/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 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 the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include "thread.h" #include #include #include #include #include #include #include #include #include "misc.h" #include "movegen.h" #include "search.h" #include "syzygy/tbprobe.h" #include "timeman.h" #include "tt.h" #include "types.h" #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) : worker(std::make_unique(sharedState, std::move(sm), n)), idx(n), nthreads(sharedState.options["Threads"]), stdThread(&Thread::idle_loop, this) { wait_for_search_finished(); } // Destructor wakes up the thread in idle_loop() and waits // for its termination. Thread should be already waiting. Thread::~Thread() { assert(!searching); exit = true; start_searching(); stdThread.join(); } // Wakes up the thread that will start the search void Thread::start_searching() { mutex.lock(); searching = true; mutex.unlock(); // Unlock before notifying saves a few CPU-cycles cv.notify_one(); // Wake up the thread in idle_loop() } // Blocks on the condition variable // until the thread has finished searching. void Thread::wait_for_search_finished() { std::unique_lock lk(mutex); cv.wait(lk, [&] { return !searching; }); } // Thread gets parked here, blocked on the // condition variable, when it has no work to do. void Thread::idle_loop() { // If OS already scheduled us on a different group than 0 then don't overwrite // the choice, eventually we are one of many one-threaded processes running on // some Windows NUMA hardware, for instance in fishtest. To make it simple, // just check if running threads are below a threshold, in this case, all this // NUMA machinery is not needed. if (nthreads > 8) WinProcGroup::bindThisThread(idx); 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; lk.unlock(); worker->start_searching(); } } // 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(Search::SharedState sharedState) { if (threads.size() > 0) // destroy any existing thread(s) { main_thread()->wait_for_search_finished(); while (threads.size() > 0) delete threads.back(), threads.pop_back(); } const size_t requested = sharedState.options["Threads"]; if (requested > 0) // create new thread(s) { threads.push_back(new Thread( sharedState, std::unique_ptr(new Search::SearchManager()), 0)); while (threads.size() < requested) threads.push_back(new Thread( sharedState, std::unique_ptr(new Search::NullSearchManager()), threads.size())); clear(); main_thread()->wait_for_search_finished(); // Reallocate the hash with the new threadpool size sharedState.tt.resize(sharedState.options["Hash"], requested); } } // Sets threadPool data to initial values void ThreadPool::clear() { for (Thread* th : threads) th->worker->clear(); main_manager()->callsCnt = 0; main_manager()->bestPreviousScore = VALUE_INFINITE; main_manager()->bestPreviousAverageScore = VALUE_INFINITE; main_manager()->previousTimeReduction = 1.0; main_manager()->tm.clear(); } // 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, bool ponderMode) { main_thread()->wait_for_search_finished(); main_manager()->stopOnPonderhit = stop = false; main_manager()->ponder = ponderMode; increaseDepth = true; Search::RootMoves rootMoves; for (const auto& m : MoveList(pos)) if (limits.searchmoves.empty() || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) rootMoves.emplace_back(m); Tablebases::Config tbConfig = Tablebases::rank_root_moves(options, pos, rootMoves); // 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 (states.get()) setupStates = std::move(states); // Ownership transfer, states is now empty // 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 (Thread* th : threads) { 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; } main_thread()->start_searching(); } Thread* ThreadPool::get_best_thread() const { Thread* bestThread = threads.front(); std::unordered_map votes; Value minScore = VALUE_NONE; // Find the minimum score of all threads for (Thread* th : threads) minScore = std::min(minScore, th->worker->rootMoves[0].score); // Vote according to score and depth, and select the best thread auto thread_value = [minScore](Thread* th) { return (th->worker->rootMoves[0].score - minScore + 14) * int(th->worker->completedDepth); }; for (Thread* th : threads) votes[th->worker->rootMoves[0].pv[0]] += thread_value(th); for (Thread* th : threads) if (std::abs(bestThread->worker->rootMoves[0].score) >= VALUE_TB_WIN_IN_MAX_PLY) { // Make sure we pick the shortest mate / TB conversion or stave off mate the longest if (th->worker->rootMoves[0].score > bestThread->worker->rootMoves[0].score) bestThread = th; } else if (th->worker->rootMoves[0].score >= VALUE_TB_WIN_IN_MAX_PLY || (th->worker->rootMoves[0].score > VALUE_TB_LOSS_IN_MAX_PLY && (votes[th->worker->rootMoves[0].pv[0]] > votes[bestThread->worker->rootMoves[0].pv[0]] || (votes[th->worker->rootMoves[0].pv[0]] == votes[bestThread->worker->rootMoves[0].pv[0]] && thread_value(th) * int(th->worker->rootMoves[0].pv.size() > 2) > thread_value(bestThread) * int(bestThread->worker->rootMoves[0].pv.size() > 2))))) bestThread = th; return bestThread; } // Start non-main threads // Will be invoked by main thread after it has started searching void ThreadPool::start_searching() { for (Thread* th : threads) if (th != threads.front()) th->start_searching(); } // Wait for non-main threads void ThreadPool::wait_for_search_finished() const { for (Thread* th : threads) if (th != threads.front()) th->wait_for_search_finished(); } } // namespace Stockfish