X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.cpp;h=30177a3915a84c9245644d779ca6fe0d99bc5a2b;hb=HEAD;hp=b79675f7c09dee12b68382691daab63db4a435b6;hpb=42b48b08e81b55e385e55b3074b7c59d81809a45;p=stockfish
diff --git a/src/thread.cpp b/src/thread.cpp
index b79675f7..b5d51594 100644
--- a/src/thread.cpp
+++ b/src/thread.cpp
@@ -1,7 +1,6 @@
/*
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) 2004-2024 The Stockfish developers (see AUTHORS file)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,369 +16,395 @@
along with this program. If not, see .
*/
-#include // For std::count
+#include "thread.h"
+
+#include
#include
+#include
+#include
+#include
+#include
+#include
#include "movegen.h"
#include "search.h"
-#include "thread.h"
+#include "syzygy/tbprobe.h"
+#include "timeman.h"
+#include "types.h"
#include "uci.h"
-
-using namespace Search;
-
-ThreadPool Threads; // Global object
-
-extern void check_time();
-
-namespace {
-
- // start_routine() is the C function which is called when a new thread
- // is launched. It is a wrapper to the virtual function idle_loop().
-
- extern "C" { long start_routine(ThreadBase* th) { th->idle_loop(); return 0; } }
-
-
- // Helpers to launch a thread after creation and joining before delete. Must be
- // outside Thread c'tor and d'tor because the object must be fully initialized
- // when start_routine (and hence virtual idle_loop) is called and when joining.
-
- template T* new_thread() {
- T* th = new T();
- thread_create(th->handle, start_routine, th); // Will go to sleep
- return th;
- }
-
- void delete_thread(ThreadBase* th) {
-
- th->mutex.lock();
- th->exit = true; // Search must be already finished
- th->mutex.unlock();
-
- th->notify_one();
- thread_join(th->handle); // Wait for thread termination
- delete th;
- }
-
+#include "ucioption.h"
+
+namespace Stockfish {
+
+// Constructor launches the thread and waits until it goes to sleep
+// in idle_loop(). Note that 'searching' and 'exit' should be already set.
+Thread::Thread(Search::SharedState& sharedState,
+ std::unique_ptr sm,
+ size_t n,
+ OptionalThreadToNumaNodeBinder binder) :
+ idx(n),
+ nthreads(sharedState.options["Threads"]),
+ stdThread(&Thread::idle_loop, this) {
+
+ wait_for_search_finished();
+
+ run_custom_job([this, &binder, &sharedState, &sm, n]() {
+ // Use the binder to [maybe] bind the threads to a NUMA node before doing
+ // the Worker allocation. Ideally we would also allocate the SearchManager
+ // here, but that's minor.
+ this->numaAccessToken = binder();
+ this->worker =
+ std::make_unique(sharedState, std::move(sm), n, this->numaAccessToken);
+ });
+
+ wait_for_search_finished();
}
-// ThreadBase::notify_one() wakes up the thread when there is some work to do
+// Destructor wakes up the thread in idle_loop() and waits
+// for its termination. Thread should be already waiting.
+Thread::~Thread() {
-void ThreadBase::notify_one() {
+ assert(!searching);
- mutex.lock();
- sleepCondition.notify_one();
- mutex.unlock();
+ exit = true;
+ start_searching();
+ stdThread.join();
}
+// Wakes up the thread that will start the search
+void Thread::start_searching() {
+ assert(worker != nullptr);
+ run_custom_job([this]() { worker->start_searching(); });
+}
-// ThreadBase::wait_for() set the thread to sleep until 'condition' turns true
+// Clears the histories for the thread worker (usually before a new game)
+void Thread::clear_worker() {
+ assert(worker != nullptr);
+ run_custom_job([this]() { worker->clear(); });
+}
-void ThreadBase::wait_for(volatile const bool& condition) {
+// Blocks on the condition variable until the thread has finished searching
+void Thread::wait_for_search_finished() {
- mutex.lock();
- while (!condition) sleepCondition.wait(mutex);
- mutex.unlock();
+ std::unique_lock lk(mutex);
+ cv.wait(lk, [&] { return !searching; });
}
+// Launching a function in the thread
+void Thread::run_custom_job(std::function f) {
+ {
+ std::unique_lock lk(mutex);
+ cv.wait(lk, [&] { return !searching; });
+ jobFunc = std::move(f);
+ searching = true;
+ }
+ cv.notify_one();
+}
-// Thread c'tor makes some init but does not launch any execution thread that
-// will be started only when c'tor returns.
