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BadFish/src/search.cpp
Marco Costalba 630fda2e2c Reduce SMP contention on TT
Move TT object away from heavy write accessed NodesSincePoll
and also, inside TT isolate the heavy accessed writes variable.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-06-13 11:13:09 +01:00

2848 lines
93 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2009 Marco Costalba
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 <http://www.gnu.org/licenses/>.
*/
////
//// Includes
////
#include <cassert>
#include <cstring>
#include <fstream>
#include <iostream>
#include <sstream>
#include "book.h"
#include "evaluate.h"
#include "history.h"
#include "misc.h"
#include "movegen.h"
#include "movepick.h"
#include "lock.h"
#include "san.h"
#include "search.h"
#include "thread.h"
#include "tt.h"
#include "ucioption.h"
////
//// Local definitions
////
namespace {
/// Types
// IterationInfoType stores search results for each iteration
//
// Because we use relatively small (dynamic) aspiration window,
// there happens many fail highs and fail lows in root. And
// because we don't do researches in those cases, "value" stored
// here is not necessarily exact. Instead in case of fail high/low
// we guess what the right value might be and store our guess
// as a "speculated value" and then move on. Speculated values are
// used just to calculate aspiration window width, so also if are
// not exact is not big a problem.
struct IterationInfoType {
IterationInfoType(Value v = Value(0), Value sv = Value(0))
: value(v), speculatedValue(sv) {}
Value value, speculatedValue;
};
// The BetaCounterType class is used to order moves at ply one.
// Apart for the first one that has its score, following moves
// normally have score -VALUE_INFINITE, so are ordered according
// to the number of beta cutoffs occurred under their subtree during
// the last iteration. The counters are per thread variables to avoid
// concurrent accessing under SMP case.
struct BetaCounterType {
BetaCounterType();
void clear();
void add(Color us, Depth d, int threadID);
void read(Color us, int64_t& our, int64_t& their);
};
// The RootMove class is used for moves at the root at the tree. For each
// root move, we store a score, a node count, and a PV (really a refutation
// in the case of moves which fail low).
struct RootMove {
RootMove();
bool operator<(const RootMove&); // used to sort
Move move;
Value score;
int64_t nodes, cumulativeNodes;
Move pv[PLY_MAX_PLUS_2];
int64_t ourBeta, theirBeta;
};
// The RootMoveList class is essentially an array of RootMove objects, with
// a handful of methods for accessing the data in the individual moves.
class RootMoveList {
public:
RootMoveList(Position& pos, Move searchMoves[]);
inline Move get_move(int moveNum) const;
inline Value get_move_score(int moveNum) const;
inline void set_move_score(int moveNum, Value score);
inline void set_move_nodes(int moveNum, int64_t nodes);
inline void set_beta_counters(int moveNum, int64_t our, int64_t their);
void set_move_pv(int moveNum, const Move pv[]);
inline Move get_move_pv(int moveNum, int i) const;
inline int64_t get_move_cumulative_nodes(int moveNum) const;
inline int move_count() const;
Move scan_for_easy_move() const;
inline void sort();
void sort_multipv(int n);
private:
static const int MaxRootMoves = 500;
RootMove moves[MaxRootMoves];
int count;
};
/// Constants
// Search depth at iteration 1
const Depth InitialDepth = OnePly /*+ OnePly/2*/;
// Depth limit for selective search
const Depth SelectiveDepth = 7 * OnePly;
// Use internal iterative deepening?
const bool UseIIDAtPVNodes = true;
const bool UseIIDAtNonPVNodes = false;
// Internal iterative deepening margin. At Non-PV moves, when
// UseIIDAtNonPVNodes is true, we do an internal iterative deepening
// search when the static evaluation is at most IIDMargin below beta.
const Value IIDMargin = Value(0x100);
// Easy move margin. An easy move candidate must be at least this much
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
// Problem margin. If the score of the first move at iteration N+1 has
// dropped by more than this since iteration N, the boolean variable
// "Problem" is set to true, which will make the program spend some extra
// time looking for a better move.
const Value ProblemMargin = Value(0x28);
// No problem margin. If the boolean "Problem" is true, and a new move
// is found at the root which is less than NoProblemMargin worse than the
// best move from the previous iteration, Problem is set back to false.
const Value NoProblemMargin = Value(0x14);
// Null move margin. A null move search will not be done if the approximate
// evaluation of the position is more than NullMoveMargin below beta.
