X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fsearch.cpp;h=3309947e1c20f91b1870adde6c8a0e7c5228e504;hb=3df2c01b5769c7ae996fb5b992c06e4a5428ad35;hp=043ada63d6fdd22306d5add2709b325fa768902d;hpb=dba1bc354a74bf7774c453ac779b3ce462c2b8e2;p=stockfish diff --git a/src/search.cpp b/src/search.cpp index 043ada63..3309947e 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -43,6 +43,7 @@ namespace Search { std::vector RootMoves; Position RootPosition; Time SearchTime; + StateStackPtr SetupStates; } using std::string; @@ -159,7 +160,7 @@ namespace { && type_of(pos.piece_on(to_sq(m))) != PAWN && type_of(m) == NORMAL && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) - - PieceValueMidgame[pos.piece_on(to_sq(m))] == VALUE_ZERO)) + - PieceValue[Mg][pos.piece_on(to_sq(m))] == VALUE_ZERO)) return true; return false; @@ -688,7 +689,7 @@ namespace { Depth R = 3 * ONE_PLY + depth / 4; // Null move dynamic reduction based on value - if (refinedValue - PawnValueMidgame > beta) + if (refinedValue - PawnValueMg > beta) R += ONE_PLY; pos.do_null_move(st); @@ -819,7 +820,7 @@ split_point_start: // At split points actual search starts from here if (SpNode) { moveCount = ++sp->moveCount; - lock_release(sp->lock); + sp->mutex.unlock(); } else moveCount++; @@ -885,7 +886,7 @@ split_point_start: // At split points actual search starts from here && (!threatMove || !connected_threat(pos, move, threatMove))) { if (SpNode) - lock_grab(sp->lock); + sp->mutex.lock(); continue; } @@ -900,7 +901,7 @@ split_point_start: // At split points actual search starts from here if (futilityValue < beta) { if (SpNode) - lock_grab(sp->lock); + sp->mutex.lock(); continue; } @@ -910,7 +911,7 @@ split_point_start: // At split points actual search starts from here && pos.see_sign(move) < 0) { if (SpNode) - lock_grab(sp->lock); + sp->mutex.lock(); continue; } @@ -974,7 +975,7 @@ split_point_start: // At split points actual search starts from here // Step 18. Check for new best move if (SpNode) { - lock_grab(sp->lock); + sp->mutex.lock(); bestValue = sp->bestValue; alpha = sp->alpha; } @@ -1176,7 +1177,7 @@ split_point_start: // At split points actual search starts from here alpha = bestValue; futilityBase = ss->eval + evalMargin + FutilityMarginQS; - enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame; + enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg; } // Initialize a MovePicker object for the current position, and prepare @@ -1204,8 +1205,8 @@ split_point_start: // At split points actual search starts from here && !pos.is_passed_pawn_push(move)) { futilityValue = futilityBase - + PieceValueEndgame[pos.piece_on(to_sq(move))] - + (type_of(move) == ENPASSANT ? PawnValueEndgame : VALUE_ZERO); + + PieceValue[Eg][pos.piece_on(to_sq(move))] + + (type_of(move) == ENPASSANT ? PawnValueEg : VALUE_ZERO); if (futilityValue < beta) { @@ -1243,7 +1244,7 @@ split_point_start: // At split points actual search starts from here && givesCheck && move != ttMove && !pos.is_capture_or_promotion(move) - && ss->eval + PawnValueMidgame / 4 < beta + && ss->eval + PawnValueMg / 4 < beta && !check_is_dangerous(pos, move, futilityBase, beta)) continue; @@ -1328,7 +1329,7 @@ split_point_start: // At split points actual search starts from here while (b) { // Note that here we generate illegal "double move"! - if (futilityBase + PieceValueEndgame[pos.piece_on(pop_lsb(&b))] >= beta) + if (futilityBase + PieceValue[Eg][pos.piece_on(pop_lsb(&b))] >= beta) return true; } @@ -1440,7 +1441,7 @@ split_point_start: // At split points actual search starts from here // Case 2: If the threatened piece has value less than or equal to the // value of the threatening piece, don't prune moves which defend it. if ( pos.is_capture(threat) - && ( PieceValueMidgame[pos.piece_on(tfrom)] >= PieceValueMidgame[pos.piece_on(tto)] + && ( PieceValue[Mg][pos.piece_on(tfrom)] >= PieceValue[Mg][pos.piece_on(tto)] || type_of(pos.piece_on(tfrom)) == KING) && pos.move_attacks_square(m, tto)) return true; @@ -1500,7 +1501,7 @@ split_point_start: // At split points actual search starts from here // RootMoves are already sorted by score in descending order size_t size = std::min(MultiPV, RootMoves.size()); - int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMidgame); + int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMg); int weakness = 120 - 2 * SkillLevel; int max_s = -VALUE_INFINITE; Move best = MOVE_NONE; @@ -1670,12 +1671,12 @@ void Thread::idle_loop() { } // Grab the lock to avoid races with Thread::wake_up() - lock_grab(sleepLock); + mutex.lock(); // If we are master and all slaves have finished don't go to sleep if (sp_master && !sp_master->slavesMask) { - lock_release(sleepLock); + mutex.unlock(); break; } @@ -1684,9 +1685,9 @@ void Thread::idle_loop() { // in the meanwhile, allocated us and sent the wake_up() call before we // had the chance to grab the lock. if (do_sleep || !is_searching) - cond_wait(sleepCond, sleepLock); + sleepCondition.wait(mutex); - lock_release(sleepLock); + mutex.unlock(); } // If this thread has been assigned work, launch a search @@ -1694,12 +1695,12 @@ void Thread::idle_loop() { { assert(!do_sleep && !do_exit); - lock_grab(Threads.splitLock); + Threads.mutex.lock(); assert(is_searching); SplitPoint* sp = curSplitPoint; - lock_release(Threads.splitLock); + Threads.mutex.unlock(); Stack ss[MAX_PLY_PLUS_2]; Position pos(*sp->pos, this); @@ -1707,7 +1708,7 @@ void Thread::idle_loop() { memcpy(ss, sp->ss - 1, 4 * sizeof(Stack)); (ss+1)->sp = sp; - lock_grab(sp->lock); + sp->mutex.lock(); if (sp->nodeType == Root) search(pos, ss+1, sp->alpha, sp->beta, sp->depth); @@ -1728,14 +1729,17 @@ void Thread::idle_loop() { // case we are the last slave of the split point. if ( Threads.use_sleeping_threads() && this != sp->master - && !sp->master->is_searching) + && !sp->slavesMask) + { + assert(!sp->master->is_searching); sp->master->wake_up(); + } // After releasing the lock we cannot access anymore any SplitPoint // related data in a safe way becuase it could have been released under // our feet by the sp master. Also accessing other Thread objects is // unsafe because if we are exiting there is a chance are already freed. - lock_release(sp->lock); + sp->mutex.unlock(); } } }