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https://github.com/sockspls/badfish
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Retire FakeSplit
- Currently broken - Never been really useful - Does not work well with new splitting model Verified for no regression at STC with 3 threads: LLR: 2.96 (-2.94,2.94) [-6.00,0.00] Total: 81905 W: 12122 L: 12381 D: 57402 No functional change
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9b30913996
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3 changed files with 9 additions and 20 deletions
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@ -52,9 +52,6 @@ using namespace Search;
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namespace {
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namespace {
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// Set to true to force running with one thread. Used for debugging
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const bool FakeSplit = false;
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// Different node types, used as template parameter
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// Different node types, used as template parameter
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enum NodeType { Root, PV, NonPV };
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enum NodeType { Root, PV, NonPV };
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@ -987,8 +984,8 @@ moves_loop: // When in check and at SpNode search starts from here
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{
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{
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assert(bestValue > -VALUE_INFINITE && bestValue < beta);
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assert(bestValue > -VALUE_INFINITE && bestValue < beta);
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thisThread->split<FakeSplit>(pos, ss, alpha, beta, &bestValue, &bestMove,
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thisThread->split(pos, ss, alpha, beta, &bestValue, &bestMove,
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depth, moveCount, &mp, NT, cutNode);
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depth, moveCount, &mp, NT, cutNode);
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if (Signals.stop || thisThread->cutoff_occurred())
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if (Signals.stop || thisThread->cutoff_occurred())
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return VALUE_ZERO;
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return VALUE_ZERO;
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@ -255,7 +255,6 @@ Thread* ThreadPool::available_slave(const Thread* master) const {
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// leave their idle loops and call search(). When all threads have returned from
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// leave their idle loops and call search(). When all threads have returned from
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// search() then split() returns.
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// search() then split() returns.
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template <bool Fake>
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void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
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void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
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Move* bestMove, Depth depth, int moveCount,
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Move* bestMove, Depth depth, int moveCount,
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MovePicker* movePicker, int nodeType, bool cutNode) {
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MovePicker* movePicker, int nodeType, bool cutNode) {
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@ -297,14 +296,13 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
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activeSplitPoint = &sp;
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activeSplitPoint = &sp;
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activePosition = NULL;
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activePosition = NULL;
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if (!Fake)
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for (Thread* slave; (slave = Threads.available_slave(this)) != NULL; )
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for (Thread* slave; (slave = Threads.available_slave(this)) != NULL; )
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{
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{
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sp.slavesMask.set(slave->idx);
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sp.slavesMask.set(slave->idx);
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slave->activeSplitPoint = &sp;
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slave->activeSplitPoint = &sp;
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slave->searching = true; // Slave leaves idle_loop()
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slave->searching = true; // Slave leaves idle_loop()
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slave->notify_one(); // Could be sleeping
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slave->notify_one(); // Could be sleeping
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}
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}
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// Everything is set up. The master thread enters the idle loop, from which
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// Everything is set up. The master thread enters the idle loop, from which
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// it will instantly launch a search, because its 'searching' flag is set.
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// it will instantly launch a search, because its 'searching' flag is set.
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@ -339,11 +337,6 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
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Threads.mutex.unlock();
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Threads.mutex.unlock();
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}
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}
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// Explicit template instantiations
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template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
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template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
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// wait_for_think_finished() waits for main thread to go to sleep then returns
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// wait_for_think_finished() waits for main thread to go to sleep then returns
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void ThreadPool::wait_for_think_finished() {
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void ThreadPool::wait_for_think_finished() {
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@ -117,7 +117,6 @@ struct Thread : public ThreadBase {
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bool cutoff_occurred() const;
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bool cutoff_occurred() const;
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bool available_to(const Thread* master) const;
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bool available_to(const Thread* master) const;
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template <bool Fake>
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void split(Position& pos, const Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
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void split(Position& pos, const Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
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Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
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Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
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