void init_threads();
void exit_threads();
- int active_threads() const { return ActiveThreads; }
- void set_active_threads(int newActiveThreads) { ActiveThreads = newActiveThreads; }
+ int min_split_depth() const { return minimumSplitDepth; }
+ int active_threads() const { return activeThreads; }
+ void set_active_threads(int cnt) { activeThreads = cnt; }
+ void read_uci_options();
bool available_thread_exists(int master) const;
bool thread_is_available(int slave, int master) const;
- bool thread_should_stop(int threadID) const;
+ bool cutoff_at_splitpoint(int threadID) const;
void wake_sleeping_thread(int threadID);
void idle_loop(int threadID, SplitPoint* sp);
Depth depth, Move threatMove, bool mateThreat, int moveCount, MovePicker* mp, bool pvNode);
private:
- int ActiveThreads;
- volatile bool AllThreadsShouldExit;
+ Depth minimumSplitDepth;
+ int maxThreadsPerSplitPoint;
+ bool useSleepingThreads;
+ int activeThreads;
+ volatile bool allThreadsShouldExit;
Thread threads[MAX_THREADS];
- Lock MPLock;
- WaitCondition WaitCond[MAX_THREADS];
+ Lock mpLock, sleepLock[MAX_THREADS];
+ WaitCondition sleepCond[MAX_THREADS];
};
bool UseLogFile;
std::ofstream LogFile;
- // Multi-threads related variables
- Depth MinimumSplitDepth;
- int MaxThreadsPerSplitPoint;
- bool UseSleepingMaster;
+ // Multi-threads manager object
ThreadsManager ThreadsMgr;
// Node counters, used only by thread[0] but try to keep in different cache
template <NodeType PvNode>
Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck, bool singleEvasion, bool mateThreat, bool* dangerous);
+ bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bValue);
bool connected_moves(const Position& pos, Move m1, Move m2);
bool value_is_mate(Value value);
Value value_to_tt(Value v, int ply);
// Init reductions array
for (hd = 1; hd < 64; hd++) for (mc = 1; mc < 64; mc++)
{
- double pvRed = 0.33 + log(double(hd)) * log(double(mc)) / 4.5;
+ double pvRed = log(double(hd)) * log(double(mc)) / 3.0;
double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
ReductionMatrix[PV][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
ReductionMatrix[NonPV][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
PawnEndgameExtension[0] = Options["Pawn Endgame Extension (non-PV nodes)"].value<Depth>();
MateThreatExtension[1] = Options["Mate Threat Extension (PV nodes)"].value<Depth>();
MateThreatExtension[0] = Options["Mate Threat Extension (non-PV nodes)"].value<Depth>();
-
- MinimumSplitDepth = Options["Minimum Split Depth"].value<int>() * ONE_PLY;
- MaxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value<int>();
- MultiPV = Options["MultiPV"].value<int>();
- UseLogFile = Options["Use Search Log"].value<bool>();
- UseSleepingMaster = Options["Use Sleeping Master"].value<bool>();
+ MultiPV = Options["MultiPV"].value<int>();
+ UseLogFile = Options["Use Search Log"].value<bool>();
if (UseLogFile)
LogFile.open(Options["Search Log Filename"].value<std::string>().c_str(), std::ios::out | std::ios::app);
read_weights(pos.side_to_move());
// Set the number of active threads
- int newActiveThreads = Options["Threads"].value<int>();
- if (newActiveThreads != ThreadsMgr.active_threads())
- {
- ThreadsMgr.set_active_threads(newActiveThreads);
- init_eval(ThreadsMgr.active_threads());
- }
+ ThreadsMgr.read_uci_options();
+ init_eval(ThreadsMgr.active_threads());
+
+ // Wake up needed threads
+ for (int i = 1; i < ThreadsMgr.active_threads(); i++)
+ ThreadsMgr.wake_sleeping_thread(i);
// Set thinking time
int myTime = time[pos.side_to_move()];
if (UseLogFile)
LogFile.close();
+ // This makes all the threads to go to sleep
+ ThreadsMgr.set_active_threads(1);
+
return !Quit;
}
