std::vector<RootMove> RootMoves;
Position RootPos;
Color RootColor;
- Time::point SearchTime, IterationTime;
+ Time::point SearchTime;
StateStackPtr SetupStates;
+ Value Contempt[2]; // [bestValue > VALUE_DRAW]
}
using std::string;
RootColor = RootPos.side_to_move();
TimeMgr.init(Limits, RootPos.game_ply(), RootColor);
+ DrawValue[0] = DrawValue[1] = VALUE_DRAW;
+ Contempt[0] = Options["Contempt Factor"] * PawnValueEg / 100; // From centipawns
+ Contempt[1] = (Options["Contempt Factor"] + 12) * PawnValueEg / 100;
+
if (RootMoves.empty())
{
RootMoves.push_back(MOVE_NONE);
}
}
- if (Options["Contempt Factor"] && !Options["UCI_AnalyseMode"])
- {
- int cf = Options["Contempt Factor"] * PawnValueMg / 100; // From centipawns
- cf = cf * Material::game_phase(RootPos) / PHASE_MIDGAME; // Scale down with phase
- DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
- DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
- }
- else
- DrawValue[WHITE] = DrawValue[BLACK] = VALUE_DRAW;
-
if (Options["Write Search Log"])
{
Log log(Options["Search Log Filename"]);
<< " time: " << Limits.time[RootColor]
<< " increment: " << Limits.inc[RootColor]
<< " moves to go: " << Limits.movestogo
- << std::endl;
+ << "\n" << std::endl;
}
// Reset the threads, still sleeping: will wake up at split time
{
bestValue = search<Root>(pos, ss, alpha, beta, depth * ONE_PLY, false);
+ DrawValue[ RootColor] = VALUE_DRAW - Contempt[bestValue > VALUE_DRAW];
+ DrawValue[~RootColor] = VALUE_DRAW + Contempt[bestValue > VALUE_DRAW];
+
// Bring the best move to the front. It is critical that sorting
// is done with a stable algorithm because all the values but the
// first and eventually the new best one are set to -VALUE_INFINITE
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
- IterationTime = Time::now() - SearchTime;
-
// If skill levels are enabled and time is up, pick a sub-optimal best move
if (skill.enabled() && skill.time_to_pick(depth))
skill.pick_move();
// Do we have time for the next iteration? Can we stop searching now?
if (Limits.use_time_management() && !Signals.stop && !Signals.stopOnPonderhit)
{
- bool stop = false; // Local variable, not the volatile Signals.stop
-
// Take some extra time if the best move has changed
if (depth > 4 && depth < 50 && MultiPV == 1)
TimeMgr.pv_instability(BestMoveChanges);
// Stop the search if only one legal move is available or all
// of the available time has been used.
if ( RootMoves.size() == 1
- || IterationTime > TimeMgr.available_time() )
- stop = true;
-
- if (stop)
+ || Time::now() - SearchTime > TimeMgr.available_time())
{
// If we are allowed to ponder do not stop the search now but
// keep pondering until the GUI sends "ponderhit" or "stop".
: ttValue >= beta ? (tte->bound() & BOUND_LOWER)
: (tte->bound() & BOUND_UPPER)))
{
- TT.refresh(tte);
ss->currentMove = ttMove; // Can be MOVE_NONE
// If ttMove is quiet, update killers, history, counter move and followup move on TT hit
&& !ss->skipNullMove
&& abs(beta) < VALUE_MATE_IN_MAX_PLY)
{
- Value rbeta = beta + 200;
- Depth rdepth = depth - ONE_PLY - 3 * ONE_PLY;
+ Value rbeta = std::min(beta + 200, VALUE_INFINITE);
+ Depth rdepth = depth - 4 * ONE_PLY;
assert(rdepth >= ONE_PLY);
assert((ss-1)->currentMove != MOVE_NONE);
|| pos.advanced_pawn_push(move);
// Step 12. Extend checks
- if (givesCheck && pos.see_sign(move) >= 0)
+ if (givesCheck && pos.see_sign(move) >= VALUE_ZERO)
ext = ONE_PLY;
// Singular extension search. If all moves but one fail low on a search of
}
// Prune moves with negative SEE at low depths
- if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < 0)
+ if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < VALUE_ZERO)
{
if (SpNode)
splitPoint->mutex.lock();
// case of Signals.stop or thread.cutoff_occurred() are set, but this is
// harmless because return value is discarded anyhow in the parent nodes.
