After increasing the number of threads, the histories were not cleared,
resulting in uninitialized memory usage.
This patch fixes this by clearing threads histories in Thread c'tor as
is the idomatic way.
This fixes issue 1227
No functional change.
Rewrite perft to be placed naturally inside new
bench code. In particular we don't have special
custom code to run perft anymore but perft is
just a new parameter of 'go' command.
So user API is now changed, old style command:
$perft 5
becomes
$go perft 4
No functional change.
But this time correctly set Threads.ponder
We avoid using 'limits' for passing pondering
flag because we don't want to have 2 ponder
variables in search scope: Search::Limits.ponder
and Threads.ponder. This would be confusing also
because limits.ponder is set at the beginning of
the search and never changes, instead Threads.ponder
can change value asynchronously during search.
No functional change.
This reverts commit 5410424e3d.
After the commit pondering is broken, so revert for now. I will
resubmit with a proper fix.
The issue is mine, Joost original code is correct.
No functional change.
Limits::ponder was used as a signal between uci and search threads,
but is not an atomic variable, leading to the following race as
flagged by a sanitized binary.
Expect input:
```
spawn ./stockfish
send "uci\n"
expect "uciok"
send "setoption name Ponder value true\n"
send "go wtime 4000 btime 4000\n"
expect "bestmove"
send "position startpos e2e4 d7d5\n"
send "go wtime 4000 btime 4000 ponder\n"
sleep 0.01
send "ponderhit\n"
expect "bestmove"
send "quit\n"
expect eof
```
Race:
```
WARNING: ThreadSanitizer: data race (pid=7191)
Read of size 4 at 0x0000005c2260 by thread T1:
Previous write of size 4 at 0x0000005c2260 by main thread:
Location is global 'Search::Limits' of size 88 at 0x0000005c2220 (stockfish+0x0000005c2260)
```
The reason of teh race is that ponder is not just set in UCI go()
assignment but also is signaled by an async ponderhit in uci.cpp:
else if (token == "ponderhit")
Search::Limits.ponder = 0; // Switch to normal search
The fix is to add an atomic bool to the threads structure to
signal the ponder status, letting Search::Limits to reflect just
what was passed to 'go'.
No functional change.
as a lower level routine, movepicker should not depend on the
search stack or the thread class, removing a circular dependency.
Instead of copying the search stack into the movepicker object,
as well as accessing the thread class for one of the histories,
pass the required fields explicitly to the constructor (removing
the need for thread.h and implicitly search.h in movepick.cpp).
The signature is thus longer, but more explicit:
Also some renaming of histories structures while there.
passed STC [-3,1], suggesting a small elo impact:
LLR: 3.13 (-2.94,2.94) [-3.00,1.00]
Total: 381053 W: 68071 L: 68551 D: 244431
elo = -0.438 +- 0.660 LOS: 9.7%
No functional change.
Instead of having Signals in the search namespace,
make the stop variables part of the Threads structure.
This moves more of the shared (atomic) variables towards
the thread-related structures, making their role more clear.
No functional change
Closes#1149
Rearrange and rename all history heuristic code. Naming
is now based on chessprogramming.wikispaces.com conventions
and the relations among the various heuristics are now more
clear and consistent.
No functional change.
In general, this patch handles the cases where we don't have a valid score for each PV line in a multiPV search. This can happen if the search has been stopped in an unfortunate moment while still in the aspiration loop. The patch consists of two parts.
Part 1: The new PVIdx was already part of the k-best pv's in the last iteration, and we therefore have a valid pv and score to output from the last iteration. This is taken care of with:
bool updated = (i <= PVIdx && rootMoves[i].score != -VALUE_INFINITE);
Case 2: The new PVIdx was NOT part of the k-best pv's in the last iteration, and we have no valid pv and score to output. Not from the current nor from the previous iteration. To avoid this, we are now also considering the previous score when sorting, so that the PV lines with no actual but with a valid previous score are pushed up again, and the previous score can be displayed.
bool operator<(const RootMove& m) const {
return m.score != score ? m.score < score : m.previousScore < previousScore; } // Descending sort
I also added an assertion in UCI::value() to possibly catch similar issues earlier.
