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Space inflate sp_search_pv

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-09-09 11:37:27 +02:00
parent eacb42092b
commit 421fd9c3bf

View file

@ -1516,8 +1516,8 @@ namespace {
// If this is the master thread and we have been asked to stop because of
// a beta cutoff higher up in the tree, stop all slave threads:
if (sp->master == threadID && thread_should_stop(threadID))
for(int i = 0; i < ActiveThreads; i++)
if(sp->slaves[i])
for (int i = 0; i < ActiveThreads; i++)
if (sp->slaves[i])
Threads[i].stop = true;
sp->cpus--;
@ -1536,6 +1536,7 @@ namespace {
// after we return from the split point.
void sp_search_pv(SplitPoint *sp, int threadID) {
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
@ -1543,12 +1544,11 @@ namespace {
SearchStack *ss = sp->sstack[threadID];
Value value;
Move move;
int moveCount = sp->moves;
while(sp->alpha < sp->beta && !thread_should_stop(threadID)
&& (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE) {
UndoInfo u;
Depth ext, newDepth;
while ( sp->alpha < sp->beta
&& !thread_should_stop(threadID)
&& (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE)
{
bool moveIsCheck = pos.move_is_check(move, sp->dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
@ -1559,74 +1559,88 @@ namespace {
PawnValueMidgame : pos.midgame_value_of_piece_on(move_to(move));
lock_grab(&(sp->lock));
sp->moves++;
moveCount = sp->moves;
int moveCount = ++sp->moves;
lock_release(&(sp->lock));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
ext = extension(pos, move, true, moveIsCheck, false, false);
newDepth = sp->depth - OnePly + ext;
Depth ext = extension(pos, move, true, moveIsCheck, false, false);
Depth newDepth = sp->depth - OnePly + ext;
// Make and search the move.
UndoInfo u;
pos.do_move(move, u, sp->dcCandidates);
if(ext == Depth(0) && moveCount >= LMRPVMoves && !moveIsCapture
&& !move_promotion(move) && !moveIsPassedPawnPush
&& !move_is_castle(move)
&& move != ss[sp->ply].killer1 && move != ss[sp->ply].killer2) {
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1,
true, threadID);
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
if ( ext == Depth(0)
&& moveCount >= LMRPVMoves
&& !moveIsCapture
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
&& move != ss[sp->ply].killer1
&& move != ss[sp->ply].killer2)
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
}
else
value = sp->alpha + 1;
if(value > sp->alpha) {
ss[sp->ply].reduction = Depth(0);
value = -search(pos, ss, -sp->alpha, newDepth, sp->ply+1, true,
threadID);
if(value > sp->alpha && value < sp->beta) {
if(sp->ply == 1 && RootMoveNumber == 1)
// When the search fails high at ply 1 while searching the first
// move at the root, set the flag failHighPly1. This is used for
// time managment: We don't want to stop the search early in
// such cases, because resolving the fail high at ply 1 could
// result in a big drop in score at the root.
Threads[threadID].failHighPly1 = true;
value = -search_pv(pos, ss, -sp->beta, -sp->alpha, newDepth,
sp->ply+1, threadID);
Threads[threadID].failHighPly1 = false;
value = sp->alpha + 1; // Just to trigger next condition
if (value > sp->alpha) // Go with full depth non-pv search
{
ss[sp->ply].reduction = Depth(0);
value = -search(pos, ss, -sp->alpha, newDepth, sp->ply+1, true, threadID);
if (value > sp->alpha && value < sp->beta)
{
// When the search fails high at ply 1 while searching the first
// move at the root, set the flag failHighPly1. This is used for
// time managment: We don't want to stop the search early in
// such cases, because resolving the fail high at ply 1 could
// result in a big drop in score at the root.
if (sp->ply == 1 && RootMoveNumber == 1)
Threads[threadID].failHighPly1 = true;
value = -search_pv(pos, ss, -sp->beta, -sp->alpha, newDepth, sp->ply+1, threadID);
Threads[threadID].failHighPly1 = false;
}
}
pos.undo_move(move, u);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
if(thread_should_stop(threadID))
break;
if (thread_should_stop(threadID))
break;
// New best move?
lock_grab(&(sp->lock));
if(value > sp->bestValue && !thread_should_stop(threadID)) {
sp->bestValue = value;
if(value > sp->alpha) {
sp->alpha = value;
sp_update_pv(sp->parentSstack, ss, sp->ply);
if(value == value_mate_in(sp->ply + 1))
ss[sp->ply].mateKiller = move;
if(value >= sp->beta) {
for(int i = 0; i < ActiveThreads; i++)
if(i != threadID && (i == sp->master || sp->slaves[i]))
Threads[i].stop = true;
sp->finished = true;
}
if (value > sp->bestValue && !thread_should_stop(threadID))
{
sp->bestValue = value;
if (value > sp->alpha)
{
sp->alpha = value;
sp_update_pv(sp->parentSstack, ss, sp->ply);
if (value == value_mate_in(sp->ply + 1))
ss[sp->ply].mateKiller = move;
if(value >= sp->beta)
{
for(int i = 0; i < ActiveThreads; i++)
if(i != threadID && (i == sp->master || sp->slaves[i]))
Threads[i].stop = true;
sp->finished = true;
}
}
// If we are at ply 1, and we are searching the first root move at
// ply 0, set the 'Problem' variable if the score has dropped a lot
// (from the computer's point of view) since the previous iteration:
if(Iteration >= 2 &&
-value <= ValueByIteration[Iteration-1] - ProblemMargin)
Problem = true;
if (Iteration >= 2 && -value <= ValueByIteration[Iteration-1] - ProblemMargin)
Problem = true;
}
lock_release(&(sp->lock));
}
@ -1635,10 +1649,10 @@ namespace {
// If this is the master thread and we have been asked to stop because of
// a beta cutoff higher up in the tree, stop all slave threads:
if(sp->master == threadID && thread_should_stop(threadID))
for(int i = 0; i < ActiveThreads; i++)
if(sp->slaves[i])
Threads[i].stop = true;
if (sp->master == threadID && thread_should_stop(threadID))
for (int i = 0; i < ActiveThreads; i++)
if (sp->slaves[i])
Threads[i].stop = true;
sp->cpus--;
sp->slaves[threadID] = 0;