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This patch implements the pure materialistic evaluation called simple_eval() to gain a speed-up during Stockfish search. We use the so-called lazy evaluation trick: replace the accurate but slow NNUE network evaluation by the super-fast simple_eval() if the position seems to be already won (high material advantage). To guard against some of the most obvious blunders introduced by this idea, this patch uses the following features which will raise the lazy evaluation threshold in some situations: - avoid lazy evals on shuffling branches in the search tree - avoid lazy evals if the position at root already has a material imbalance - avoid lazy evals if the search value at root is already winning/losing. Moreover, we add a small random noise to the simple_eval() term. This idea (stochastic mobility in the minimax tree) was worth about 200 Elo in the pure simple_eval() player on Lichess. Overall, the current implementation in this patch evaluates about 2% of the leaves in the search tree lazily. -------------------------------------------- STC: LLR: 2.94 (-2.94,2.94) <0.00,2.00> Total: 60352 W: 15585 L: 15234 D: 29533 Ptnml(0-2): 216, 6906, 15578, 7263, 213 https://tests.stockfishchess.org/tests/view/64f1d9bcbd9967ffae366209 LTC: LLR: 2.94 (-2.94,2.94) <0.50,2.50> Total: 35106 W: 8990 L: 8678 D: 17438 Ptnml(0-2): 14, 3668, 9887, 3960, 24 https://tests.stockfishchess.org/tests/view/64f25204f5b0c54e3f04c0e7 verification run at VLTC: LLR: 2.94 (-2.94,2.94) <0.50,2.50> Total: 74362 W: 19088 L: 18716 D: 36558 Ptnml(0-2): 6, 7226, 22348, 7592, 9 https://tests.stockfishchess.org/tests/view/64f2ecdbf5b0c54e3f04d3ae All three tests above were run with adjudication off, we also verified that there was no regression on matetracker (thanks Disservin!). ---------------------------------------------- closes https://github.com/official-stockfish/Stockfish/pull/4771 Bench: 1393714
278 lines
8.2 KiB
C++
278 lines
8.2 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2023 The Stockfish developers (see AUTHORS file)
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "thread.h"
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#include <algorithm>
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#include <cassert>
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#include <cstdlib>
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#include <deque>
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#include <initializer_list>
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#include <map>
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#include <memory>
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#include <utility>
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#include "evaluate.h"
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#include "misc.h"
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#include "movegen.h"
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#include "search.h"
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#include "syzygy/tbprobe.h"
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#include "tt.h"
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#include "uci.h"
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namespace Stockfish {
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ThreadPool Threads; // Global object
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/// Thread constructor launches the thread and waits until it goes to sleep
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/// in idle_loop(). Note that 'searching' and 'exit' should be already set.
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Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) {
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wait_for_search_finished();
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}
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/// Thread destructor wakes up the thread in idle_loop() and waits
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/// for its termination. Thread should be already waiting.
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Thread::~Thread() {
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assert(!searching);
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exit = true;
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start_searching();
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stdThread.join();
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}
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/// Thread::clear() reset histories, usually before a new game
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void Thread::clear() {
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counterMoves.fill(MOVE_NONE);
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mainHistory.fill(0);
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captureHistory.fill(0);
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for (bool inCheck : { false, true })
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for (StatsType c : { NoCaptures, Captures })
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for (auto& to : continuationHistory[inCheck][c])
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for (auto& h : to)
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h->fill(-71);
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}
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/// Thread::start_searching() wakes up the thread that will start the search
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void Thread::start_searching() {
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mutex.lock();
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searching = true;
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mutex.unlock(); // Unlock before notifying saves a few CPU-cycles
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cv.notify_one(); // Wake up the thread in idle_loop()
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}
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/// Thread::wait_for_search_finished() blocks on the condition variable
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/// until the thread has finished searching.
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void Thread::wait_for_search_finished() {
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std::unique_lock<std::mutex> lk(mutex);
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cv.wait(lk, [&]{ return !searching; });
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}
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/// Thread::idle_loop() is where the thread is parked, blocked on the
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/// condition variable, when it has no work to do.
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void Thread::idle_loop() {
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// If OS already scheduled us on a different group than 0 then don't overwrite
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// the choice, eventually we are one of many one-threaded processes running on
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// some Windows NUMA hardware, for instance in fishtest. To make it simple,
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// just check if running threads are below a threshold, in this case all this
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// NUMA machinery is not needed.
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if (Options["Threads"] > 8)
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WinProcGroup::bindThisThread(idx);
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while (true)
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{
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std::unique_lock<std::mutex> lk(mutex);
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searching = false;
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cv.notify_one(); // Wake up anyone waiting for search finished
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cv.wait(lk, [&]{ return searching; });
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if (exit)
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return;
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lk.unlock();
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search();
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}
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}
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/// ThreadPool::set() creates/destroys threads to match the requested number.