// If we are in a singular extension search then return a fail low score.
- // A split node has at least one move - the one tried before to be splitted.
+ // A split node has at least one move - the one tried before to be split.
if (!moveCount)
return excludedMove ? alpha
: inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()];
continue;
}
- if (futilityBase < beta && pos.see(move) <= 0)
+ if (futilityBase < beta && pos.see(move) <= VALUE_ZERO)
{
bestValue = std::max(bestValue, futilityBase);
continue;
&& (!InCheck || evasionPrunable)
&& move != ttMove
&& type_of(move) != PROMOTION
- && pos.see_sign(move) < 0)
+ && pos.see_sign(move) < VALUE_ZERO)
continue;
// Check for legality just before making the move
string uci_pv(const Position& pos, int depth, Value alpha, Value beta) {
- std::stringstream s;
+ std::stringstream ss;
Time::point elapsed = Time::now() - SearchTime + 1;
size_t uciPVSize = std::min((size_t)Options["MultiPV"], RootMoves.size());
int selDepth = 0;
int d = updated ? depth : depth - 1;
Value v = updated ? RootMoves[i].score : RootMoves[i].prevScore;
- if (s.rdbuf()->in_avail()) // Not at first line
- s << "\n";
+ if (ss.rdbuf()->in_avail()) // Not at first line
+ ss << "\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 " << pos.nodes_searched() * 1000 / elapsed
- << " time " << elapsed
- << " multipv " << i + 1
- << " pv";
+ ss << "info depth " << d
+ << " seldepth " << selDepth
+ << " score " << (i == PVIdx ? score_to_uci(v, alpha, beta) : score_to_uci(v))
+ << " nodes " << pos.nodes_searched()
+ << " nps " << pos.nodes_searched() * 1000 / elapsed
+ << " time " << elapsed
+ << " multipv " << i + 1
+ << " pv";
for (size_t j = 0; RootMoves[i].pv[j] != MOVE_NONE; ++j)
- s << " " << move_to_uci(RootMoves[i].pv[j], pos.is_chess960());
+ ss << " " << move_to_uci(RootMoves[i].pv[j], pos.is_chess960());
}
- return s.str();
+ return ss.str();
}
} // namespace
mutex.lock();
// If we are master and all slaves have finished then exit idle_loop
- if (this_sp && !this_sp->slavesMask)
+ if (this_sp && this_sp->slavesMask.none())
{
mutex.unlock();
break;
searching = false;
activePosition = NULL;
- sp->slavesMask &= ~(1ULL << idx);
+ sp->slavesMask.reset(idx);
sp->nodes += pos.nodes_searched();
// Wake up the 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.sleepWhileIdle
&& this != sp->masterThread
- && !sp->slavesMask)
+ && sp->slavesMask.none())
{
assert(!sp->masterThread->searching);
sp->masterThread->notify_one();
// 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.
- if (this_sp && !this_sp->slavesMask)
+ if (this_sp && this_sp->slavesMask.none())
{
this_sp->mutex.lock();
- bool finished = !this_sp->slavesMask; // Retest under lock protection
+ bool finished = this_sp->slavesMask.none(); // Retest under lock protection
this_sp->mutex.unlock();
if (finished)
return;
sp.mutex.lock();
nodes += sp.nodes;
- Bitboard sm = sp.slavesMask;
- while (sm)
- {
- Position* pos = Threads[pop_lsb(&sm)]->activePosition;
- if (pos)
- nodes += pos->nodes_searched();
- }
+
+ for (size_t idx = 0; idx < Threads.size(); ++idx)
+ if (sp.slavesMask.test(idx) && Threads[idx]->activePosition)
+ nodes += Threads[idx]->activePosition->nodes_searched();
sp.mutex.unlock();
}
Time::point elapsed = Time::now() - SearchTime;
bool stillAtFirstMove = Signals.firstRootMove
&& !Signals.failedLowAtRoot
- && elapsed > TimeMgr.available_time()
- && elapsed > IterationTime * 1.4;
+ && elapsed > TimeMgr.available_time() * 75 / 100;
bool noMoreTime = elapsed > TimeMgr.maximum_time() - 2 * TimerThread::Resolution
|| stillAtFirstMove;