const Value NullMoveMargin = Value(0x300);
// Pruning criterions. See the code and comments in ok_to_prune() to
// understand their precise meaning.
const bool PruneEscapeMoves = false;
const bool PruneDefendingMoves = false;
const bool PruneBlockingMoves = false;
// Margins for futility pruning in the quiescence search, and at frontier
// and near frontier nodes.
const Value FutilityMarginQS = Value(0x80);
// Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
const Value FutilityMargins[12] = { Value(0x100), Value(0x120), Value(0x200), Value(0x220), Value(0x250), Value(0x270),
// 4 ply 4.5 ply 5 ply 5.5 ply 6 ply 6.5 ply
Value(0x2A0), Value(0x2C0), Value(0x340), Value(0x360), Value(0x3A0), Value(0x3C0) };
// Razoring
const Depth RazorDepth = 4*OnePly;
// Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
const Value RazorMargins[6] = { Value(0x180), Value(0x300), Value(0x300), Value(0x3C0), Value(0x3C0), Value(0x3C0) };
// Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
const Value RazorApprMargins[6] = { Value(0x520), Value(0x300), Value(0x300), Value(0x300), Value(0x300), Value(0x300) };
// The main transposition table
TranspositionTable TT;
/// Variables initialized by UCI options
// Minimum number of full depth (i.e. non-reduced) moves at PV and non-PV nodes
int LMRPVMoves, LMRNonPVMoves; // heavy SMP read access for the latter
// Depth limit for use of dynamic threat detection
Depth ThreatDepth; // heavy SMP read access
// Last seconds noise filtering (LSN)
bool UseLSNFiltering;
bool looseOnTime = false;
int LSNTime; // In milliseconds
Value LSNValue;
// Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
// There is heavy SMP read access on these arrays
Depth CheckExtension[2], SingleReplyExtension[2], PawnPushTo7thExtension[2];
Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
// Iteration counters
int Iteration;
BetaCounterType BetaCounter; // has per-thread internal data
// Scores and number of times the best move changed for each iteration
IterationInfoType IterationInfo[PLY_MAX_PLUS_2];
int BestMoveChangesByIteration[PLY_MAX_PLUS_2];
// MultiPV mode
int MultiPV;
// Time managment variables
int SearchStartTime;
int MaxNodes, MaxDepth;
int MaxSearchTime, AbsoluteMaxSearchTime, ExtraSearchTime;
Move EasyMove;
int RootMoveNumber;
bool InfiniteSearch;
bool PonderSearch;
bool StopOnPonderhit;
bool AbortSearch; // heavy SMP read access
bool Quit;
bool FailHigh;
bool FailLow;
bool Problem;
bool PonderingEnabled;
int ExactMaxTime;
// Show current line?
bool ShowCurrentLine;
// Log file
bool UseLogFile;
std::ofstream LogFile;
// MP related variables
int ActiveThreads = 1;
Depth MinimumSplitDepth;
int MaxThreadsPerSplitPoint;
Thread Threads[THREAD_MAX];
Lock MPLock;
Lock IOLock;
bool AllThreadsShouldExit = false;
const int MaxActiveSplitPoints = 8;
SplitPoint SplitPointStack[THREAD_MAX][MaxActiveSplitPoints];
bool Idle = true;
#if !defined(_MSC_VER)
pthread_cond_t WaitCond;
pthread_mutex_t WaitLock;
#else
HANDLE SitIdleEvent[THREAD_MAX];
#endif
// Node counters, used only by thread[0] but try to keep in different
// cache lines (64 bytes each) from the heavy SMP read accessed variables.