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/// Created and launched threads will immediately go to sleep in idle_loop.
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/// Upon resizing, threads are recreated to allow for binding if necessary.
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void ThreadPool::set(size_t requested) {
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if (threads.size() > 0) // destroy any existing thread(s)
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{
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main()->wait_for_search_finished();
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while (threads.size() > 0)
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delete threads.back(), threads.pop_back();
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}
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if (requested > 0) // create new thread(s)
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{
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threads.push_back(new MainThread(0));
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while (threads.size() < requested)
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threads.push_back(new Thread(threads.size()));
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clear();
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// Reallocate the hash with the new threadpool size
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TT.resize(size_t(Options["Hash"]));
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// Init thread number dependent search params.
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Search::init();
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}
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}
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/// ThreadPool::clear() sets threadPool data to initial values
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void ThreadPool::clear() {
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for (Thread* th : threads)
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th->clear();
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main()->callsCnt = 0;
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main()->bestPreviousScore = VALUE_INFINITE;
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main()->bestPreviousAverageScore = VALUE_INFINITE;
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main()->previousTimeReduction = 1.0;
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}
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/// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and
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/// returns immediately. Main thread will wake up other threads and start the search.
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void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
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const Search::LimitsType& limits, bool ponderMode) {
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main()->wait_for_search_finished();
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main()->stopOnPonderhit = stop = false;
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increaseDepth = true;
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main()->ponder = ponderMode;
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Search::Limits = limits;
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Search::RootMoves rootMoves;
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for (const auto& m : MoveList<LEGAL>(pos))
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if ( limits.searchmoves.empty()
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|| std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
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rootMoves.emplace_back(m);
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if (!rootMoves.empty())
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Tablebases::rank_root_moves(pos, rootMoves);
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// After ownership transfer 'states' becomes empty, so if we stop the search
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// and call 'go' again without setting a new position states.get() == nullptr.
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assert(states.get() || setupStates.get());
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if (states.get())
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setupStates = std::move(states); // Ownership transfer, states is now empty
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// We use Position::set() to set root position across threads. But there are
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// some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot
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// be deduced from a fen string, so set() clears them and they are set from
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// setupStates->back() later. The rootState is per thread, earlier states are shared
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// since they are read-only.
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for (Thread* th : threads)
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{
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th->nodes = th->tbHits = th->nmpMinPly = th->bestMoveChanges = 0;
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th->rootDepth = th->completedDepth = 0;
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th->rootMoves = rootMoves;
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th->rootPos.set(pos.fen(), pos.is_chess960(), &th->rootState, th);
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th->rootState = setupStates->back();
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th->rootSimpleEval = Eval::simple_eval(pos, pos.side_to_move());
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}
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main()->start_searching();
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}
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Thread* ThreadPool::get_best_thread() const {
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Thread* bestThread = threads.front();
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std::map<Move, int64_t> votes;
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Value minScore = VALUE_NONE;
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// Find minimum score of all threads
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for (Thread* th: threads)
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minScore = std::min(minScore, th->rootMoves[0].score);
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// Vote according to score and depth, and select the best thread
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auto thread_value = [minScore](Thread* th) {
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return (th->rootMoves[0].score - minScore + 14) * int(th->completedDepth);
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};
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for (Thread* th : threads)
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votes[th->rootMoves[0].pv[0]] += thread_value(th);
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for (Thread* th : threads)
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if (abs(bestThread->rootMoves[0].score) >= VALUE_TB_WIN_IN_MAX_PLY)
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{
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// Make sure we pick the shortest mate / TB conversion or stave off mate the longest
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if (th->rootMoves[0].score > bestThread->rootMoves[0].score)
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bestThread = th;
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}
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else if ( th->rootMoves[0].score >= VALUE_TB_WIN_IN_MAX_PLY
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|| ( th->rootMoves[0].score > VALUE_TB_LOSS_IN_MAX_PLY
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&& ( votes[th->rootMoves[0].pv[0]] > votes[bestThread->rootMoves[0].pv[0]]
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|| ( votes[th->rootMoves[0].pv[0]] == votes[bestThread->rootMoves[0].pv[0]]
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&& thread_value(th) * int(th->rootMoves[0].pv.size() > 2)
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> thread_value(bestThread) * int(bestThread->rootMoves[0].pv.size() > 2)))))
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bestThread = th;
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return bestThread;
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}
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/// Start non-main threads
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void ThreadPool::start_searching() {
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for (Thread* th : threads)
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if (th != threads.front())
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th->start_searching();
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}
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/// Wait for non-main threads
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void ThreadPool::wait_for_search_finished() const {
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for (Thread* th : threads)
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if (th != threads.front())
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th->wait_for_search_finished();
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}
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} // namespace Stockfish
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