+void Thread::ensure_network_replicated() { worker->ensure_network_replicated(); }
-Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
+// Thread gets parked here, blocked on the condition variable
+// when the thread has no work to do.
- searching = false;
- maxPly = splitPointsSize = 0;
- activeSplitPoint = NULL;
- activePosition = NULL;
- idx = Threads.size(); // Starts from 0
-}
+void Thread::idle_loop() {
+ while (true)
+ {
+ std::unique_lock lk(mutex);
+ searching = false;
+ cv.notify_one(); // Wake up anyone waiting for search finished
+ cv.wait(lk, [&] { return searching; });
+ if (exit)
+ return;
-// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the
-// current active split point, or in some ancestor of the split point.
+ std::function job = std::move(jobFunc);
+ jobFunc = nullptr;
-bool Thread::cutoff_occurred() const {
+ lk.unlock();
- for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint)
- if (sp->cutoff)
- return true;
+ if (job)
+ job();
+ }
+}
- return false;
+Search::SearchManager* ThreadPool::main_manager() { return main_thread()->worker->main_manager(); }
+
+uint64_t ThreadPool::nodes_searched() const { return accumulate(&Search::Worker::nodes); }
+uint64_t ThreadPool::tb_hits() const { return accumulate(&Search::Worker::tbHits); }
+
+// Creates/destroys threads to match the requested number.
+// Created and launched threads will immediately go to sleep in idle_loop.
+// Upon resizing, threads are recreated to allow for binding if necessary.
+void ThreadPool::set(const NumaConfig& numaConfig,
+ Search::SharedState sharedState,
+ const Search::SearchManager::UpdateContext& updateContext) {
+
+ if (threads.size() > 0) // destroy any existing thread(s)
+ {
+ main_thread()->wait_for_search_finished();
+
+ threads.clear();
+
+ boundThreadToNumaNode.clear();
+ }
+
+ const size_t requested = sharedState.options["Threads"];
+
+ if (requested > 0) // create new thread(s)
+ {
+ // Binding threads may be problematic when there's multiple NUMA nodes and
+ // multiple Stockfish instances running. In particular, if each instance
+ // runs a single thread then they would all be mapped to the first NUMA node.
+ // This is undesirable, and so the default behaviour (i.e. when the user does not
+ // change the NumaConfig UCI setting) is to not bind the threads to processors
+ // unless we know for sure that we span NUMA nodes and replication is required.
+ const std::string numaPolicy(sharedState.options["NumaPolicy"]);
+ const bool doBindThreads = [&]() {
+ if (numaPolicy == "none")
+ return false;
+
+ if (numaPolicy == "auto")
+ return numaConfig.suggests_binding_threads(requested);
+
+ // numaPolicy == "system", or explicitly set by the user
+ return true;
+ }();
+
+ boundThreadToNumaNode = doBindThreads
+ ? numaConfig.distribute_threads_among_numa_nodes(requested)
+ : std::vector{};
+
+ while (threads.size() < requested)
+ {
+ const size_t threadId = threads.size();
+ const NumaIndex numaId = doBindThreads ? boundThreadToNumaNode[threadId] : 0;
+ auto manager = threadId == 0 ? std::unique_ptr(
+ std::make_unique(updateContext))
+ : std::make_unique();
+
+ // When not binding threads we want to force all access to happen
+ // from the same NUMA node, because in case of NUMA replicated memory
+ // accesses we don't want to trash cache in case the threads get scheduled
+ // on the same NUMA node.
