#include <cassert>
#include <cmath>
#include <cstring>
-#include <iomanip>
#include <iostream>
#include <sstream>
#include "book.h"
#include "evaluate.h"
#include "history.h"
-#include "misc.h"
#include "movegen.h"
#include "movepick.h"
+#include "notation.h"
#include "search.h"
#include "timeman.h"
#include "thread.h"
LimitsType Limits;
std::vector<RootMove> RootMoves;
Position RootPosition;
+ Time SearchTime;
}
using std::string;
const Depth RazorDepth = 4 * ONE_PLY;
// Dynamic razoring margin based on depth
- inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
+ inline Value razor_margin(Depth d) { return Value(512 + 16 * int(d)); }
// Maximum depth for use of dynamic threat detection when null move fails low
const Depth ThreatDepth = 5 * ONE_PLY;
// At Non-PV nodes we do an internal iterative deepening search
// when the static evaluation is bigger then beta - IIDMargin.
- const Value IIDMargin = Value(0x100);
+ const Value IIDMargin = Value(256);
// Minimum depth for use of singular extension
const Depth SingularExtensionDepth[] = { 8 * ONE_PLY, 6 * ONE_PLY };
// Futility margin for quiescence search
- const Value FutilityMarginQS = Value(0x80);
+ const Value FutilityMarginQS = Value(128);
// Futility lookup tables (initialized at startup) and their access functions
Value FutilityMargins[16][64]; // [depth][moveNumber]
size_t MultiPV, UCIMultiPV, PVIdx;
TimeManager TimeMgr;
- Time SearchTime;
int BestMoveChanges;
int SkillLevel;
bool SkillLevelEnabled, Chess960;
bool connected_threat(const Position& pos, Move m, Move threat);
Value refine_eval(const TTEntry* tte, Value ttValue, Value defaultEval);
Move do_skill_level();
- string score_to_uci(Value v, Value alpha = -VALUE_INFINITE, Value beta = VALUE_INFINITE);
- void pv_info_to_log(Position& pos, int depth, Value score, int time, Move pv[]);
- void pv_info_to_uci(const Position& pos, int depth, Value alpha, Value beta);
-
- // MovePickerExt class template extends MovePicker and allows to choose at
- // compile time the proper moves source according to the type of node. In the
- // default case we simply create and use a standard MovePicker object.
- template<bool SpNode> struct MovePickerExt : public MovePicker {
-
- MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, Stack* ss, Value b)
- : MovePicker(p, ttm, d, h, ss, b) {}
- };
-
- // In case of a SpNode we use split point's shared MovePicker object as moves source
- template<> struct MovePickerExt<true> : public MovePicker {
-
- MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, Stack* ss, Value b)
- : MovePicker(p, ttm, d, h, ss, b), mp(ss->sp->mp) {}
-
- Move next_move() { return mp->next_move(); }
- MovePicker* mp;
- };
+ string uci_pv(const Position& pos, int depth, Value alpha, Value beta);
// is_dangerous() checks whether a move belongs to some classes of known
// 'dangerous' moves so that we avoid to prune it.
FORCE_INLINE bool is_dangerous(const Position& pos, Move m, bool captureOrPromotion) {
- // Test for a pawn pushed to 7th or a passed pawn move
- if (type_of(pos.piece_moved(m)) == PAWN)
- {
- Color c = pos.side_to_move();
- if ( relative_rank(c, to_sq(m)) == RANK_7
- || pos.pawn_is_passed(c, to_sq(m)))
- return true;
- }
+ // Castle move?
+ if (type_of(m) == CASTLE)
+ return true;
- // Test for a capture that triggers a pawn endgame
- if ( captureOrPromotion
- && type_of(pos.piece_on(to_sq(m))) != PAWN
+ // Passed pawn move?
+ if ( type_of(pos.piece_moved(m)) == PAWN
+ && pos.pawn_is_passed(pos.side_to_move(), to_sq(m)))
+ return true;
+
+ // Entering a pawn endgame?