int NodesSincePoll;
int NodesBetweenPolls = 30000;
/// Functions
Value id_loop(const Position& pos, Move searchMoves[]);
Value root_search(Position& pos, SearchStack ss[], RootMoveList& rml, Value alpha, Value beta);
Value search_pv(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, int threadID);
Value search(Position& pos, SearchStack ss[], Value beta, Depth depth, int ply, bool allowNullmove, int threadID);
Value qsearch(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, int threadID);
void sp_search(SplitPoint* sp, int threadID);
void sp_search_pv(SplitPoint* sp, int threadID);
void init_node(SearchStack ss[], int ply, int threadID);
void update_pv(SearchStack ss[], int ply);
void sp_update_pv(SearchStack* pss, SearchStack ss[], int ply);
bool connected_moves(const Position& pos, Move m1, Move m2);
bool value_is_mate(Value value);
bool move_is_killer(Move m, const SearchStack& ss);
Depth extension(const Position& pos, Move m, bool pvNode, bool capture, bool check, bool singleReply, bool mateThreat, bool* dangerous);
bool ok_to_do_nullmove(const Position& pos);
bool ok_to_prune(const Position& pos, Move m, Move threat, Depth d, const History& H);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
bool ok_to_history(const Position& pos, Move m);
void update_history(const Position& pos, Move m, Depth depth, History& H, Move movesSearched[], int moveCount);
void update_killers(Move m, SearchStack& ss);
bool fail_high_ply_1();
int current_search_time();
int nps();
void poll();
void ponderhit();
void print_current_line(SearchStack ss[], int ply, int threadID);
void wait_for_stop_or_ponderhit();
void idle_loop(int threadID, SplitPoint* waitSp);
void init_split_point_stack();
void destroy_split_point_stack();
bool thread_should_stop(int threadID);
bool thread_is_available(int slave, int master);
bool idle_thread_exists(int master);
bool split(const Position& pos, SearchStack* ss, int ply,
Value *alpha, Value *beta, Value *bestValue, Depth depth, int *moves,
MovePicker *mp, Bitboard dcCandidates, int master, bool pvNode);
void wake_sleeping_threads();
#if !defined(_MSC_VER)
void *init_thread(void *threadID);
#else
DWORD WINAPI init_thread(LPVOID threadID);
#endif
}
////
//// Functions
////
/// think() is the external interface to Stockfish's search, and is called when
/// the program receives the UCI 'go' command. It initializes various
/// search-related global variables, and calls root_search(). It returns false
/// when a quit command is received during the search.
bool think(const Position& pos, bool infinite, bool ponder, int side_to_move,
int time[], int increment[], int movesToGo, int maxDepth,
int maxNodes, int maxTime, Move searchMoves[]) {
// Look for a book move
if (!infinite && !ponder && get_option_value_bool("OwnBook"))
{
Move bookMove;
if (get_option_value_string("Book File") != OpeningBook.file_name())
OpeningBook.open("book.bin");
bookMove = OpeningBook.get_move(pos);
if (bookMove != MOVE_NONE)
{
std::cout << "bestmove " << bookMove << std::endl;
return true;
}
}
// Initialize global search variables
Idle = false;
SearchStartTime = get_system_time();
EasyMove = MOVE_NONE;
for (int i = 0; i < THREAD_MAX; i++)
{
Threads[i].nodes = 0ULL;
Threads[i].failHighPly1 = false;
}
NodesSincePoll = 0;
InfiniteSearch = infinite;
PonderSearch = ponder;
StopOnPonderhit = false;
AbortSearch = false;
Quit = false;
FailHigh = false;
FailLow = false;
Problem = false;
ExactMaxTime = maxTime;
// Read UCI option values
TT.set_size(get_option_value_int("Hash"));
if (button_was_pressed("Clear Hash"))
TT.clear();
PonderingEnabled = get_option_value_bool("Ponder");
MultiPV = get_option_value_int("MultiPV");
CheckExtension[1] = Depth(get_option_value_int("Check Extension (PV nodes)"));
CheckExtension[0] = Depth(get_option_value_int("Check Extension (non-PV nodes)"));
SingleReplyExtension[1] = Depth(get_option_value_int("Single Reply Extension (PV nodes)"));
SingleReplyExtension[0] = Depth(get_option_value_int("Single Reply Extension (non-PV nodes)"));
PawnPushTo7thExtension[1] = Depth(get_option_value_int("Pawn Push to 7th Extension (PV nodes)"));
PawnPushTo7thExtension[0] = Depth(get_option_value_int("Pawn Push to 7th Extension (non-PV nodes)"));
PassedPawnExtension[1] = Depth(get_option_value_int("Passed Pawn Extension (PV nodes)"));
PassedPawnExtension[0] = Depth(get_option_value_int("Passed Pawn Extension (non-PV nodes)"));
PawnEndgameExtension[1] = Depth(get_option_value_int("Pawn Endgame Extension (PV nodes)"));