<< " time " << current_search_time() << endl;
// Print the best move and the ponder move to the standard output
- if (pv[0] == MOVE_NONE)
+ if (pv[0] == MOVE_NONE || MultiPV > 1)
{
pv[0] = rml.move(0);
pv[1] = MOVE_NONE;
threatMove = sp->threatMove;
mateThreat = sp->mateThreat;
goto split_point_start;
- } else {} // Hack to fix icc's "statement is unreachable" warning
+ }
+ else {} // Hack to fix icc's "statement is unreachable" warning
// Step 1. Initialize node and poll. Polling can abort search
ss->currentMove = ss->bestMove = threatMove = MOVE_NONE;
}
// Step 2. Check for aborted search and immediate draw
- if ( AbortSearch || ThreadsMgr.thread_should_stop(threadID)
- || pos.is_draw() || ply >= PLY_MAX - 1)
+ if ( AbortSearch
+ || ThreadsMgr.cutoff_at_splitpoint(threadID)
+ || pos.is_draw()
+ || ply >= PLY_MAX - 1)
return VALUE_DRAW;
// Step 3. Mate distance pruning
&& !isCheck
&& refinedValue < beta - razor_margin(depth)
&& ttMove == MOVE_NONE
- && (ss-1)->currentMove != MOVE_NULL
&& !value_is_mate(beta)
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
threatMove = (ss+1)->bestMove;
if ( depth < ThreatDepth
&& (ss-1)->reduction
+ && threatMove != MOVE_NONE
&& connected_moves(pos, (ss-1)->currentMove, threatMove))
return beta - 1;
}
// Loop through all legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
- && !ThreadsMgr.thread_should_stop(threadID))
+ && !ThreadsMgr.cutoff_at_splitpoint(threadID))
{
assert(move_is_ok(move));
continue;
}
+
+ // Prune moves with negative SEE at low depths
+ if ( predictedDepth < 2 * ONE_PLY
+ && bestValue > value_mated_in(PLY_MAX)
+ && pos.see_sign(move) < 0)
+ {
+ if (SpNode)
+ lock_grab(&(sp->lock));
+
+ continue;
+ }
}
// Step 13. Make the move
// Step extra. pv search (only in PV nodes)
// The first move in list is the expected PV
- if (!SpNode && PvNode && moveCount == 1)
+ if (PvNode && moveCount == 1)
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
else
{
&& !captureOrPromotion
&& !dangerous
&& !move_is_castle(move)
- && !(ss->killers[0] == move || ss->killers[1] == move))
+ && ss->killers[0] != move
+ && ss->killers[1] != move)
{
ss->reduction = reduction<PvNode>(depth, moveCount);
+
if (ss->reduction)
{
alpha = SpNode ? sp->alpha : alpha;
alpha = sp->alpha;
}
- if (value > bestValue && !(SpNode && ThreadsMgr.thread_should_stop(threadID)))
+ if (value > bestValue && !(SpNode && ThreadsMgr.cutoff_at_splitpoint(threadID)))
{
bestValue = value;
if (value > alpha)
{
- if (SpNode && (!PvNode || value >= beta))
- sp->stopRequest = true;
-
if (PvNode && value < beta) // We want always alpha < beta
{
alpha = value;
+
if (SpNode)
sp->alpha = value;
}
+ else if (SpNode)
+ sp->betaCutoff = true;
if (value == value_mate_in(ply + 1))
ss->mateKiller = move;
// Step 18. Check for split
if ( !SpNode
- && depth >= MinimumSplitDepth
+ && depth >= ThreadsMgr.min_split_depth()
&& ThreadsMgr.active_threads() > 1
&& bestValue < beta
&& ThreadsMgr.available_thread_exists(threadID)
&& !AbortSearch
- && !ThreadsMgr.thread_should_stop(threadID)
+ && !ThreadsMgr.cutoff_at_splitpoint(threadID)
&& Iteration <= 99)
ThreadsMgr.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
threatMove, mateThreat, moveCount, &mp, PvNode);
// Step 20. Update tables
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
- if (!SpNode && !AbortSearch && !ThreadsMgr.thread_should_stop(threadID))
+ if (!SpNode && !AbortSearch && !ThreadsMgr.cutoff_at_splitpoint(threadID))
{
move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
return bestValue;
}
-
// qsearch() is the quiescence search function, which is called by the main
// search function when the remaining depth is zero (or, to be more precise,
// less than ONE_PLY).