+ if ( captureOrPromotion
+ && type_of(pos.piece_on(to_sq(m))) != PAWN
+ && type_of(m) == NORMAL
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- - PieceValueMidgame[pos.piece_on(to_sq(m))] == VALUE_ZERO)
- && !is_special(m))
+ - PieceValue[Mg][pos.piece_on(to_sq(m))] == VALUE_ZERO))
return true;
return false;
/// Search::perft() is our utility to verify move generation. All the leaf nodes
/// up to the given depth are generated and counted and the sum returned.
-int64_t Search::perft(Position& pos, Depth depth) {
+size_t Search::perft(Position& pos, Depth depth) {
- StateInfo st;
- int64_t cnt = 0;
-
- MoveList<MV_LEGAL> ml(pos);
-
- // At the last ply just return the number of moves (leaf nodes)
+ // At the last ply just return the number of legal moves (leaf nodes)
if (depth == ONE_PLY)
- return ml.size();
+ return MoveList<LEGAL>(pos).size();
+ StateInfo st;
+ size_t cnt = 0;
CheckInfo ci(pos);
- for ( ; !ml.end(); ++ml)
+
+ for (MoveList<LEGAL> ml(pos); !ml.end(); ++ml)
{
pos.do_move(ml.move(), st, ci, pos.move_gives_check(ml.move(), ci));
cnt += perft(pos, depth - ONE_PLY);
pos.undo_move(ml.move());
}
+
return cnt;
}
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();
goto finalize;
}
- if (Options["OwnBook"])
+ if (Options["OwnBook"] && !Limits.infinite)
{
Move bookMove = book.probe(pos, Options["Book File"], Options["Best Book Move"]);
- if (bookMove && count(RootMoves.begin(), RootMoves.end(), bookMove))
+ if (bookMove && std::count(RootMoves.begin(), RootMoves.end(), bookMove))
{
- std::swap(RootMoves[0], *find(RootMoves.begin(), RootMoves.end(), bookMove));
+ std::swap(RootMoves[0], *std::find(RootMoves.begin(), RootMoves.end(), bookMove));
goto finalize;
}
}
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();
+ 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.
// Send full PV info to GUI if we are going to leave the loop or
// if we have a fail high/low and we are deep in the search.
if ((bestValue > alpha && bestValue < beta) || SearchTime.elapsed() > 2000)
- pv_info_to_uci(pos, depth, alpha, beta);
+ cout << uci_pv(pos, depth, alpha, beta) << endl;
// In case of failing high/low increase aspiration window and
// research, otherwise exit the fail high/low loop.
skillBest = do_skill_level();
if (!Signals.stop && Options["Use Search Log"])
- pv_info_to_log(pos, depth, bestValue, SearchTime.elapsed(), &RootMoves[0].pv[0]);
+ {
+ Log log(Options["Search Log Filename"]);
+ log << pretty_pv(pos, depth, bestValue, SearchTime.elapsed(), &RootMoves[0].pv[0])
+ << endl;
+ }
// Filter out startup noise when monitoring best move stability
if (depth > 2 && BestMoveChanges)
if (skillBest == MOVE_NONE) // Still unassigned ?
skillBest = do_skill_level();
- std::swap(RootMoves[0], *find(RootMoves.begin(), RootMoves.end(), skillBest));
+ std::swap(RootMoves[0], *std::find(RootMoves.begin(), RootMoves.end(), skillBest));
}
}
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());
- Move movesSearched[MAX_MOVES];
+ Move movesSearched[64];
StateInfo st;
const TTEntry *tte;
Key posKey;
bool isPvMove, inCheck, singularExtensionNode, givesCheck;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount = 0, playedMoveCount = 0;
- Thread& thread = Threads[pos.thread()];
+ Thread* thisThread = pos.this_thread();
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
ss->ply = (ss-1)->ply + 1;
// Used to send selDepth info to GUI
- if (PvNode && thread.maxPly < ss->ply)
- thread.maxPly = ss->ply;
+ if (PvNode && thisThread->maxPly < ss->ply)
+ thisThread->maxPly = ss->ply;
// Step 1. Initialize node
if (SpNode)
// 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
TT.refresh(tte);
ss->currentMove = ttMove; // Can be MOVE_NONE
- if ( ttValue >= beta
- && ttMove
+ if ( ttValue >= beta
+ && ttMove
&& !pos.is_capture_or_promotion(ttMove)
- && ttMove != ss->killers[0])
+ && ttMove != ss->killers[0])
{
ss->killers[1] = ss->killers[0];
ss->killers[0] = ttMove;
// Update gain for the parent non-capture move given the static position
// evaluation before and after the move.