PawnEndgameExtension[0] = Depth(get_option_value_int("Pawn Endgame Extension (non-PV nodes)"));
MateThreatExtension[1] = Depth(get_option_value_int("Mate Threat Extension (PV nodes)"));
MateThreatExtension[0] = Depth(get_option_value_int("Mate Threat Extension (non-PV nodes)"));
LMRPVMoves = get_option_value_int("Full Depth Moves (PV nodes)") + 1;
LMRNonPVMoves = get_option_value_int("Full Depth Moves (non-PV nodes)") + 1;
ThreatDepth = get_option_value_int("Threat Depth") * OnePly;
Chess960 = get_option_value_bool("UCI_Chess960");
ShowCurrentLine = get_option_value_bool("UCI_ShowCurrLine");
UseLogFile = get_option_value_bool("Use Search Log");
if (UseLogFile)
LogFile.open(get_option_value_string("Search Log Filename").c_str(), std::ios::out | std::ios::app);
UseLSNFiltering = get_option_value_bool("LSN filtering");
LSNTime = get_option_value_int("LSN Time Margin (sec)") * 1000;
LSNValue = value_from_centipawns(get_option_value_int("LSN Value Margin"));
MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * OnePly;
MaxThreadsPerSplitPoint = get_option_value_int("Maximum Number of Threads per Split Point");
read_weights(pos.side_to_move());
int newActiveThreads = get_option_value_int("Threads");
if (newActiveThreads != ActiveThreads)
{
ActiveThreads = newActiveThreads;
init_eval(ActiveThreads);
}
// Wake up sleeping threads
wake_sleeping_threads();
for (int i = 1; i < ActiveThreads; i++)
assert(thread_is_available(i, 0));
// Set thinking time
int myTime = time[side_to_move];
int myIncrement = increment[side_to_move];
if (!movesToGo) // Sudden death time control
{
if (myIncrement)
{
MaxSearchTime = myTime / 30 + myIncrement;
AbsoluteMaxSearchTime = Max(myTime / 4, myIncrement - 100);
} else { // Blitz game without increment
MaxSearchTime = myTime / 30;
AbsoluteMaxSearchTime = myTime / 8;
}
}
else // (x moves) / (y minutes)
{
if (movesToGo == 1)
{
MaxSearchTime = myTime / 2;
AbsoluteMaxSearchTime = Min(myTime / 2, myTime - 500);
} else {
MaxSearchTime = myTime / Min(movesToGo, 20);
AbsoluteMaxSearchTime = Min((4 * myTime) / movesToGo, myTime / 3);
}
}
if (PonderingEnabled)
{
MaxSearchTime += MaxSearchTime / 4;
MaxSearchTime = Min(MaxSearchTime, AbsoluteMaxSearchTime);
}
// Fixed depth or fixed number of nodes?
MaxDepth = maxDepth;
if (MaxDepth)
InfiniteSearch = true; // HACK
MaxNodes = maxNodes;
if (MaxNodes)
{
NodesBetweenPolls = Min(MaxNodes, 30000);
InfiniteSearch = true; // HACK
}
else
NodesBetweenPolls = 30000;
// Write information to search log file
if (UseLogFile)
LogFile << "Searching: " << pos.to_fen() << std::endl
<< "infinite: " << infinite
<< " ponder: " << ponder
<< " time: " << myTime
<< " increment: " << myIncrement
<< " moves to go: " << movesToGo << std::endl;
// We're ready to start thinking. Call the iterative deepening loop function
if (!looseOnTime)
{
Value v = id_loop(pos, searchMoves);
looseOnTime = ( UseLSNFiltering
&& myTime < LSNTime
&& myIncrement == 0
&& v < -LSNValue);
}
else
{
looseOnTime = false; // reset for next match
while (SearchStartTime + myTime + 1000 > get_system_time())
; // wait here
id_loop(pos, searchMoves); // to fail gracefully
}
if (UseLogFile)
LogFile.close();
Idle = true;
return !Quit;
}
/// init_threads() is called during startup. It launches all helper threads,
/// and initializes the split point stack and the global locks and condition
/// objects.
void init_threads() {
volatile int i;
#if !defined(_MSC_VER)
pthread_t pthread[1];
#endif
for (i = 0; i < THREAD_MAX; i++)
Threads[i].activeSplitPoints = 0;
// Initialize global locks
lock_init(&MPLock, NULL);
lock_init(&IOLock, NULL);
init_split_point_stack();
#if !defined(_MSC_VER)
pthread_mutex_init(&WaitLock, NULL);
pthread_cond_init(&WaitCond, NULL);
#else
for (i = 0; i < THREAD_MAX; i++)
SitIdleEvent[i] = CreateEvent(0, FALSE, FALSE, 0);
#endif
// All threads except the main thread should be initialized to idle state
for (i = 1; i < THREAD_MAX; i++)
{
Threads[i].stop = false;
Threads[i].workIsWaiting = false;
Threads[i].idle = true;
Threads[i].running = false;
}
// Launch the helper threads
for(i = 1; i < THREAD_MAX; i++)
{
#if !defined(_MSC_VER)
pthread_create(pthread, NULL, init_thread, (void*)(&i));
#else
DWORD iID[1];
CreateThread(NULL, 0, init_thread, (LPVOID)(&i), 0, iID);
#endif
// Wait until the thread has finished launching
while (!Threads[i].running);
}
}
/// stop_threads() is called when the program exits. It makes all the
/// helper threads exit cleanly.