StateInfo st;
Move ttMove, move;
Value bestValue, value, evalMargin, futilityValue, futilityBase;
- bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
+ bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte;
+ Depth ttDepth;
Value oldAlpha = alpha;
ss->bestMove = ss->currentMove = MOVE_NONE;
if (pos.is_draw() || ply >= PLY_MAX - 1)
return VALUE_DRAW;
+ // Decide whether or not to include checks, this fixes also the type of
+ // TT entry depth that we are going to use. Note that in qsearch we use
+ // only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
+ isCheck = pos.is_check();
+ ttDepth = (isCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS : DEPTH_QS_NO_CHECKS);
+
// Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
tte = TT.retrieve(pos.get_key());
ttMove = (tte ? tte->move() : MOVE_NONE);
- if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
+ if (!PvNode && tte && ok_to_use_TT(tte, ttDepth, beta, ply))
{
ss->bestMove = ttMove; // Can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
- isCheck = pos.is_check();
-
// Evaluate the position statically
if (isCheck)
{
bestValue = futilityBase = -VALUE_INFINITE;
ss->eval = evalMargin = VALUE_NONE;
- deepChecks = enoughMaterial = false;
+ enoughMaterial = false;
}
else
{
if (PvNode && bestValue > alpha)
alpha = bestValue;
- // If we are near beta then try to get a cutoff pushing checks a bit further
- deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
-
// Futility pruning parameters, not needed when in check
futilityBase = ss->eval + evalMargin + FutilityMarginQS;
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
- // queen promotions and checks (only if depth == 0 or depth == -ONE_PLY
- // and we are near beta) will be generated.
- MovePicker mp = MovePicker(pos, ttMove, deepChecks ? DEPTH_ZERO : depth, H);
+ // queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will
+ // be generated.
+ MovePicker mp = MovePicker(pos, ttMove, depth, H);
CheckInfo ci(pos);
// Loop through the moves until no moves remain or a beta cutoff occurs
&& pos.see_sign(move) < 0)
continue;
+ // Don't search useless checks
+ if ( !PvNode
+ && !isCheck
+ && moveIsCheck
+ && move != ttMove
+ && !pos.move_is_capture_or_promotion(move)
+ && ss->eval + PawnValueMidgame / 4 < beta
+ && !check_is_dangerous(pos, move, futilityBase, beta, &bestValue))
+ {
+ if (ss->eval + PawnValueMidgame / 4 > bestValue)
+ bestValue = ss->eval + PawnValueMidgame / 4;
+
+ continue;
+ }
+
// Update current move
ss->currentMove = move;
return value_mated_in(ply);
// Update transposition table
- Depth d = (depth == DEPTH_ZERO ? DEPTH_ZERO : DEPTH_ZERO - ONE_PLY);
ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, evalMargin);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, ttDepth, ss->bestMove, ss->eval, evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
}
+ // check_is_dangerous() tests if a checking move can be pruned in qsearch().
+ // bestValue is updated only when returning false because in that case move
+ // will be pruned.
+
+ bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bestValue)
+ {
+ Bitboard b, occ, oldAtt, newAtt, kingAtt;
+ Square from, to, ksq, victimSq;
+ Piece pc;
+ Color them;
+ Value futilityValue, bv = *bestValue;
+
+ from = move_from(move);
+ to = move_to(move);
+ them = opposite_color(pos.side_to_move());
+ ksq = pos.king_square(them);
+ kingAtt = pos.attacks_from<KING>(ksq);
+ pc = pos.piece_on(from);
+
+ occ = pos.occupied_squares() & ~(1ULL << from) & ~(1ULL << ksq);
+ oldAtt = pos.attacks_from(pc, from, occ);
+ newAtt = pos.attacks_from(pc, to, occ);
+
+ // Rule 1. Checks which give opponent's king at most one escape square are dangerous
+ b = kingAtt & ~pos.pieces_of_color(them) & ~newAtt & ~(1ULL << to);
+
+ if (!(b && (b & (b - 1))))
+ return true;
+
+ // Rule 2. Queen contact check is very dangerous
+ if ( type_of_piece(pc) == QUEEN
+ && bit_is_set(kingAtt, to))
+ return true;
+
+ // Rule 3. Creating new double threats with checks
+ b = pos.pieces_of_color(them) & newAtt & ~oldAtt & ~(1ULL << ksq);
+
+ while (b)
+ {
+ victimSq = pop_1st_bit(&b);
+ futilityValue = futilityBase + pos.endgame_value_of_piece_on(victimSq);
+
+ // Note that here we generate illegal "double move"!