+ auto binder = doBindThreads ? OptionalThreadToNumaNodeBinder(numaConfig, numaId)
+ : OptionalThreadToNumaNodeBinder(numaId);
+
+ threads.emplace_back(
+ std::make_unique(sharedState, std::move(manager), threadId, binder));
+ }
+
+ clear();
+
+ main_thread()->wait_for_search_finished();
+ }
}
-// Thread::available_to() checks whether the thread is available to help the
-// thread 'master' at a split point. An obvious requirement is that thread must
-// be idle. With more than two threads, this is not sufficient: If the thread is
-// the master of some split point, it is only available as a slave to the slaves
-// which are busy searching the split point at the top of slave's split point
-// stack (the "helpful master concept" in YBWC terminology).
+// Sets threadPool data to initial values
+void ThreadPool::clear() {
+ if (threads.size() == 0)
+ return;
-bool Thread::available_to(const Thread* master) const {
+ for (auto&& th : threads)
+ th->clear_worker();
- if (searching)
- return false;
+ for (auto&& th : threads)
+ th->wait_for_search_finished();
- // Make a local copy to be sure it doesn't become zero under our feet while
- // testing next condition and so leading to an out of bounds access.
- const int size = splitPointsSize;
+ // These two affect the time taken on the first move of a game:
+ main_manager()->bestPreviousAverageScore = VALUE_INFINITE;
+ main_manager()->previousTimeReduction = 0.85;
- // No split points means that the thread is available as a slave for any
- // other thread otherwise apply the "helpful master" concept if possible.
- return !size || splitPoints[size - 1].slavesMask.test(master->idx);
+ main_manager()->callsCnt = 0;
+ main_manager()->bestPreviousScore = VALUE_INFINITE;
+ main_manager()->originalTimeAdjust = -1;
+ main_manager()->tm.clear();
}
-
-// Thread::split() does the actual work of distributing the work at a node between
-// several available threads. If it does not succeed in splitting the node
-// (because no idle threads are available), 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 then helper threads are
-// informed that they have been assigned work. This will cause them to instantly
-// leave their idle loops and call search(). When all threads have returned from
-// search() then split() returns.
-
-void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue,
- Move* bestMove, Depth depth, int moveCount,
- MovePicker* movePicker, int nodeType, bool cutNode) {
-
- assert(searching);
- assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
- assert(depth >= Threads.minimumSplitDepth);
- assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
-
- // Pick and init the next available split point
- SplitPoint& sp = splitPoints[splitPointsSize];
-
- sp.masterThread = this;
- sp.parentSplitPoint = activeSplitPoint;
- sp.slavesMask = 0, sp.slavesMask.set(idx);
- sp.depth = depth;
- sp.bestValue = *bestValue;
- sp.bestMove = *bestMove;
- sp.alpha = alpha;
- sp.beta = beta;
- sp.nodeType = nodeType;
- sp.cutNode = cutNode;
- sp.movePicker = movePicker;
- sp.moveCount = moveCount;
- sp.pos = &pos;
- sp.nodes = 0;
- sp.cutoff = false;
- sp.ss = ss;
-
- // Try to allocate available threads and ask them to start searching setting
- // 'searching' flag. This must be done under lock protection to avoid concurrent
- // allocation of the same slave by another master.
- Threads.mutex.lock();
- sp.mutex.lock();
-
- sp.allSlavesSearching = true; // Must be set under lock protection
- ++splitPointsSize;
- activeSplitPoint = &sp;
- activePosition = NULL;
-
- Thread* slave;
-
- while ((slave = Threads.available_slave(this)) != NULL)
- {
- sp.slavesMask.set(slave->idx);
- slave->activeSplitPoint = &sp;
- slave->searching = true; // Slave leaves idle_loop()
- slave->notify_one(); // Could be sleeping
- }
-
- // Everything is set up. The master thread enters the idle loop, from which
- // it will instantly launch a search, because its 'searching' flag is set.