No functional change.
Closes#502Closes#1074
history related scores are not related to evaluation based scores.
For example, can easily exceed the range -VALUE_INFINITE,VALUE_INFINITE.
As such the current type is confusing, and a plain int is a better match.
tested for no regression:
STC:
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 43693 W: 7909 L: 7827 D: 27957
No functional change.
Closes#1070
make skipEarlyPruning a search argument instead of managing this by hand.
Verified for no regression at STC:
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 96754 W: 17089 L: 17095 D: 62570
No functional change.
This code was added before the accurate pv patch, when
we retrieved PV directly from TT.
It's not required for correct (and long) PVs any more and
should be safe to remove it.
Also, allowing helper threads to repeatedly over-write
TT doesn't seem to make sense(that was probably an un-intended
side-effect of lazy smp). Before Lazy SMP only Main Thread used
to run ID loop and insert PV into TT.
STC:
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 74346 W: 13946 L: 13918 D: 46482
LTC
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 47265 W: 6531 L: 6447 D: 34287
bench: 8819179
And passed in do_move(), this ensures maximum efficiency and
speed and at the same time unlimited move numbers.
The draw back is that to handle Position init we need to
reserve a StateInfo inside Position itself and use at
init time and when copying from another Position.
After lazy SMP we don't need anymore this gimmick and we can
get rid of this special case and always pass an external
StateInfo to Position object.
Also rewritten and simplified Position constructors.
Verified it does not regress with a 3 threads SMP test:
ELO: -0.00 +-12.7 (95%) LOS: 50.0%
Total: 1000 W: 173 L: 173 D: 654
No functional change.
Simplify time management code by removing hard stops for unchanging first root moves.
Search is now stopped earlier at the end iteration if it did not have fail-lows at root.
This simplification also fixes pondering bug. Ponder flag was true by default
and cutechess-cli doesn't change it to false even though no pondering is possible.
Fix the issue by setting the default value of 'Ponder' flag to false.
10+0.1:
ELO: 3.51 +-3.0 (95%) LOS: 99.0%
Total: 20000 W: 3898 L: 3696 D: 12406
40+0.4:
ELO: 1.39 +-2.7 (95%) LOS: 84.7%
Total: 20000 W: 3104 L: 3024 D: 13872
60+0.06:
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 37231 W: 5333 L: 5236 D: 26662
Stopped run at 100+1:
LLR: 1.09 (-2.94,2.94) [-3.00,1.00]
Total: 37253 W: 4862 L: 4856 D: 27535
Resolves#523Fixes#510
This is used by std::stable_sort() to sort moves from highest score to lowest score.
1) The comment is incorrect since highest to lowest means descending.
2) It's more natural to implement a less operator using another less operator rather than a greater operator.
No functional change.
Resolves#504
Unfortunately std::condition_variable::wait_for()
is not accurate in general case and the timer thread
can wake up also after tens or even hundreds of
millisecs after time has elapsded. CPU load, process
priorities, number of concurrent threads, even from
other processes, will have effect upon it.
Even official documentation says: "This function may
block for longer than timeout_duration due to scheduling
or resource contention delays."
So retire timer and use a polling scheme based on a
local thread counter that counts search() calls and
a small trick to keep polling frequency constant,
independently from the number of threads.
Tested for no regression at very fast TC 2+0.05 th 7:
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 32969 W: 6720 L: 6620 D: 19629
TC 2+0.05 th 1:
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 7765 W: 1917 L: 1765 D: 4083
And at STC TC, both single thread
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 15587 W: 3036 L: 2905 D: 9646
And with 7 threads
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 8149 W: 1367 L: 1227 D: 5555
bench: 8639247
The only interesting change is the moving of
stack[MAX_PLY+4] back to its original position
in id_loop (now renamed Thread::search).
No functional change.
