Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include "position.h"
#include "search.h"
#include "thread.h"
-#include "tt.h"
#include "timeman.h"
+#include "tt.h"
#include "uci.h"
#include "syzygy/tbprobe.h"
using namespace std;
-extern void benchmark(const Position& pos, istream& is);
+extern vector<string> setup_bench(const Position&, istream&);
namespace {
// FEN string of the initial position, normal chess
const char* StartFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
- // A list to keep track of the position states along the setup moves (from the
- // start position to the position just before the search starts). Needed by
- // 'draw by repetition' detection.
- StateListPtr States(new std::deque<StateInfo>(1));
-
// position() is called when engine receives the "position" UCI command.
// The function sets up the position described in the given FEN string ("fen")
// or the starting position ("startpos") and then makes the moves given in the
// following move list ("moves").
- void position(Position& pos, istringstream& is) {
+ void position(Position& pos, istringstream& is, StateListPtr& states) {
Move m;
string token, fen;
else
return;
- States = StateListPtr(new std::deque<StateInfo>(1));
- pos.set(fen, Options["UCI_Chess960"], &States->back(), Threads.main());
+ states = StateListPtr(new std::deque<StateInfo>(1)); // Drop old and create a new one
+ pos.set(fen, Options["UCI_Chess960"], &states->back(), Threads.main());
// Parse move list (if any)
while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE)
{
- States->push_back(StateInfo());
- pos.do_move(m, States->back());
+ states->emplace_back();
+ pos.do_move(m, states->back());
}
}
// Read option name (can contain spaces)
while (is >> token && token != "value")
- name += string(" ", name.empty() ? 0 : 1) + token;
+ name += (name.empty() ? "" : " ") + token;
// Read option value (can contain spaces)
while (is >> token)
- value += string(" ", value.empty() ? 0 : 1) + token;
+ value += (value.empty() ? "" : " ") + token;
if (Options.count(name))
Options[name] = value;
// the thinking time and other parameters from the input string, then starts
// the search.
- void go(Position& pos, istringstream& is) {
+ void go(Position& pos, istringstream& is, StateListPtr& states) {
Search::LimitsType limits;
string token;
+ bool ponderMode = false;
limits.startTime = now(); // As early as possible!
else if (token == "nodes") is >> limits.nodes;
else if (token == "movetime") is >> limits.movetime;
else if (token == "mate") is >> limits.mate;
+ else if (token == "perft") is >> limits.perft;
else if (token == "infinite") limits.infinite = 1;
- else if (token == "ponder") limits.ponder = 1;
+ else if (token == "ponder") ponderMode = true;
- Threads.start_thinking(pos, States, limits);
+ Threads.start_thinking(pos, states, limits, ponderMode);
}
- // On ucinewgame following steps are needed to reset the state
- void newgame() {
- TT.resize(Options["Hash"]);
- Search::clear();
- Tablebases::init(Options["SyzygyPath"]);
- Time.availableNodes = 0;
+ // bench() is called when engine receives the "bench" command. Firstly
+ // a list of UCI commands is setup according to bench parameters, then
+ // it is run one by one printing a summary at the end.