- // The thread will return from the idle loop when all slaves have finished
- // their work at this split point.
- sp.mutex.unlock();
- Threads.mutex.unlock();
-
- Thread::idle_loop(); // Force a call to base class idle_loop()
-
- // In the helpful master concept, a master can help only a sub-tree of its
- // split point and because everything is finished here, it's not possible
- // for the master to be booked.
- assert(!searching);
- assert(!activePosition);
-
- // We have returned from the idle loop, which means that all threads are
- // finished. Note that setting 'searching' and decreasing splitPointsSize must
- // be done under lock protection to avoid a race with Thread::available_to().
- Threads.mutex.lock();
- sp.mutex.lock();
-
- searching = true;
- --splitPointsSize;
- activeSplitPoint = sp.parentSplitPoint;
- activePosition = &pos;
- pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
- *bestMove = sp.bestMove;
- *bestValue = sp.bestValue;
-
- sp.mutex.unlock();
- Threads.mutex.unlock();
+void ThreadPool::run_on_thread(size_t threadId, std::function f) {
+ assert(threads.size() > threadId);
+ threads[threadId]->run_custom_job(std::move(f));
}
+void ThreadPool::wait_on_thread(size_t threadId) {
+ assert(threads.size() > threadId);
+ threads[threadId]->wait_for_search_finished();
+}
-// TimerThread::idle_loop() is where the timer thread waits Resolution milliseconds
-// and then calls check_time(). When not searching, thread sleeps until it's woken up.
-
-void TimerThread::idle_loop() {
+size_t ThreadPool::num_threads() const { return threads.size(); }
- while (!exit)
- {
- mutex.lock();
- if (!exit)
- sleepCondition.wait_for(mutex, run ? Resolution : INT_MAX);
+// Wakes up main thread waiting in idle_loop() and returns immediately.
+// Main thread will wake up other threads and start the search.
+void ThreadPool::start_thinking(const OptionsMap& options,
+ Position& pos,
+ StateListPtr& states,
+ Search::LimitsType limits) {
- mutex.unlock();
+ main_thread()->wait_for_search_finished();
- if (run)
- check_time();
- }
-}
+ main_manager()->stopOnPonderhit = stop = abortedSearch = false;
+ main_manager()->ponder = limits.ponderMode;
+ increaseDepth = true;
-// MainThread::idle_loop() is where the main thread is parked waiting to be started
-// when there is a new search. The main thread will launch all the slave threads.
+ Search::RootMoves rootMoves;
+ const auto legalmoves = MoveList(pos);
-void MainThread::idle_loop() {
+ for (const auto& uciMove : limits.searchmoves)
+ {
+ auto move = UCIEngine::to_move(pos, uciMove);
- while (!exit)
- {
- mutex.lock();
+ if (std::find(legalmoves.begin(), legalmoves.end(), move) != legalmoves.end())
+ rootMoves.emplace_back(move);
+ }
- thinking = false;
+ if (rootMoves.empty())
+ for (const auto& m : legalmoves)
+ rootMoves.emplace_back(m);
- while (!thinking && !exit)
- {
- Threads.sleepCondition.notify_one(); // Wake up the UI thread if needed
- sleepCondition.wait(mutex);
- }
+ Tablebases::Config tbConfig = Tablebases::rank_root_moves(options, pos, rootMoves);
- mutex.unlock();
+ // After ownership transfer 'states' becomes empty, so if we stop the search
+ // and call 'go' again without setting a new position states.get() == nullptr.
+ assert(states.get() || setupStates.get());
- if (!exit)
- {
- searching = true;
+ if (states.get())
+ setupStates = std::move(states); // Ownership transfer, states is now empty
- Search::think();
+ // We use Position::set() to set root position across threads. But there are
+ // some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot
+ // be deduced from a fen string, so set() clears them and they are set from
+ // setupStates->back() later. The rootState is per thread, earlier states are
+ // shared since they are read-only.