void stop_threads() {
ActiveThreads = THREAD_MAX; // HACK
Idle = false; // HACK
wake_sleeping_threads();
AllThreadsShouldExit = true;
for (int i = 1; i < THREAD_MAX; i++)
{
Threads[i].stop = true;
while(Threads[i].running);
}
destroy_split_point_stack();
}
/// nodes_searched() returns the total number of nodes searched so far in
/// the current search.
int64_t nodes_searched() {
int64_t result = 0ULL;
for (int i = 0; i < ActiveThreads; i++)
result += Threads[i].nodes;
return result;
}
// SearchStack::init() initializes a search stack. Used at the beginning of a
// new search from the root.
void SearchStack::init(int ply) {
pv[ply] = pv[ply + 1] = MOVE_NONE;
currentMove = threatMove = MOVE_NONE;
reduction = Depth(0);
}
void SearchStack::initKillers() {
mateKiller = MOVE_NONE;
for (int i = 0; i < KILLER_MAX; i++)
killers[i] = MOVE_NONE;
}
namespace {
// id_loop() is the main iterative deepening loop. It calls root_search
// repeatedly with increasing depth until the allocated thinking time has
// been consumed, the user stops the search, or the maximum search depth is
// reached.
Value id_loop(const Position& pos, Move searchMoves[]) {
Position p(pos);
SearchStack ss[PLY_MAX_PLUS_2];
// searchMoves are verified, copied, scored and sorted
RootMoveList rml(p, searchMoves);
// Initialize
TT.new_search();
for (int i = 0; i < THREAD_MAX; i++)
Threads[i].H.clear();
for (int i = 0; i < 3; i++)
{
ss[i].init(i);
ss[i].initKillers();
}
IterationInfo[1] = IterationInfoType(rml.get_move_score(0), rml.get_move_score(0));
Iteration = 1;
EasyMove = rml.scan_for_easy_move();
// Iterative deepening loop
while (Iteration < PLY_MAX)
{
// Initialize iteration
rml.sort();
Iteration++;
BestMoveChangesByIteration[Iteration] = 0;
if (Iteration <= 5)
ExtraSearchTime = 0;
std::cout << "info depth " << Iteration << std::endl;
// Calculate dynamic search window based on previous iterations
Value alpha, beta;
if (MultiPV == 1 && Iteration >= 6)
{
int prevDelta1 = IterationInfo[Iteration - 1].speculatedValue - IterationInfo[Iteration - 2].speculatedValue;
int prevDelta2 = IterationInfo[Iteration - 2].speculatedValue - IterationInfo[Iteration - 3].speculatedValue;
int delta = Max(2 * abs(prevDelta1) + abs(prevDelta2), ProblemMargin);
alpha = Max(IterationInfo[Iteration - 1].value - delta, -VALUE_INFINITE);
beta = Min(IterationInfo[Iteration - 1].value + delta, VALUE_INFINITE);
}
else
{
alpha = - VALUE_INFINITE;
beta = VALUE_INFINITE;
}
// Search to the current depth
Value value = root_search(p, ss, rml, alpha, beta);
// Write PV to transposition table, in case the relevant entries have
// been overwritten during the search.
TT.insert_pv(p, ss[0].pv);
if (AbortSearch)
break; // Value cannot be trusted. Break out immediately!