Rely on well defined behaviour for message passing, instead of volatile. Three
versions have been tested, to make sure this wouldn't cause a slowdown on any
platform.
v1: Sequentially consistent atomics
No mesurable regression, despite the extra memory barriers on x86. Even with 15
threads and extreme time pressure, both acting as a magnifying glass:
threads=15, tc=2+0.02
ELO: 2.59 +-3.4 (95%) LOS: 93.3%
Total: 18132 W: 4113 L: 3978 D: 10041
threads=7, tc=2+0.02
ELO: -1.64 +-3.6 (95%) LOS: 18.8%
Total: 16914 W: 4053 L: 4133 D: 8728
v2: Acquire/Release semantics
This version generates no extra barriers for x86 (on the hot path). As expected,
no regression either, under the same conditions:
threads=15, tc=2+0.02
ELO: 2.85 +-3.3 (95%) LOS: 95.4%
Total: 19661 W: 4640 L: 4479 D: 10542
threads=7, tc=2+0.02
ELO: 0.23 +-3.5 (95%) LOS: 55.1%
Total: 18108 W: 4326 L: 4314 D: 9468
As suggested by Joona, another test at LTC:
threads=15, tc=20+0.05
ELO: 0.64 +-2.6 (95%) LOS: 68.3%
Total: 20000 W: 3053 L: 3016 D: 13931
v3: Final version: SeqCst/Relaxed
threads=15, tc=10+0.1
ELO: 0.87 +-3.9 (95%) LOS: 67.1%
Total: 9541 W: 1478 L: 1454 D: 6609
Resolves#474
Start all threads searching on root position and
use only the shared TT table as synching scheme.
It seems this scheme scales better than YBWC for
high number of threads.
Verified for nor regression at STC 3 threads
LLR: -2.95 (-2.94,2.94) [-3.00,1.00]
Total: 40232 W: 6908 L: 7130 D: 26194
Verified for nor regression at LTC 3 threads
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 28186 W: 3908 L: 3798 D: 20480
Verified for nor regression at STC 7 threads
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 3607 W: 674 L: 526 D: 2407
Verified for nor regression at LTC 7 threads
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 4235 W: 671 L: 528 D: 3036
Tested with fixed games at LTC with 20 threads
ELO: 44.75 +-7.6 (95%) LOS: 100.0%
Total: 2069 W: 407 L: 142 D: 1520
Tested with fixed games at XLTC (120secs) with 20 threads
ELO: 28.01 +-6.7 (95%) LOS: 100.0%
Total: 2275 W: 349 L: 166 D: 1760
Original patch of mbootsector, with additional work
from Ivan Ivec (log formula), Joerg Oster (id loop
simplification) and Marco Costalba (assorted formatting
and rework).
Bench: 8116244
Introduce helper function Search::reset() which clears all kind of search
memory, in order to restore a deterministic search state.
Generalize TT.clear() into Search::reset() for the following use cases:
- bench: needed to guarantee deterministic bench (ie. if you call bench from
interactive command line twice in a row you get the same value).
- Clear Hash: restore clean search state, which is the purpose of this button.
- ucinewgame: ditto.
No functional change.
Resolves#346
When running more games in parallel, or simply when running a game
with a background process, due to how OS scheduling works, there is no
guarantee that the CPU resources allocated evenly between the two
players. This introduces noise in the result that leads to unreliable
result and in the worst cases can even invalidate the result. For
instance in SF test framework we avoid running from clouds virtual
machines because are a known source of very unstable CPU speed.
To overcome this issue, without requiring changes to the GUI, the idea
is to use searched nodes instead of time, and to convert time to
available nodes upfront, at the beginning of the game.
When nodestime UCI option is set at a given nodes per milliseconds
(npmsec), at the beginning of the game (and only once), the engine
reads the available time to think, sent by the GUI with 'go wtime x'
UCI command. Then it translates time in available nodes (nodes =
npmsec * x), then feeds available nodes instead of time to the time
management logic and starts the search. During the search the engine
checks the searched nodes against the available ones in such a way
that all the time management logic still fully applies, and the game
mimics a real one played on real time. When the search finishes,
before returning best move, the total available nodes are updated,
subtracting the real searched nodes. After the first move, the time
information sent by the GUI is ignored, and the engine fully relies on
the updated total available nodes to feed time management.
