+    for (Thread* th : threads)
+    {
+        th->nodes = th->tbHits = th->nmpMinPly = th->bestMoveChanges = 0;
+        th->rootDepth = th->completedDepth = 0;
+        th->rootMoves                      = rootMoves;
+        th->rootPos.set(pos.fen(), pos.is_chess960(), &th->rootState, th);
+        th->rootState      = setupStates->back();
+        th->rootSimpleEval = Eval::simple_eval(pos, pos.side_to_move());
+    }
+
+    main()->start_searching();
 }
 
-
-/// ThreadPool::tb_hits() returns the number of TB hits
-
-uint64_t ThreadPool::tb_hits() const {
-
-  uint64_t hits = 0;
-  for (Thread* th : *this)
-      hits += th->tbHits.load(std::memory_order_relaxed);
-  return hits;
+Thread* ThreadPool::get_best_thread() const {
+
+    Thread*                 bestThread = threads.front();
+    std::map<Move, int64_t> votes;
+    Value                   minScore = VALUE_NONE;
+
+    // Find the minimum score of all threads
+    for (Thread* th : threads)
+        minScore = std::min(minScore, th->rootMoves[0].score);
+
+    // Vote according to score and depth, and select the best thread
+    auto thread_value = [minScore](Thread* th) {
+        return (th->rootMoves[0].score - minScore + 14) * int(th->completedDepth);
+    };
+
+    for (Thread* th : threads)
+        votes[th->rootMoves[0].pv[0]] += thread_value(th);
+
+    for (Thread* th : threads)
+        if (std::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]]
+                         || (votes[th->rootMoves[0].pv[0]] == votes[bestThread->rootMoves[0].pv[0]]
+                             && thread_value(th) * int(th->rootMoves[0].pv.size() > 2)
+                                  > thread_value(bestThread)
+                                      * int(bestThread->rootMoves[0].pv.size() > 2)))))
+            bestThread = th;
+
+    return bestThread;
 }
 
 
-/// ThreadPool::start_thinking() wakes up the main thread sleeping in idle_loop()
-/// and starts a new search, then returns immediately.
-
-void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
-                                const Search::LimitsType& limits) {
-
-  main()->wait_for_search_finished();
-
-  stopOnPonderhit = stop = false;
-  Search::Limits = limits;
-  Search::RootMoves rootMoves;
+// Start non-main threads
 
-  for (const auto& m : MoveList<LEGAL>(pos))
-      if (   limits.searchmoves.empty()
-          || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
-          rootMoves.push_back(Search::RootMove(m));
+void ThreadPool::start_searching() {
 
-  if (!rootMoves.empty())
-      Tablebases::filter_root_moves(pos, rootMoves);
-
-  // After ownership transfer 'states' becomes empty, so if we stop the search
-  // and call 'go' again without setting a new position states.get() == NULL.
-  assert(states.get() || setupStates.get());
-
-  if (states.get())
-      setupStates = std::move(states); // Ownership transfer, states is now empty
+    for (Thread* th : threads)
+        if (th != threads.front())
+            th->start_searching();
+}
 
-  StateInfo tmp = setupStates->back();
 
-  for (Thread* th : Threads)
-  {
-      th->nodes = 0;
-      th->tbHits = 0;
-      th->rootDepth = DEPTH_ZERO;
-      th->rootMoves = rootMoves;
-      th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
-  }
+// Wait for non-main threads
 
-  setupStates->back() = tmp; // Restore st->previous, cleared by Position::set()
+void ThreadPool::wait_for_search_finished() const {
 
-  main()->start_searching();
+    for (Thread* th : threads)
+        if (th != threads.front())
+            th->wait_for_search_finished();
 }
+
+}  // namespace Stockfish