#include <cassert>
+#include <algorithm> // For std::count
#include "movegen.h"
#include "search.h"
#include "thread.h"
/// Thread constructor launches the thread and waits until it goes to sleep
-/// in idle_loop(). Note that 'searching' and 'exit' should be alredy set.
+/// in idle_loop(). Note that 'searching' and 'exit' should be already set.
Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) {
stdThread.join();
}
+/// Thread::bestMoveCount(Move move) return best move counter for the given root move
+
+int Thread::best_move_count(Move move) {
+
+ auto rm = std::find(rootMoves.begin() + pvIdx,
+ rootMoves.begin() + pvLast, move);
+
+ return rm != rootMoves.begin() + pvLast ? rm->bestMoveCount : 0;
+}
/// Thread::clear() reset histories, usually before a new game
mainHistory.fill(0);
captureHistory.fill(0);
- for (auto& to : continuationHistory)
- for (auto& h : to)
+ for (bool inCheck : { false, true })
+ for (StatsType c : { NoCaptures, Captures })
+ for (auto& to : continuationHistory[inCheck][c])
+ for (auto& h : to)
h->fill(0);
- continuationHistory[NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1);
+ for (bool inCheck : { false, true })
+ for (StatsType c : { NoCaptures, Captures })
+ continuationHistory[inCheck][c][NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1);
}
/// Thread::start_searching() wakes up the thread that will start the search
void Thread::start_searching() {
- std::lock_guard<Mutex> lk(mutex);
+ std::lock_guard<std::mutex> lk(mutex);
searching = true;
cv.notify_one(); // Wake up the thread in idle_loop()
}
void Thread::wait_for_search_finished() {
- std::unique_lock<Mutex> lk(mutex);
+ std::unique_lock<std::mutex> lk(mutex);
cv.wait(lk, [&]{ return !searching; });
}
while (true)
{
- std::unique_lock<Mutex> lk(mutex);
+ std::unique_lock<std::mutex> lk(mutex);
searching = false;
cv.notify_one(); // Wake up anyone waiting for search finished
cv.wait(lk, [&]{ return searching; });
// Reallocate the hash with the new threadpool size
TT.resize(Options["Hash"]);
+
+ // Init thread number dependent search params.
+ Search::init();
}
}
for (Thread* th : *this)
{
th->nodes = th->tbHits = th->nmpMinPly = 0;
- th->rootDepth = th->completedDepth = DEPTH_ZERO;
+ th->rootDepth = th->completedDepth = 0;
th->rootMoves = rootMoves;
th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
}