+ for (auto&& th : threads)
+ {
+ th->run_custom_job([&]() {
+ th->worker->limits = limits;
+ th->worker->nodes = th->worker->tbHits = th->worker->nmpMinPly =
+ th->worker->bestMoveChanges = 0;
+ th->worker->rootDepth = th->worker->completedDepth = 0;
+ th->worker->rootMoves = rootMoves;
+ th->worker->rootPos.set(pos.fen(), pos.is_chess960(), &th->worker->rootState);
+ th->worker->rootState = setupStates->back();
+ th->worker->tbConfig = tbConfig;
+ });
+ }
- assert(searching);
+ for (auto&& th : threads)
+ th->wait_for_search_finished();
- searching = false;
- }
- }
+ main_thread()->start_searching();
}
-
-// ThreadPool::init() is called at startup to create and launch requested threads,
-// that will go immediately to sleep. We cannot use a c'tor because Threads is a
-// static object and we need a fully initialized engine at this point due to
-// allocation of Endgames in Thread c'tor.
-
-void ThreadPool::init() {
-
- timer = new_thread();
- push_back(new_thread());
- read_uci_options();
+Thread* ThreadPool::get_best_thread() const {
+
+ Thread* bestThread = threads.front().get();
+ Value minScore = VALUE_NONE;
+
+ std::unordered_map votes(
+ 2 * std::min(size(), bestThread->worker->rootMoves.size()));
+
+ // Find the minimum score of all threads
+ for (auto&& th : threads)
+ minScore = std::min(minScore, th->worker->rootMoves[0].score);
+
+ // Vote according to score and depth, and select the best thread
+ auto thread_voting_value = [minScore](Thread* th) {
+ return (th->worker->rootMoves[0].score - minScore + 14) * int(th->worker->completedDepth);
+ };
+
+ for (auto&& th : threads)
+ votes[th->worker->rootMoves[0].pv[0]] += thread_voting_value(th.get());
+
+ for (auto&& th : threads)
+ {
+ const auto bestThreadScore = bestThread->worker->rootMoves[0].score;
+ const auto newThreadScore = th->worker->rootMoves[0].score;
+
+ const auto& bestThreadPV = bestThread->worker->rootMoves[0].pv;
+ const auto& newThreadPV = th->worker->rootMoves[0].pv;
+
+ const auto bestThreadMoveVote = votes[bestThreadPV[0]];
+ const auto newThreadMoveVote = votes[newThreadPV[0]];
+
+ const bool bestThreadInProvenWin = bestThreadScore >= VALUE_TB_WIN_IN_MAX_PLY;
+ const bool newThreadInProvenWin = newThreadScore >= VALUE_TB_WIN_IN_MAX_PLY;
+
+ const bool bestThreadInProvenLoss =
+ bestThreadScore != -VALUE_INFINITE && bestThreadScore <= VALUE_TB_LOSS_IN_MAX_PLY;
+ const bool newThreadInProvenLoss =
+ newThreadScore != -VALUE_INFINITE && newThreadScore <= VALUE_TB_LOSS_IN_MAX_PLY;
+
+ // We make sure not to pick a thread with truncated principal variation
+ const bool betterVotingValue =
+ thread_voting_value(th.get()) * int(newThreadPV.size() > 2)
+ > thread_voting_value(bestThread) * int(bestThreadPV.size() > 2);
+
+ if (bestThreadInProvenWin)
+ {
+ // Make sure we pick the shortest mate / TB conversion
+ if (newThreadScore > bestThreadScore)
+ bestThread = th.get();
+ }
+ else if (bestThreadInProvenLoss)
+ {
+ // Make sure we pick the shortest mated / TB conversion
+ if (newThreadInProvenLoss && newThreadScore < bestThreadScore)
+ bestThread = th.get();
+ }
+ else if (newThreadInProvenWin || newThreadInProvenLoss
+ || (newThreadScore > VALUE_TB_LOSS_IN_MAX_PLY
+ && (newThreadMoveVote > bestThreadMoveVote
+ || (newThreadMoveVote == bestThreadMoveVote && betterVotingValue))))
+ bestThread = th.get();
+ }
+
+ return bestThread;
}
-// ThreadPool::exit() terminates the threads before the program exits. Cannot be
-// done in d'tor because threads must be terminated before freeing us.