+ if ( futilityValue >= beta
+ && pos.see_sign(make_move(from, victimSq)) >= 0)
+ return true;
+
+ if (futilityValue > bv)
+ bv = futilityValue;
+ }
+
+ // Update bestValue only if check is not dangerous (because we will prune the move)
+ *bestValue = bv;
+ return false;
+ }
+
+
// connected_moves() tests whether two moves are 'connected' in the sense
// that the first move somehow made the second move possible (for instance
// if the moving piece is the same in both moves). The first move is assumed
Square f1, t1, f2, t2;
Piece p;
- assert(move_is_ok(m1));
- assert(move_is_ok(m2));
-
- if (m2 == MOVE_NONE)
- return false;
+ assert(m1 && move_is_ok(m1));
+ assert(m2 && move_is_ok(m2));
// Case 1: The moving piece is the same in both moves
f2 = move_from(m2);
/// The ThreadsManager class
+ // read_uci_options() updates number of active threads and other internal
+ // parameters according to the UCI options values. It is called before
+ // to start a new search.
+
+ void ThreadsManager::read_uci_options() {
+
+ maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value<int>();
+ minimumSplitDepth = Options["Minimum Split Depth"].value<int>() * ONE_PLY;
+ useSleepingThreads = Options["Use Sleeping Threads"].value<bool>();
+ activeThreads = Options["Threads"].value<int>();
+ }
+
+
// idle_loop() is where the threads are parked when they have no work to do.
// The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint
// object for which the current thread is the master.
{
// Slave threads can exit as soon as AllThreadsShouldExit raises,
// master should exit as last one.
- if (AllThreadsShouldExit)
+ if (allThreadsShouldExit)
{
assert(!sp);
threads[threadID].state = THREAD_TERMINATED;
// If we are not thinking, wait for a condition to be signaled
// instead of wasting CPU time polling for work.
- while ( threadID >= ActiveThreads
- || threads[threadID].state == THREAD_INITIALIZING
- || (threads[threadID].state == THREAD_AVAILABLE && (!sp || UseSleepingMaster)))
+ while ( threadID >= activeThreads || threads[threadID].state == THREAD_INITIALIZING
+ || (useSleepingThreads && threads[threadID].state == THREAD_AVAILABLE))
{
- lock_grab(&MPLock);
-
- // Test with lock held to avoid races with wake_sleeping_thread()
- for (i = 0; sp && i < ActiveThreads && !sp->slaves[i]; i++) {}
- allFinished = (i == ActiveThreads);
-
- // Retest sleep conditions under lock protection
- if ( AllThreadsShouldExit
- || allFinished
- || !( threadID >= ActiveThreads
- || threads[threadID].state == THREAD_INITIALIZING
- || (threads[threadID].state == THREAD_AVAILABLE && (!sp || UseSleepingMaster))))
+ assert(!sp || useSleepingThreads);
+ assert(threadID != 0 || useSleepingThreads);
+
+ if (threads[threadID].state == THREAD_INITIALIZING)
+ threads[threadID].state = THREAD_AVAILABLE;
+
+ // Grab the lock to avoid races with wake_sleeping_thread()
+ lock_grab(&sleepLock[threadID]);
+
+ // If we are master and all slaves have finished do not go to sleep
+ for (i = 0; sp && i < activeThreads && !sp->slaves[i]; i++) {}
+ allFinished = (i == activeThreads);
+
+ if (allFinished || allThreadsShouldExit)
{
- lock_release(&MPLock);
+ lock_release(&sleepLock[threadID]);
break;
}
- // Put thread to sleep
- threads[threadID].state = THREAD_AVAILABLE;
- cond_wait(&WaitCond[threadID], &MPLock);
- lock_release(&MPLock);
+ // Do sleep here after retesting sleep conditions
+ if (threadID >= activeThreads || threads[threadID].state == THREAD_AVAILABLE)
+ cond_wait(&sleepCond[threadID], &sleepLock[threadID]);
+
+ lock_release(&sleepLock[threadID]);
}
// If this thread has been assigned work, launch a search
if (threads[threadID].state == THREAD_WORKISWAITING)
{
- assert(!AllThreadsShouldExit);
+ assert(!allThreadsShouldExit);
threads[threadID].state = THREAD_SEARCHING;
if (tsp->pvNode)
search<PV, true>(pos, ss, tsp->alpha, tsp->beta, tsp->depth, tsp->ply);
- else {
+ else
search<NonPV, true>(pos, ss, tsp->alpha, tsp->beta, tsp->depth, tsp->ply);
- }
+
assert(threads[threadID].state == THREAD_SEARCHING);
threads[threadID].state = THREAD_AVAILABLE;
// 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 (UseSleepingMaster && threadID != tsp->master && threads[tsp->master].state == THREAD_AVAILABLE)
+ if (useSleepingThreads && threadID != tsp->master && threads[tsp->master].state == THREAD_AVAILABLE)
wake_sleeping_thread(tsp->master);
}
// 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.