- if ( (move = (ss-1)->currentMove) != MOVE_NULL
- && (ss-1)->eval != VALUE_NONE
- && ss->eval != VALUE_NONE
+ if ( (move = (ss-1)->currentMove) != MOVE_NULL
+ && (ss-1)->eval != VALUE_NONE
+ && ss->eval != VALUE_NONE
&& !pos.captured_piece_type()
- && !is_special(move))
+ && type_of(move) == NORMAL)
{
Square to = to_sq(move);
H.update_gain(pos.piece_on(to), to, -(ss-1)->eval - ss->eval);
&& 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);
ss->currentMove = MOVE_NULL;
// Null move dynamic reduction based on depth
- int R = 3 + (depth >= 5 * ONE_PLY ? depth / 8 : 0);
+ Depth R = 3 * ONE_PLY + depth / 4;
// Null move dynamic reduction based on value
- if (refinedValue - PawnValueMidgame > beta)
- R++;
+ if (refinedValue - PawnValueMg > beta)
+ R += ONE_PLY;
pos.do_null_move<true>(st);
(ss+1)->skipNullMove = true;
- nullValue = depth-R*ONE_PLY < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
- : - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY);
+ nullValue = depth-R < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
+ : - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R);
(ss+1)->skipNullMove = false;
pos.do_null_move<false>(st);
// Do verification search at high depths
ss->skipNullMove = true;
- Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*ONE_PLY);
+ Value v = search<NonPV>(pos, ss, alpha, beta, depth-R);
ss->skipNullMove = false;
if (v >= beta)
MovePicker mp(pos, ttMove, H, pos.captured_piece_type());
CheckInfo ci(pos);
- while ((move = mp.next_move()) != MOVE_NONE)
+ while ((move = mp.next_move<false>()) != MOVE_NONE)
if (pos.pl_move_is_legal(move, ci.pinned))
{
ss->currentMove = move;
split_point_start: // At split points actual search starts from here
- MovePickerExt<SpNode> mp(pos, ttMove, depth, H, ss, PvNode ? -VALUE_INFINITE : beta);
+ MovePicker mp(pos, ttMove, depth, H, ss, PvNode ? -VALUE_INFINITE : beta);
CheckInfo ci(pos);
futilityBase = ss->eval + ss->evalMargin;
singularExtensionNode = !RootNode
&& !SpNode
- && depth >= SingularExtensionDepth[PvNode]
- && ttMove != MOVE_NONE
+ && depth >= SingularExtensionDepth[PvNode]
+ && ttMove != MOVE_NONE
&& !excludedMove // Recursive singular search is not allowed
&& (tte->type() & BOUND_LOWER)
- && tte->depth() >= depth - 3 * ONE_PLY;
+ && tte->depth() >= depth - 3 * ONE_PLY;
// Step 11. Loop through moves
// Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
- while ( bestValue < beta
- && (move = mp.next_move()) != MOVE_NONE
- && !thread.cutoff_occurred()
+ while ( bestValue < beta
+ && (move = mp.next_move<SpNode>()) != MOVE_NONE
+ && !thisThread->cutoff_occurred()
&& !Signals.stop)
{
assert(is_ok(move));
// At root obey the "searchmoves" option and skip moves not listed in Root
// Move List, as a consequence any illegal move is also skipped. In MultiPV
// mode we also skip PV moves which have been already searched.
