cnt = 1, nodes++;
else
{
- pos.do_move(*it, st, ci, pos.gives_check(*it, ci));
+ pos.do_move(*it, st, pos.gives_check(*it, ci));
cnt = leaf ? MoveList<LEGAL>(pos).size() : perft<false>(pos, depth - ONE_PLY);
nodes += cnt;
pos.undo_move(*it);
sync_cout << "bestmove " << UCI::move(RootMoves[0].pv[0], RootPos.is_chess960());
- if (RootMoves[0].pv.size() > 1)
+ if (RootMoves[0].pv.size() > 1 || RootMoves[0].extract_ponder_from_tt(RootPos))
std::cout << " ponder " << UCI::move(RootMoves[0].pv[1], RootPos.is_chess960());
std::cout << sync_endl;
// When failing high/low give some update (without cluttering
// the UI) before a re-search.
- if ( (bestValue <= alpha || bestValue >= beta)
+ if ( multiPV == 1
+ && (bestValue <= alpha || bestValue >= beta)
&& Time::now() - SearchTime > 3000)
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
if (pos.legal(move, ci.pinned))
{
ss->currentMove = move;
- pos.do_move(move, st, ci, pos.gives_check(move, ci));
+ pos.do_move(move, st, pos.gives_check(move, ci));
value = -search<NonPV, false>(pos, ss+1, -rbeta, -rbeta+1, rdepth, !cutNode);
pos.undo_move(move);
if (value >= rbeta)
newDepth = depth - ONE_PLY + extension;
// Step 13. Pruning at shallow depth
- if ( !captureOrPromotion
+ if ( !RootNode
+ && !captureOrPromotion
&& !inCheck
&& !dangerous
&& bestValue > VALUE_MATED_IN_MAX_PLY)
quietsSearched[quietCount++] = move;
// Step 14. Make the move
- pos.do_move(move, st, ci, givesCheck);
+ pos.do_move(move, st, givesCheck);
// Step 15. Reduced depth search (LMR). If the move fails high it will be
// re-searched at full depth.
&& Threads.size() >= 2
&& depth >= Threads.minimumSplitDepth
&& ( !thisThread->activeSplitPoint
- || !thisThread->activeSplitPoint->allSlavesSearching)
+ || !thisThread->activeSplitPoint->allSlavesSearching
+ || ( Threads.size() > MAX_SLAVES_PER_SPLITPOINT
+ && thisThread->activeSplitPoint->slavesMask.count() == MAX_SLAVES_PER_SPLITPOINT))
&& thisThread->splitPointsSize < MAX_SPLITPOINTS_PER_THREAD)
{
assert(bestValue > -VALUE_INFINITE && bestValue < beta);
: pos.gives_check(move, ci);
// Futility pruning
- if ( !PvNode
- && !InCheck
+ if ( !InCheck
&& !givesCheck
&& futilityBase > -VALUE_KNOWN_WIN
&& !pos.advanced_pawn_push(move))
futilityValue = futilityBase + PieceValue[EG][pos.piece_on(to_sq(move))];
- if (futilityValue < beta)
+ if (futilityValue <= alpha)
{
bestValue = std::max(bestValue, futilityValue);
continue;
}
- if (futilityBase < beta && pos.see(move) <= VALUE_ZERO)
+ if (futilityBase <= alpha && pos.see(move) <= VALUE_ZERO)
{
bestValue = std::max(bestValue, futilityBase);
continue;
&& !pos.can_castle(pos.side_to_move());
// Don't search moves with negative SEE values
- if ( !PvNode
- && (!InCheck || evasionPrunable)
+ if ( (!InCheck || evasionPrunable)
&& type_of(move) != PROMOTION
&& pos.see_sign(move) < VALUE_ZERO)
continue;
ss->currentMove = move;
// Make and search the move
- pos.do_move(move, st, ci, givesCheck);
+ pos.do_move(move, st, givesCheck);
value = givesCheck ? -qsearch<NT, true>(pos, ss+1, -beta, -alpha, depth - ONE_PLY)
: -qsearch<NT, false>(pos, ss+1, -beta, -alpha, depth - ONE_PLY);
pos.undo_move(move);
{
int score = RootMoves[i].score;
- // Don't allow crazy blunders even at very low skills
- if (i > 0 && RootMoves[i - 1].score > score + 2 * PawnValueMg)
- break;
-
// This is our magic formula
score += ( weakness * int(RootMoves[0].score - score)
+ variance * (rng.rand<unsigned>() % weakness)) / 128;
ss << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
ss << " nodes " << pos.nodes_searched()
- << " nps " << pos.nodes_searched() * 1000 / elapsed
- << " tbhits " << TB::Hits
+ << " nps " << pos.nodes_searched() * 1000 / elapsed;
+
+ if (elapsed > 1000) // Earlier makes little sense
+ ss << " hashfull " << TT.hashfull();
+
+ ss << " tbhits " << TB::Hits
<< " time " << elapsed
<< " pv";
}
+/// RootMove::extract_ponder_from_tt() is called in case we have no ponder move before
+/// exiting the search, for instance in case we stop the search during a fail high at
+/// root. We try hard to have a ponder move to return to the GUI, otherwise in case of
+/// 'ponder on' we have nothing to think on.