- for (i = 0; sp && i < ActiveThreads && !sp->slaves[i]; i++) {}
- allFinished = (i == ActiveThreads);
+ for (i = 0; sp && i < activeThreads && !sp->slaves[i]; i++) {}
+ allFinished = (i == activeThreads);
if (allFinished)
{
bool ok;
// Initialize global locks
- lock_init(&MPLock);
+ lock_init(&mpLock);
for (i = 0; i < MAX_THREADS; i++)
- cond_init(&WaitCond[i]);
+ {
+ lock_init(&sleepLock[i]);
+ cond_init(&sleepCond[i]);
+ }
// Initialize splitPoints[] locks
for (i = 0; i < MAX_THREADS; i++)
lock_init(&(threads[i].splitPoints[j].lock));
// Will be set just before program exits to properly end the threads
- AllThreadsShouldExit = false;
+ allThreadsShouldExit = false;
// Threads will be put all threads to sleep as soon as created
- ActiveThreads = 1;
+ activeThreads = 1;
// All threads except the main thread should be initialized to THREAD_INITIALIZING
threads[0].state = THREAD_SEARCHING;
void ThreadsManager::exit_threads() {
- AllThreadsShouldExit = true; // Let the woken up threads to exit idle_loop()
+ allThreadsShouldExit = true; // Let the woken up threads to exit idle_loop()
// Wake up all the threads and waits for termination
for (int i = 1; i < MAX_THREADS; i++)
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
lock_destroy(&(threads[i].splitPoints[j].lock));
- lock_destroy(&MPLock);
+ lock_destroy(&mpLock);
// Now we can safely destroy the wait conditions
for (int i = 0; i < MAX_THREADS; i++)
- cond_destroy(&WaitCond[i]);
+ {
+ lock_destroy(&sleepLock[i]);
+ cond_destroy(&sleepCond[i]);
+ }
}
- // thread_should_stop() checks whether the thread should stop its search.
- // This can happen if a beta cutoff has occurred in the thread's currently
- // active split point, or in some ancestor of the current split point.
+ // cutoff_at_splitpoint() checks whether a beta cutoff has occurred in
+ // the thread's currently active split point, or in some ancestor of
+ // the current split point.
- bool ThreadsManager::thread_should_stop(int threadID) const {
+ bool ThreadsManager::cutoff_at_splitpoint(int threadID) const {
- assert(threadID >= 0 && threadID < ActiveThreads);
+ assert(threadID >= 0 && threadID < activeThreads);
SplitPoint* sp = threads[threadID].splitPoint;
- for ( ; sp && !sp->stopRequest; sp = sp->parent) {}
+ for ( ; sp && !sp->betaCutoff; sp = sp->parent) {}
return sp != NULL;
}
bool ThreadsManager::thread_is_available(int slave, int master) const {
- assert(slave >= 0 && slave < ActiveThreads);
- assert(master >= 0 && master < ActiveThreads);
- assert(ActiveThreads > 1);
+ assert(slave >= 0 && slave < activeThreads);
+ assert(master >= 0 && master < activeThreads);
+ assert(activeThreads > 1);
if (threads[slave].state != THREAD_AVAILABLE || slave == master)
return false;
// No active split points means that the thread is available as
// a slave for any other thread.