- if (RootNode && !count(RootMoves.begin() + PVIdx, RootMoves.end(), move))
+ if (RootNode && !std::count(RootMoves.begin() + PVIdx, RootMoves.end(), move))
continue;
// At PV and SpNode nodes we want all moves to be legal since the beginning
{
Signals.firstRootMove = (moveCount == 1);
- if (pos.thread() == 0 && SearchTime.elapsed() > 2000)
+ if (thisThread == Threads.main_thread() && SearchTime.elapsed() > 2000)
cout << "info depth " << depth / ONE_PLY
<< " currmove " << move_to_uci(move, Chess960)
<< " currmovenumber " << moveCount + PVIdx << endl;
ext = ONE_PLY;
else if (givesCheck && pos.see_sign(move) >= 0)
- ext = PvNode ? ONE_PLY : ONE_PLY / 2;
+ ext = ONE_PLY / 2;
// Singular extension search. If all moves but one fail low on a search of
// (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move
// is singular and should be extended. To verify this we do a reduced search
// on all the other moves but the ttMove, if result is lower than ttValue minus
// a margin then we extend ttMove.
- if ( singularExtensionNode
+ if ( singularExtensionNode
&& !ext
- && move == ttMove
- && pos.pl_move_is_legal(move, ci.pinned))
+ && move == ttMove
+ && pos.pl_move_is_legal(move, ci.pinned)
+ && abs(ttValue) < VALUE_KNOWN_WIN)
{
- if (abs(ttValue) < VALUE_KNOWN_WIN)
- {
- Value rBeta = ttValue - int(depth);
- ss->excludedMove = move;
- ss->skipNullMove = true;
- value = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2);
- ss->skipNullMove = false;
- ss->excludedMove = MOVE_NONE;
- if (value < rBeta)
- ext = ONE_PLY;
- }
+ Value rBeta = ttValue - int(depth);
+ ss->excludedMove = move;
+ ss->skipNullMove = true;
+ value = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2);
+ ss->skipNullMove = false;
+ ss->excludedMove = MOVE_NONE;
+
+ if (value < rBeta)
+ ext = ONE_PLY;
}
// Update current move (this must be done after singular extension search)
&& !inCheck
&& !dangerous
&& move != ttMove
- && !is_castle(move)
&& (bestValue > VALUE_MATED_IN_MAX_PLY || bestValue == -VALUE_INFINITE))
{
// Move count based pruning
}
ss->currentMove = move;
- if (!SpNode && !captureOrPromotion)
+ if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
movesSearched[playedMoveCount++] = move;
// Step 14. Make the move
// Step 15. Reduced depth search (LMR). If the move fails high will be
// re-searched at full depth.
- if ( depth > 3 * ONE_PLY
+ if ( depth > 3 * ONE_PLY
&& !isPvMove
&& !captureOrPromotion
&& !dangerous
- && !is_castle(move)
&& ss->killers[0] != move
&& ss->killers[1] != move)
{
// be trusted, and we don't update the best move and/or PV.
if (RootNode && !Signals.stop)
{
- RootMove& rm = *find(RootMoves.begin(), RootMoves.end(), move);
+ RootMove& rm = *std::find(RootMoves.begin(), RootMoves.end(), move);
// PV move or new best move ?
if (isPvMove || value > alpha)
&& value < beta) // We want always alpha < beta
alpha = value;
- if (SpNode && !thread.cutoff_occurred())
+ if (SpNode && !thisThread->cutoff_occurred())
{
sp->bestValue = value;
sp->bestMove = move;
// Step 19. Check for split
if ( !SpNode
- && depth >= Threads.min_split_depth()
- && bestValue < beta
- && Threads.available_slave_exists(pos.thread())
+ && depth >= Threads.min_split_depth()
+ && bestValue < beta
+ && Threads.available_slave_exists(thisThread)
&& !Signals.stop
- && !thread.cutoff_occurred())
+ && !thisThread->cutoff_occurred())
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
depth, threatMove, moveCount, &mp, NT);
}
// Step 21. Update tables
// Update transposition table entry, killers and history
- if (!SpNode && !Signals.stop && !thread.cutoff_occurred())
+ if (!SpNode && !Signals.stop && !thisThread->cutoff_occurred())
{
move = bestValue <= oldAlpha ? MOVE_NONE : bestMove;
bt = bestValue <= oldAlpha ? BOUND_UPPER
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());
StateInfo st;
Move ttMove, move, bestMove;
alpha = bestValue;