To avoid time losses, the speed of the engine (npms) must be set to a
value lower than real speed so that if the real TC is for instance 30
secs, and npms is half of the real speed, the game will last on
average 15 secs, so much less than the TC limit, providing for a
safety 'time buffer'.
There are 2 main limitations with this mode.
1. Engine speed should be the same for both players, and this limits
the approach to mainly parameter tuning patches.
2. Because npms is fixed while, in real engines, the speed increases
toward endgame, this introduces an artifact that is equivalent to an
altered time management. Namely it is like the time management gives
less available time than what should be in standard case.
May be the second limitation could be mitigated in a future with a
smarter 'dynamic npms' approach.
Tests shows that the standard deviation of the results with 'nodestime'
is lower than in standard TC, as is expected because now all the introduced
noise due the random speed variability of the engines during the game is
fully removed.
Original NIT idea by Michael Hoffman that shows how to play in NIT mode
without requiring changes to the GUI. This implementation goes a bit
further, the key difference is that we read TC from GUI only once upfront
instead of re-reading after every move as in Michael's implementation.
No functional change.
And reformat a bit time manager code.
Note that now we set starting search time in think() and
no more in ThreadPool::start_thinking(), the added delay
is less than 1 msec, so below timer resolution (5msec) and
should not affect time lossses ratio.
No functional change.
In case we stop the search during a fail-high
it is possible we return to GUI without a ponder
move. This patch try harder to find a ponder move
retrieving it from TT. This is important in games
played with 'ponder on'.
bench: 8080602
Resolves#221
Import C++11 branch from:
https://github.com/mcostalba/Stockfish/tree/c++11
The version imported is teh last one as of today:
6670e93e50
Branch is fully equivalent with master but syzygy
tablebases that are missing (but will be added with
next commit).
bench: 8080602
In some cases we want to go direcly to the moves loop
without checking for early return. The patch make this
logic more clear and consistent.
Tested for no regression, passed STC
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 25282 W: 5136 L: 5022 D: 15124
and LTC
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 72007 W: 12133 L: 12095 D: 47779
bench: 9316798
Currently Search::RootMoves is accessed and even
modified by TB probing functions in a hidden
and sneaky way.
This is bad practice and makes the code tricky.
Instead explicily pass the vector as function
argument so to clarify that the vector is modified
inside the functions.
No functional change.
It is a non functional change, but because
we now skip copying of pv[] in SpNode, patch
has been tested for regression with 3 threads:
STC
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 54668 W: 9873 L: 9809 D: 34986
No functional change.
This is the first of a patch series to
rearrange and simplify accurate PV.
In this patch there is simple coding
style and reformatting stuff.
Verified with fishtest it does not crash
with MAX_PLY = 8
No functional change.
This gives SF accurate PVs, such that the evaluation of the leaf node in
the PV matches the score backed up to the root (99% of the time.
q-search will use the value stored in the hash table instead of the eval
value sometimes).
One drawback is that fail-high/low only get a minimal 2 move PV.
It doesn't add any additional overhead to the non-PV codepath except an
extra eight bytes to the SearchStack structure in multi-threaded
searches.
A core part of this is not pruning based on TT score in PV nodes. This
was measured as not being a regression at multiple TCs, except for one
exception, fast TC with huge hash, which is not realistic for longer
searches.
STC - 1 thread, 128 mb hash
ELO: 1.42 +-3.1 (95%) LOS: 81.9%
Total: 20000 W: 4078 L: 3996 D: 11926
STC - 3 thread, 128 mb hash
ELO: -3.60 +-2.9 (95%) LOS: 0.8%
Total: 20000 W: 3575 L: 3782 D: 12643
STC - 3 thread, 8 mb hash
ELO: 0.12 +-2.9 (95%) LOS: 53.3%
Total: 20000 W: 3654 L: 3647 D: 12699
LTC - 3 thread, 32mb hash
ELO: 2.29 +-2.0 (95%) LOS: 98.8%
Total: 35740 W: 5618 L: 5382 D: 24740
Bench: 6984058
Resolves#102