void idle_loop(int threadID, SplitPoint* sp);
template <bool Fake>
- bool split(const Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
- Depth depth, bool mateThreat, int* moves, MovePicker* mp, int master, bool pvNode);
+ void split(const Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
+ Depth depth, bool mateThreat, int* moveCount, MovePicker* mp, int master, bool pvNode);
private:
friend void poll();
beta = *betaPtr;
isCheck = pos.is_check();
- // Step 1. Initialize node and poll (omitted at root, but I can see no good reason for this, FIXME)
- // Step 2. Check for aborted search (omitted at root, because we do not initialize root node)
+ // Step 1. Initialize node and poll (omitted at root, init_ss_array() has already initialized root node)
+ // Step 2. Check for aborted search (omitted at root)
// Step 3. Mate distance pruning (omitted at root)
// Step 4. Transposition table lookup (omitted at root)
// At root we do this only to get reference value for child nodes
if (!isCheck)
ss[0].eval = evaluate(pos, ei, 0);
- else
- ss[0].eval = VALUE_NONE; // HACK because we do not initialize root node
// Step 6. Razoring (omitted at root)
// Step 7. Static null move pruning (omitted at root)
continue;
// Value based pruning
- Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount); // FIXME We illogically ignore reduction condition depth >= 3*OnePly
+ // We illogically ignore reduction condition depth >= 3*OnePly for predicted depth,
+ // but fixing this made program slightly weaker.
+ Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount);
futilityValueScaled = ss[ply].eval + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_on(move_from(move)), move_to(move));
&& Iteration <= 99
&& TM.available_thread_exists(threadID)
&& !AbortSearch
- && !TM.thread_should_stop(threadID)
- && TM.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
- mateThreat, &moveCount, &mp, threadID, PvNode))
- break;
+ && !TM.thread_should_stop(threadID))
+ TM.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
+ mateThreat, &moveCount, &mp, threadID, PvNode);
}
// Step 19. Check for mate and stalemate
&& (move = sp->mp->get_next_move()) != MOVE_NONE
&& !TM.thread_should_stop(threadID))
{
- moveCount = ++sp->moves;
+ moveCount = ++sp->moveCount;
lock_release(&(sp->lock));
assert(move_is_ok(move));
// split() does the actual work of distributing the work at a node between
- // several threads at PV nodes. If it does not succeed in splitting the
+ // several available threads. If it does not succeed in splitting the
// node (because no idle threads are available, or because we have no unused
- // split point objects), the function immediately returns false. If
- // splitting is possible, a SplitPoint object is initialized with all the
- // data that must be copied to the helper threads (the current position and
- // search stack, alpha, beta, the search depth, etc.), and we tell our
- // helper threads that they have been assigned work. This will cause them
- // to instantly leave their idle loops and call sp_search(). When all
- // threads have returned from sp_search() then split() returns true.
+ // split point objects), the function immediately returns. If splitting is
+ // possible, a SplitPoint object is initialized with all the data that must be
+ // copied to the helper threads and we tell our helper threads that they have
+ // been assigned work. This will cause them to instantly leave their idle loops
+ // and call sp_search(). When all threads have returned from sp_search() then
+ // split() returns.
template <bool Fake>
- bool ThreadsManager::split(const Position& p, SearchStack* sstck, int ply, Value* alpha,
+ void ThreadsManager::split(const Position& p, SearchStack* sstck, int ply, Value* alpha,
const Value beta, Value* bestValue, Depth depth, bool mateThreat,
- int* moves, MovePicker* mp, int master, bool pvNode) {
+ int* moveCount, MovePicker* mp, int master, bool pvNode) {
assert(p.is_ok());
assert(sstck != NULL);
assert(ply >= 0 && ply < PLY_MAX);
assert(master >= 0 && master < ActiveThreads);
assert(ActiveThreads > 1);
- SplitPoint* splitPoint;
-
lock_grab(&MPLock);
// If no other thread is available to help us, or if we have too many
|| threads[master].activeSplitPoints >= ACTIVE_SPLIT_POINTS_MAX)
{
lock_release(&MPLock);
- return false;
+ return;
}
// Pick the next available split point object from the split point stack
- splitPoint = &SplitPointStack[master][threads[master].activeSplitPoints];
+ SplitPoint* splitPoint = &SplitPointStack[master][threads[master].activeSplitPoints];
// Initialize the split point object
splitPoint->parent = threads[master].splitPoint;
splitPoint->beta = beta;
splitPoint->pvNode = pvNode;
splitPoint->bestValue = *bestValue;
- splitPoint->master = master;
splitPoint->mp = mp;
- splitPoint->moves = *moves;
+ splitPoint->moveCount = *moveCount;
splitPoint->pos = &p;
splitPoint->parentSstack = sstck;
for (int i = 0; i < ActiveThreads; i++)
threads[master].splitPoint = splitPoint->parent;
lock_release(&MPLock);
- return true;
}