From 1b5b900a290631f04e4c8683e68eb9a9ba682196 Mon Sep 17 00:00:00 2001 From: Marco Costalba Date: Wed, 23 Dec 2015 10:07:54 +0100 Subject: [PATCH] Move some globals into main thread scope Make it explicit that those variables are not globals, but are used only by main thread. I think it is a sensible clarification because easy move is already tricky enough and current patch makes the involved actors explicit. No functional change. Resolves #537 --- src/search.cpp | 59 +++++++++++++++++++++++++------------------------- src/thread.h | 3 +++ 2 files changed, 33 insertions(+), 29 deletions(-) diff --git a/src/search.cpp b/src/search.cpp index d86d6203..ed8d9ff7 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -127,8 +127,6 @@ namespace { }; EasyMoveManager EasyMove; - bool easyPlayed, failedLow; - double BestMoveChanges; Value DrawValue[COLOR_NB]; CounterMovesHistoryStats CounterMovesHistory; @@ -326,16 +324,19 @@ void MainThread::search() { if (th != this) th->wait_for_search_finished(); - // Check if there are threads with a better score than main thread. + // Check if there are threads with a better score than main thread Thread* bestThread = this; - if (!easyPlayed && Options["MultiPV"] == 1 && !Skill(Options["Skill Level"]).enabled()) + if ( !this->easyMovePlayed + && Options["MultiPV"] == 1 + && !Skill(Options["Skill Level"]).enabled()) + { for (Thread* th : Threads) if ( th->completedDepth > bestThread->completedDepth && th->rootMoves[0].score > bestThread->rootMoves[0].score) - bestThread = th; + bestThread = th; + } - // Send new PV when needed. - // FIXME: Breaks multiPV, and skill levels + // Send new PV when needed if (bestThread != this) sync_cout << UCI::pv(bestThread->rootPos, bestThread->completedDepth, -VALUE_INFINITE, VALUE_INFINITE) << sync_endl; @@ -357,7 +358,7 @@ void Thread::search() { Stack stack[MAX_PLY+4], *ss = stack+2; // To allow referencing (ss-2) and (ss+2) Value bestValue, alpha, beta, delta; Move easyMove = MOVE_NONE; - bool isMainThread = (this == Threads.main()); + MainThread* mainThread = (this == Threads.main() ? Threads.main() : nullptr); std::memset(ss-2, 0, 5 * sizeof(Stack)); @@ -365,12 +366,12 @@ void Thread::search() { beta = VALUE_INFINITE; completedDepth = DEPTH_ZERO; - if (isMainThread) + if (mainThread) { easyMove = EasyMove.get(rootPos.key()); EasyMove.clear(); - easyPlayed = false; - BestMoveChanges = 0; + mainThread->easyMovePlayed = mainThread->failedLow = false; + mainThread->bestMoveChanges = 0; TT.new_search(); } @@ -389,7 +390,7 @@ void Thread::search() { { // Set up the new depth for the helper threads skipping in average each // 2nd ply (using a half density map similar to a Hadamard matrix). - if (!isMainThread) + if (!mainThread) { int d = rootDepth + rootPos.game_ply(); @@ -402,8 +403,8 @@ void Thread::search() { { // Table of values of 6 bits with 3 of them set static const int HalfDensityMap[] = { - 0x07, 0x0b, 0x0d, 0x0e, 0x13, 0x16, 0x19, 0x1a, 0x1c, - 0x23, 0x25, 0x26, 0x29, 0x2c, 0x31, 0x32, 0x34, 0x38 + 0x07, 0x0b, 0x0d, 0x0e, 0x13, 0x16, 0x19, 0x1a, 0x1c, + 0x23, 0x25, 0x26, 0x29, 0x2c, 0x31, 0x32, 0x34, 0x38 }; if ((HalfDensityMap[idx - 7] >> (d % 6)) & 1) @@ -412,8 +413,8 @@ void Thread::search() { } // Age out PV variability metric - if (isMainThread) - BestMoveChanges *= 0.505, failedLow = false; + if (mainThread) + mainThread->bestMoveChanges *= 0.505, mainThread->failedLow = false; // Save the last iteration's scores before first PV line is searched and // all the move scores except the (new) PV are set to -VALUE_INFINITE. @@ -459,7 +460,7 @@ void Thread::search() { // When failing high/low give some update (without cluttering // the UI) before a re-search. - if ( isMainThread + if ( mainThread && multiPV == 1 && (bestValue <= alpha || bestValue >= beta) && Time.elapsed() > 3000) @@ -472,9 +473,9 @@ void Thread::search() { beta = (alpha + beta) / 2; alpha = std::max(bestValue - delta, -VALUE_INFINITE); - if (isMainThread) + if (mainThread) { - failedLow = true; + mainThread->failedLow = true; Signals.stopOnPonderhit = false; } } @@ -494,7 +495,7 @@ void Thread::search() { // Sort the PV lines searched so far and update the GUI std::stable_sort(rootMoves.begin(), rootMoves.begin() + PVIdx + 1); - if (!isMainThread) + if (!mainThread) break; if (Signals.stop) @@ -508,7 +509,7 @@ void Thread::search() { if (!Signals.stop) completedDepth = rootDepth; - if (!isMainThread) + if (!mainThread) continue; // If skill level is enabled and time is up, pick a sub-optimal best move @@ -528,16 +529,16 @@ void Thread::search() { { // Take some extra time if the best move has changed if (rootDepth > 4 * ONE_PLY && multiPV == 1) - Time.pv_instability(BestMoveChanges); + Time.pv_instability(mainThread->bestMoveChanges); // Stop the search if only one legal move is available or all // of the available time has been used or we matched an easyMove // from the previous search and just did a fast verification. if ( rootMoves.size() == 1 - || Time.elapsed() > Time.available() * (failedLow? 641 : 315)/640 - || ( easyPlayed = ( rootMoves[0].pv[0] == easyMove - && BestMoveChanges < 0.03 - && Time.elapsed() > Time.available() / 8))) + || Time.elapsed() > Time.available() * (mainThread->failedLow ? 641 : 315) / 640 + || (mainThread->easyMovePlayed = ( rootMoves[0].pv[0] == easyMove + && mainThread->bestMoveChanges < 0.03 + && Time.elapsed() > Time.available() / 8))) { // If we are allowed to ponder do not stop the search now but // keep pondering until the GUI sends "ponderhit" or "stop". @@ -555,12 +556,12 @@ void Thread::search() { } } - if (!isMainThread) + if (!mainThread) return; // Clear any candidate easy move that wasn't stable for the last search // iterations; the second condition prevents consecutive fast moves. - if (EasyMove.stableCnt < 6 || easyPlayed) + if (EasyMove.stableCnt < 6 || mainThread->easyMovePlayed) EasyMove.clear(); // If skill level is enabled, swap best PV line with the sub-optimal one @@ -1066,7 +1067,7 @@ moves_loop: // When in check search starts from here // iteration. This information is used for time management: When // the best move changes frequently, we allocate some more time. if (moveCount > 1 && thisThread == Threads.main()) - ++BestMoveChanges; + ++static_cast(thisThread)->bestMoveChanges; } else // All other moves but the PV are set to the lowest value: this is diff --git a/src/thread.h b/src/thread.h index ee032bf3..c38bd2b9 100644 --- a/src/thread.h +++ b/src/thread.h @@ -76,6 +76,9 @@ public: struct MainThread : public Thread { virtual void search(); + + bool easyMovePlayed, failedLow; + double bestMoveChanges; }; -- 2.39.2