- if (localActiveSplitPoints == 0 || ActiveThreads == 2)
+ if (localActiveSplitPoints == 0 || activeThreads == 2)
return true;
// Apply the "helpful master" concept if possible. Use localActiveSplitPoints
bool ThreadsManager::available_thread_exists(int master) const {
- assert(master >= 0 && master < ActiveThreads);
- assert(ActiveThreads > 1);
+ assert(master >= 0 && master < activeThreads);
+ assert(activeThreads > 1);
- for (int i = 0; i < ActiveThreads; i++)
+ for (int i = 0; i < activeThreads; i++)
if (thread_is_available(i, master))
return true;
assert(*alpha < beta);
assert(beta <= VALUE_INFINITE);
assert(depth > DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < ActiveThreads);
- assert(ActiveThreads > 1);
+ assert(pos.thread() >= 0 && pos.thread() < activeThreads);
+ assert(activeThreads > 1);
int i, master = pos.thread();
Thread& masterThread = threads[master];
- lock_grab(&MPLock);
+ lock_grab(&mpLock);
// If no other thread is available to help us, or if we have too many
// active split points, don't split.
if ( !available_thread_exists(master)
|| masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
{
- lock_release(&MPLock);
+ lock_release(&mpLock);
return;
}
// Initialize the split point object
splitPoint.parent = masterThread.splitPoint;
splitPoint.master = master;
- splitPoint.stopRequest = false;
+ splitPoint.betaCutoff = false;
splitPoint.ply = ply;
splitPoint.depth = depth;
splitPoint.threatMove = threatMove;
splitPoint.pos = &pos;
splitPoint.nodes = 0;
splitPoint.parentSstack = ss;
- for (i = 0; i < ActiveThreads; i++)
+ for (i = 0; i < activeThreads; i++)
splitPoint.slaves[i] = 0;
masterThread.splitPoint = &splitPoint;
int workersCnt = 1; // At least the master is included
// Allocate available threads setting state to THREAD_BOOKED
- for (i = 0; !Fake && i < ActiveThreads && workersCnt < MaxThreadsPerSplitPoint; i++)
+ for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
if (thread_is_available(i, master))
{
threads[i].state = THREAD_BOOKED;
assert(Fake || workersCnt > 1);
// We can release the lock because slave threads are already booked and master is not available
- lock_release(&MPLock);
+ lock_release(&mpLock);
// Tell the threads that they have work to do. This will make them leave
// their idle loop. But before copy search stack tail for each thread.
- for (i = 0; i < ActiveThreads; i++)
+ for (i = 0; i < activeThreads; i++)
if (i == master || splitPoint.slaves[i])
{
memcpy(splitPoint.sstack[i], ss - 1, 4 * sizeof(SearchStack));
assert(i == master || threads[i].state == THREAD_BOOKED);
threads[i].state = THREAD_WORKISWAITING; // This makes the slave to exit from idle_loop()
- if (i != master)
+
+ if (useSleepingThreads && i != master)
wake_sleeping_thread(i);
}
// We have returned from the idle loop, which means that all threads are
// finished. Update alpha and bestValue, and return.
- lock_grab(&MPLock);
+ lock_grab(&mpLock);
*alpha = splitPoint.alpha;
*bestValue = splitPoint.bestValue;
masterThread.splitPoint = splitPoint.parent;
pos.set_nodes_searched(pos.nodes_searched() + splitPoint.nodes);
- lock_release(&MPLock);
+ lock_release(&mpLock);
}
- // wake_sleeping_thread() wakes up all sleeping threads when it is time
- // to start a new search from the root.
+ // wake_sleeping_thread() wakes up the thread with the given threadID
+ // when it is time to start a new search.
void ThreadsManager::wake_sleeping_thread(int threadID) {
- lock_grab(&MPLock);
- cond_signal(&WaitCond[threadID]);
- lock_release(&MPLock);
+ lock_grab(&sleepLock[threadID]);
+ cond_signal(&sleepCond[threadID]);
+ lock_release(&sleepLock[threadID]);
}