-
-void ThreadPool::exit() {
+// Start non-main threads.
+// Will be invoked by main thread after it has started searching.
+void ThreadPool::start_searching() {
- delete_thread(timer); // As first because check_time() accesses threads data
-
- for (iterator it = begin(); it != end(); ++it)
- delete_thread(*it);
+ for (auto&& th : threads)
+ if (th != threads.front())
+ th->start_searching();
}
-// ThreadPool::read_uci_options() updates internal threads parameters from the
-// corresponding UCI options and creates/destroys threads to match the requested
-// number. Thread objects are dynamically allocated to avoid creating all possible
-// threads in advance (which include pawns and material tables), even if only a
-// few are to be used.
-
-void ThreadPool::read_uci_options() {
-
- minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
- size_t requested = Options["Threads"];
-
- assert(requested > 0);
-
- // If zero (default) then set best minimum split depth automatically
- if (!minimumSplitDepth)
- minimumSplitDepth = requested < 8 ? 4 * ONE_PLY : 7 * ONE_PLY;
-
- while (size() < requested)
- push_back(new_thread());
+// Wait for non-main threads
+void ThreadPool::wait_for_search_finished() const {
- while (size() > requested)
- {
- delete_thread(back());
- pop_back();
- }
+ for (auto&& th : threads)
+ if (th != threads.front())
+ th->wait_for_search_finished();
}
+std::vector ThreadPool::get_bound_thread_count_by_numa_node() const {
+ std::vector counts;
-// ThreadPool::available_slave() tries to find an idle thread which is available
-// as a slave for the thread 'master'.
+ if (!boundThreadToNumaNode.empty())
+ {
+ NumaIndex highestNumaNode = 0;
+ for (NumaIndex n : boundThreadToNumaNode)
+ if (n > highestNumaNode)
+ highestNumaNode = n;
-Thread* ThreadPool::available_slave(const Thread* master) const {
+ counts.resize(highestNumaNode + 1, 0);
- for (const_iterator it = begin(); it != end(); ++it)
- if ((*it)->available_to(master))
- return *it;
+ for (NumaIndex n : boundThreadToNumaNode)
+ counts[n] += 1;
+ }
- return NULL;
+ return counts;
}
-
-// ThreadPool::wait_for_think_finished() waits for main thread to finish the search
-
-void ThreadPool::wait_for_think_finished() {
-
- MainThread* th = main();
- th->mutex.lock();
- while (th->thinking) sleepCondition.wait(th->mutex);
- th->mutex.unlock();
+void ThreadPool::ensure_network_replicated() {
+ for (auto&& th : threads)
+ th->ensure_network_replicated();
}
-
-// ThreadPool::start_thinking() wakes up the main thread sleeping in
-// MainThread::idle_loop() and starts a new search, then returns immediately.
-
-void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
- StateStackPtr& states) {
- wait_for_think_finished();
-
- SearchTime = Time::now(); // As early as possible
-
- Signals.stopOnPonderhit = Signals.firstRootMove = false;
- Signals.stop = Signals.failedLowAtRoot = false;
-
- RootMoves.clear();
- RootPos = pos;
- Limits = limits;
- if (states.get()) // If we don't set a new position, preserve current state
- {
- SetupStates = states; // Ownership transfer here
- assert(!states.get());
- }
-
- for (MoveList it(pos); *it; ++it)
- if ( limits.searchmoves.empty()
- || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), *it))
- RootMoves.push_back(RootMove(*it));
-
- main()->thinking = true;
- main()->notify_one(); // Starts main thread
-}
+} // namespace Stockfish