futilityBase = ss->eval + evalMargin + FutilityMarginQS;
- enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
+ enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg;
}
// Initialize a MovePicker object for the current position, and prepare
// Loop through the moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
- && (move = mp.next_move()) != MOVE_NONE)
+ && (move = mp.next_move<false>()) != MOVE_NONE)
{
assert(is_ok(move));
&& !givesCheck
&& move != ttMove
&& enoughMaterial
- && !is_promotion(move)
+ && type_of(move) != PROMOTION
&& !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
- + PieceValueEndgame[pos.piece_on(to_sq(move))]
- + (is_enpassant(move) ? PawnValueEndgame : VALUE_ZERO);
+ + PieceValue[Eg][pos.piece_on(to_sq(move))]
+ + (type_of(move) == ENPASSANT ? PawnValueEg : VALUE_ZERO);
if (futilityValue < beta)
{
// Detect non-capture evasions that are candidate to be pruned
evasionPrunable = !PvNode
- && inCheck
- && bestValue > VALUE_MATED_IN_MAX_PLY
+ && inCheck
+ && bestValue > VALUE_MATED_IN_MAX_PLY
&& !pos.is_capture(move)
&& !pos.can_castle(pos.side_to_move());
if ( !PvNode
&& (!inCheck || evasionPrunable)
&& move != ttMove
- && !is_promotion(move)
+ && type_of(move) != PROMOTION
&& pos.see_sign(move) < 0)
continue;
&& givesCheck
&& move != ttMove
&& !pos.is_capture_or_promotion(move)
- && ss->eval + PawnValueMidgame / 4 < beta
+ && ss->eval + PawnValueMg / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta))
continue;
// Rule 1. Checks which give opponent's king at most one escape square are dangerous
b = kingAtt & ~pos.pieces(them) & ~newAtt & ~(1ULL << to);
- if (single_bit(b)) // Catches also !b
+ if (!more_than_one(b))
return true;
// Rule 2. Queen contact check is very dangerous
while (b)
{
// Note that here we generate illegal "double move"!
- if (futilityBase + PieceValueEndgame[pos.piece_on(pop_1st_bit(&b))] >= beta)
+ if (futilityBase + PieceValue[Eg][pos.piece_on(pop_lsb(&b))] >= beta)
return true;
}
// Case 3: Moving through the vacated square
p2 = pos.piece_on(f2);
- if (piece_is_slider(p2) && (squares_between(f2, t2) & f1))
+ if (piece_is_slider(p2) && (between_bb(f2, t2) & f1))
return true;
// Case 4: The destination square for m2 is defended by the moving piece in m1
// Case 5: Discovered check, checking piece is the piece moved in m1
ksq = pos.king_square(pos.side_to_move());
if ( piece_is_slider(p1)
- && (squares_between(t1, ksq) & f2)
+ && (between_bb(t1, ksq) & f2)
&& (pos.attacks_from(p1, t1, pos.pieces() ^ f2) & ksq))
return true;
// Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune moves which defend it.
if ( pos.is_capture(threat)
- && ( PieceValueMidgame[pos.piece_on(tfrom)] >= PieceValueMidgame[pos.piece_on(tto)]
+ && ( PieceValue[Mg][pos.piece_on(tfrom)] >= PieceValue[Mg][pos.piece_on(tto)]
|| type_of(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;
// Case 3: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
if ( piece_is_slider(pos.piece_on(tfrom))
- && (squares_between(tfrom, tto) & mto)
+ && (between_bb(tfrom, tto) & mto)
&& pos.see_sign(m) >= 0)
return true;
}
- // score_to_uci() converts a value to a string suitable for use with the UCI
- // protocol specifications:
- //
- // cp <x> The score from the engine's point of view in centipawns.
- // mate <y> Mate in y moves, not plies. If the engine is getting mated
- // use negative values for y.
-
- string score_to_uci(Value v, Value alpha, Value beta) {
-
- std::stringstream s;
-
- if (abs(v) < VALUE_MATE_IN_MAX_PLY)
- s << "cp " << v * 100 / int(PawnValueMidgame);
- else
- s << "mate " << (v > 0 ? VALUE_MATE - v + 1 : -VALUE_MATE - v) / 2;
-
- s << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
-
- return s.str();
- }
-
-
- // pv_info_to_uci() sends search info to GUI. UCI protocol requires to send all
- // the PV lines also if are still to be searched and so refer to the previous
- // search score.