+
+Move RootMove::extract_ponder_from_tt(Position& pos)
+{
+ StateInfo st;
+ bool found;
+
+ assert(pv.size() == 1);
+
+ pos.do_move(pv[0], st);
+ TTEntry* tte = TT.probe(pos.key(), found);
+ Move m = found ? tte->move() : MOVE_NONE;
+ if (!MoveList<LEGAL>(pos).contains(m))
+ m = MOVE_NONE;
+
+ pos.undo_move(pv[0]);
+ pv.push_back(m);
+ return m;
+}
+
+
/// Thread::idle_loop() is where the thread is parked when it has no work to do
void Thread::idle_loop() {
// Pointer 'this_sp' is not null only if we are called from split(), and not
// at the thread creation. This means we are the split point's master.
- SplitPoint* this_sp = splitPointsSize ? activeSplitPoint : NULL;
+ SplitPoint* this_sp = activeSplitPoint;
- assert(!this_sp || (this_sp->masterThread == this && searching));
+ assert(!this_sp || (this_sp->master == this && searching));
while (!exit)
{
Threads.mutex.lock();
assert(activeSplitPoint);
+
SplitPoint* sp = activeSplitPoint;
Threads.mutex.unlock();
// 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 ( this != sp->masterThread
- && sp->slavesMask.none())
+ if (this != sp->master && sp->slavesMask.none())
{
- assert(!sp->masterThread->searching);
- sp->masterThread->notify_one();
+ assert(!sp->master->searching);
+
+ sp->master->notify_one();
}
// After releasing the lock we can't access any SplitPoint related data
// Try to late join to another split point if none of its slaves has
// already finished.
- if (Threads.size() > 2)
- for (size_t i = 0; i < Threads.size(); ++i)
+ SplitPoint* bestSp = NULL;
+ int minLevel = INT_MAX;
+
+ for (size_t i = 0; i < Threads.size(); ++i)
+ {
+ const size_t size = Threads[i]->splitPointsSize; // Local copy
+ sp = size ? &Threads[i]->splitPoints[size - 1] : NULL;
+
+ if ( sp
+ && sp->allSlavesSearching
+ && sp->slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT
+ && available_to(Threads[i]))
{
- const int size = Threads[i]->splitPointsSize; // Local copy
- sp = size ? &Threads[i]->splitPoints[size - 1] : NULL;
+ assert(this != Threads[i]);
+ assert(!(this_sp && this_sp->slavesMask.none()));
+ assert(Threads.size() > 2);
+
+ // Prefer to join to SP with few parents to reduce the probability
+ // that a cut-off occurs above us, and hence we waste our work.
+ int level = 0;
+ for (SplitPoint* p = Threads[i]->activeSplitPoint; p; p = p->parentSplitPoint)
+ level++;
- if ( sp
- && sp->allSlavesSearching
- && available_to(Threads[i]))
+ if (level < minLevel)
{
- // Recheck the conditions under lock protection
- Threads.mutex.lock();
- sp->mutex.lock();
-
- if ( sp->allSlavesSearching
- && available_to(Threads[i]))
- {
- sp->slavesMask.set(idx);
- activeSplitPoint = sp;
- searching = true;
- }
-
- sp->mutex.unlock();
- Threads.mutex.unlock();
-
- break; // Just a single attempt
+ bestSp = sp;
+ minLevel = level;
}
}
+ }
+
+ if (bestSp)
+ {
+ sp = bestSp;
+
+ // Recheck the conditions under lock protection
+ Threads.mutex.lock();
+ sp->mutex.lock();
+
+ if ( sp->allSlavesSearching
+ && sp->slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT
+ && available_to(sp->master))
+ {
+ sp->slavesMask.set(idx);
+ activeSplitPoint = sp;
+ searching = true;
+ }
+
+ sp->mutex.unlock();
+ Threads.mutex.unlock();
+ }
}
- // Grab the lock to avoid races with Thread::notify_one()
+ // Avoid races with notify_one() fired from last slave of the split point
mutex.lock();
// If we are master and all slaves have finished then exit idle_loop
// Loop across all split points and sum accumulated SplitPoint nodes plus
// all the currently active positions nodes.
for (size_t i = 0; i < Threads.size(); ++i)
- for (int j = 0; j < Threads[i]->splitPointsSize; ++j)
+ for (size_t j = 0; j < Threads[i]->splitPointsSize; ++j)
{
SplitPoint& sp = Threads[i]->splitPoints[j];