+
+ void bench(Position& pos, istream& args, StateListPtr& states) {
+
+ string token;
+ uint64_t num, nodes = 0, cnt = 1;
+
+ vector<string> list = setup_bench(pos, args);
+ num = count_if(list.begin(), list.end(), [](string s) { return s.find("go ") == 0; });
+
+ TimePoint elapsed = now();
+
+ for (const auto& cmd : list)
+ {
+ istringstream is(cmd);
+ is >> skipws >> token;
+
+ if (token == "go")
+ {
+ cerr << "\nPosition: " << cnt++ << '/' << num << endl;
+ go(pos, is, states);
+ Threads.main()->wait_for_search_finished();
+ nodes += Threads.nodes_searched();
+ }
+ else if (token == "setoption") setoption(is);
+ else if (token == "position") position(pos, is, states);
+ else if (token == "ucinewgame") Search::clear();
+ }
+
+ elapsed = now() - elapsed + 1; // Ensure positivity to avoid a 'divide by zero'
+
+ dbg_print(); // Just before exiting
+
+ cerr << "\n==========================="
+ << "\nTotal time (ms) : " << elapsed
+ << "\nNodes searched : " << nodes
+ << "\nNodes/second : " << 1000 * nodes / elapsed << endl;
}
} // namespace
Position pos;
string token, cmd;
+ StateListPtr states(new std::deque<StateInfo>(1));
+ auto uiThread = std::make_shared<Thread>(0);
- newgame(); // Implied ucinewgame before the first position command
-
- pos.set(StartFEN, false, &States->back(), Threads.main());
+ pos.set(StartFEN, false, &states->back(), uiThread.get());
for (int i = 1; i < argc; ++i)
cmd += std::string(argv[i]) + " ";
istringstream is(cmd);
- token.clear(); // getline() could return empty or blank line
+ token.clear(); // Avoid a stale if getline() returns empty or blank line
is >> skipws >> token;
- // The GUI sends 'ponderhit' to tell us to ponder on the same move the
- // opponent has played. In case Signals.stopOnPonderhit is set we are
- // waiting for 'ponderhit' to stop the search (for instance because we
- // already ran out of time), otherwise we should continue searching but
- // switching from pondering to normal search.
+ // The GUI sends 'ponderhit' to tell us the user has played the expected move.
+ // So 'ponderhit' will be sent if we were told to ponder on the same move the
+ // user has played. We should continue searching but switch from pondering to
+ // normal search. In case Threads.stopOnPonderhit is set we are waiting for
+ // 'ponderhit' to stop the search, for instance if max search depth is reached.
if ( token == "quit"
|| token == "stop"
- || (token == "ponderhit" && Search::Signals.stopOnPonderhit))
- {
- Search::Signals.stop = true;
- Threads.main()->start_searching(true); // Could be sleeping
- }
+ || (token == "ponderhit" && Threads.stopOnPonderhit))
+ Threads.stop = true;
+
else if (token == "ponderhit")
- Search::Limits.ponder = 0; // Switch to normal search
+ Threads.ponder = false; // Switch to normal search
else if (token == "uci")
sync_cout << "id name " << engine_info(true)
<< "\n" << Options
<< "\nuciok" << sync_endl;
- else if (token == "ucinewgame") newgame();
- else if (token == "isready") sync_cout << "readyok" << sync_endl;
- else if (token == "go") go(pos, is);
- else if (token == "position") position(pos, is);
else if (token == "setoption") setoption(is);
+ else if (token == "go") go(pos, is, states);
+ else if (token == "position") position(pos, is, states);
+ else if (token == "ucinewgame") Search::clear();
+ else if (token == "isready") sync_cout << "readyok" << sync_endl;
- // Additional custom non-UCI commands, useful for debugging
- else if (token == "flip") pos.flip();
- else if (token == "bench") benchmark(pos, is);
- else if (token == "d") sync_cout << pos << sync_endl;
- else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl;
- else if (token == "perft")
- {
- int depth;
- stringstream ss;
-
- is >> depth;
- ss << Options["Hash"] << " "
- << Options["Threads"] << " " << depth << " current perft";
-
- benchmark(pos, ss);
- }
+ // Additional custom non-UCI commands, mainly for debugging
+ else if (token == "flip") pos.flip();
+ else if (token == "bench") bench(pos, is, states);
+ else if (token == "d") sync_cout << pos << sync_endl;
+ else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl;
else
sync_cout << "Unknown command: " << cmd << sync_endl;
- } while (token != "quit" && argc == 1); // Passed args have one-shot behaviour
-
- Threads.main()->wait_for_search_finished();
+ } while (token != "quit" && argc == 1); // Command line args are one-shot
}