-
- void pv_info_to_uci(const Position& pos, int depth, Value alpha, Value beta) {
-
- int t = SearchTime.elapsed();
- int selDepth = 0;
-
- for (int i = 0; i < Threads.size(); i++)
- if (Threads[i].maxPly > selDepth)
- selDepth = Threads[i].maxPly;
-
- for (size_t i = 0; i < std::min(UCIMultiPV, RootMoves.size()); i++)
- {
- bool updated = (i <= PVIdx);
-
- if (depth == 1 && !updated)
- continue;
-
- int d = (updated ? depth : depth - 1);
- Value v = (updated ? RootMoves[i].score : RootMoves[i].prevScore);
- std::stringstream s;
-
- for (int j = 0; RootMoves[i].pv[j] != MOVE_NONE; j++)
- s << " " << move_to_uci(RootMoves[i].pv[j], Chess960);
-
- cout << "info depth " << d
- << " seldepth " << selDepth
- << " score " << (i == PVIdx ? score_to_uci(v, alpha, beta) : score_to_uci(v))
- << " nodes " << pos.nodes_searched()
- << " nps " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0)
- << " time " << t
- << " multipv " << i + 1
- << " pv" << s.str() << endl;
- }
- }
-
-
- // pv_info_to_log() writes human-readable search information to the log file
- // (which is created when the UCI parameter "Use Search Log" is "true"). It
- // uses the two below helpers to pretty format time and score respectively.
-
- string time_to_string(int millisecs) {
-
- const int MSecMinute = 1000 * 60;
- const int MSecHour = 1000 * 60 * 60;
-
- int hours = millisecs / MSecHour;
- int minutes = (millisecs % MSecHour) / MSecMinute;
- int seconds = ((millisecs % MSecHour) % MSecMinute) / 1000;
-
- std::stringstream s;
-
- if (hours)
- s << hours << ':';
-
- s << std::setfill('0') << std::setw(2) << minutes << ':'
- << std::setw(2) << seconds;
- return s.str();
- }
-
- string score_to_string(Value v) {
-
- std::stringstream s;
-
- if (v >= VALUE_MATE_IN_MAX_PLY)
- s << "#" << (VALUE_MATE - v + 1) / 2;
- else if (v <= VALUE_MATED_IN_MAX_PLY)
- s << "-#" << (VALUE_MATE + v) / 2;
- else
- s << std::setprecision(2) << std::fixed << std::showpos
- << float(v) / PawnValueMidgame;
-
- return s.str();
- }
-
- void pv_info_to_log(Position& pos, int depth, Value value, int time, Move pv[]) {
-
- const int64_t K = 1000;
- const int64_t M = 1000000;
-
- StateInfo state[MAX_PLY_PLUS_2], *st = state;
- Move* m = pv;
- string san, padding;
- size_t length;
- std::stringstream s;
-
- s << std::setw(2) << depth
- << std::setw(8) << score_to_string(value)
- << std::setw(8) << time_to_string(time);
-
- if (pos.nodes_searched() < M)
- s << std::setw(8) << pos.nodes_searched() / 1 << " ";
-
- else if (pos.nodes_searched() < K * M)
- s << std::setw(7) << pos.nodes_searched() / K << "K ";
-
- else
- s << std::setw(7) << pos.nodes_searched() / M << "M ";
-
- padding = string(s.str().length(), ' ');
- length = padding.length();
-
- while (*m != MOVE_NONE)
- {
- san = move_to_san(pos, *m);
-
- if (length + san.length() > 80)
- {
- s << "\n" + padding;
- length = padding.length();
- }
-
- s << san << ' ';
- length += san.length() + 1;
-
- pos.do_move(*m++, *st++);
- }
-
- while (m != pv)
- pos.undo_move(*--m);
-
- Log l(Options["Search Log Filename"]);
- l << s.str() << endl;
- }
-
-
// When playing with strength handicap choose best move among the MultiPV set
// using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
// RootMoves are already sorted by score in descending order
size_t size = std::min(MultiPV, RootMoves.size());
- int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMidgame);
+ int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMg);
int weakness = 120 - 2 * SkillLevel;
int max_s = -VALUE_INFINITE;
Move best = MOVE_NONE;
return best;
}
+
+ // uci_pv() formats PV information according to UCI protocol. UCI requires
+ // to send all the PV lines also if are still to be searched and so refer to
+ // the previous search score.
+
+ string uci_pv(const Position& pos, int depth, Value alpha, Value beta) {
+
+ std::stringstream s;
+ int t = SearchTime.elapsed();
+ int selDepth = 0;
+
+ for (size_t i = 0; i < Threads.size(); i++)
+ if (Threads[i].maxPly > selDepth)
+ selDepth = Threads[i].maxPly;
+
+ for (size_t i = 0; i < std::min(UCIMultiPV, RootMoves.size()); i++)
+ {
+ bool updated = (i <= PVIdx);
+
+ if (depth == 1 && !updated)
+ continue;
+
+ int d = (updated ? depth : depth - 1);
+ Value v = (updated ? RootMoves[i].score : RootMoves[i].prevScore);
+
+ if (s.rdbuf()->in_avail())
+ s << "\n";
+
+ s << "info depth " << d
+ << " seldepth " << selDepth
+ << " score " << (i == PVIdx ? score_to_uci(v, alpha, beta) : score_to_uci(v))
+ << " nodes " << pos.nodes_searched()
+ << " nps " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0)
+ << " time " << t
+ << " multipv " << i + 1
+ << " pv";
+
+ for (size_t j = 0; RootMoves[i].pv[j] != MOVE_NONE; j++)
+ s << " " << move_to_uci(RootMoves[i].pv[j], Chess960);
+ }
+
+ return s.str();
+ }
+
} // namespace
}
-/// Thread::idle_loop() is where the thread is parked when it has no work to do.
-/// The parameter 'master_sp', if non-NULL, is a pointer to an active SplitPoint
-/// object for which the thread is the master.
+/// Thread::idle_loop() is where the thread is parked when it has no work to do
+
+void Thread::idle_loop() {
+
+ // Pointer 'sp_master', if non-NULL, points to the active SplitPoint
+ // object for which the thread is the master.
+ const SplitPoint* sp_master = splitPointsCnt ? curSplitPoint : NULL;
-void Thread::idle_loop(SplitPoint* sp_master) {
+ assert(!sp_master || (sp_master->master == this && is_searching));
// If this thread is the master of a split point and all slaves have
// finished their work at this split point, return from the idle loop.
lock_release(Threads.splitLock);
Stack ss[MAX_PLY_PLUS_2];
- Position pos(*sp->pos, threadID);
- int master = sp->master;
+ Position pos(*sp->pos, this);
memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
(ss+1)->sp = sp;
assert(is_searching);
is_searching = false;
- sp->slavesMask &= ~(1ULL << threadID);
+ sp->slavesMask &= ~(1ULL << idx);
sp->nodes += pos.nodes_searched();
- // After releasing the lock we cannot access anymore any SplitPoint
- // related data in a reliably way becuase it could have been released
- // under our feet by the sp master.
- lock_release(sp->lock);
-
// Wake up master thread so to allow it to return from the idle loop in
// case we are the last slave of the split point.
- if ( Threads.use_sleeping_threads()
- && threadID != master
- && !Threads[master].is_searching)
- Threads[master].wake_up();
+ if ( Threads.use_sleeping_threads()
+ && this != sp->master
+ && !sp->slavesMask)
+ {
+ assert(!sp->master->is_searching);
+ sp->master->wake_up();
+ }
+
+ // After releasing the lock we cannot access anymore any SplitPoint
+ // related data in a safe way becuase it could have been released under
+ // our feet by the sp master. Also accessing other Thread objects is
+ // unsafe because if we are exiting there is a chance are already freed.
+ lock_release(sp->lock);
}
}
}
|| stillAtFirstMove;
if ( (Limits.use_time_management() && noMoreTime)
- || (Limits.maxTime && e >= Limits.maxTime))
+ || (Limits.movetime && e >= Limits.movetime))
Signals.stop = true;
}