//Save info about search result
Value speculatedValue;
bool fHigh = false;
bool fLow = false;
Value delta = value - IterationInfo[Iteration - 1].value;
if (value >= beta)
{
assert(delta > 0);
fHigh = true;
speculatedValue = value + delta;
BestMoveChangesByIteration[Iteration] += 2; // Allocate more time
}
else if (value <= alpha)
{
assert(value == alpha);
assert(delta < 0);
fLow = true;
speculatedValue = value + delta;
BestMoveChangesByIteration[Iteration] += 3; // Allocate more time
} else
speculatedValue = value;
speculatedValue = Min(Max(speculatedValue, -VALUE_INFINITE), VALUE_INFINITE);
IterationInfo[Iteration] = IterationInfoType(value, speculatedValue);
// Erase the easy move if it differs from the new best move
if (ss[0].pv[0] != EasyMove)
EasyMove = MOVE_NONE;
Problem = false;
if (!InfiniteSearch)
{
// Time to stop?
bool stopSearch = false;
// Stop search early if there is only a single legal move
if (Iteration >= 6 && rml.move_count() == 1)
stopSearch = true;
// Stop search early when the last two iterations returned a mate score
if ( Iteration >= 6
&& abs(IterationInfo[Iteration].value) >= abs(VALUE_MATE) - 100
&& abs(IterationInfo[Iteration-1].value) >= abs(VALUE_MATE) - 100)
stopSearch = true;
// Stop search early if one move seems to be much better than the rest
int64_t nodes = nodes_searched();
if ( Iteration >= 8
&& !fLow
&& !fHigh
&& EasyMove == ss[0].pv[0]
&& ( ( rml.get_move_cumulative_nodes(0) > (nodes * 85) / 100
&& current_search_time() > MaxSearchTime / 16)
||( rml.get_move_cumulative_nodes(0) > (nodes * 98) / 100
&& current_search_time() > MaxSearchTime / 32)))
stopSearch = true;
// Add some extra time if the best move has changed during the last two iterations
if (Iteration > 5 && Iteration <= 50)
ExtraSearchTime = BestMoveChangesByIteration[Iteration] * (MaxSearchTime / 2)
+ BestMoveChangesByIteration[Iteration-1] * (MaxSearchTime / 3);
// Stop search if most of MaxSearchTime is consumed at the end of the
// iteration. We probably don't have enough time to search the first
// move at the next iteration anyway.
if (current_search_time() > ((MaxSearchTime + ExtraSearchTime)*80) / 128)
stopSearch = true;
if (stopSearch)
{
//FIXME: Implement fail-low emergency measures
if (!PonderSearch)
break;
else
StopOnPonderhit = true;
}
}
if (MaxDepth && Iteration >= MaxDepth)
break;
}
rml.sort();
// If we are pondering, we shouldn't print the best move before we
// are told to do so
if (PonderSearch)
wait_for_stop_or_ponderhit();
else
// Print final search statistics
std::cout << "info nodes " << nodes_searched()
<< " nps " << nps()
<< " time " << current_search_time()
<< " hashfull " << TT.full() << std::endl;
// Print the best move and the ponder move to the standard output
if (ss[0].pv[0] == MOVE_NONE)
{
ss[0].pv[0] = rml.get_move(0);
ss[0].pv[1] = MOVE_NONE;
}
std::cout << "bestmove " << ss[0].pv[0];
if (ss[0].pv[1] != MOVE_NONE)
std::cout << " ponder " << ss[0].pv[1];
std::cout << std::endl;
if (UseLogFile)
{
if (dbg_show_mean)
dbg_print_mean(LogFile);
if (dbg_show_hit_rate)
dbg_print_hit_rate(LogFile);
StateInfo st;
LogFile << "Nodes: " << nodes_searched() << std::endl
<< "Nodes/second: " << nps() << std::endl
<< "Best move: " << move_to_san(p, ss[0].pv[0]) << std::endl;
p.do_move(ss[0].pv[0], st);
LogFile << "Ponder move: " << move_to_san(p, ss[0].pv[1])
<< std::endl << std::endl;
}
return rml.get_move_score(0);
}
// root_search() is the function which searches the root node. It is
// similar to search_pv except that it uses a different move ordering
// scheme (perhaps we should try to use this at internal PV nodes, too?)
// and prints some information to the standard output.
Value root_search(Position& pos, SearchStack ss[], RootMoveList &rml, Value alpha, Value beta) {
Value oldAlpha = alpha;
Value value;
Bitboard dcCandidates = pos.discovered_check_candidates(pos.side_to_move());
// Loop through all the moves in the root move list
for (int i = 0; i < rml.move_count() && !AbortSearch; i++)
{
if (alpha >= beta)
{
// We failed high, invalidate and skip next moves, leave node-counters
// and beta-counters as they are and quickly return, we will try to do
// a research at the next iteration with a bigger aspiration window.
rml.set_move_score(i, -VALUE_INFINITE);
continue;
}
int64_t nodes;
Move move;
StateInfo st;
Depth ext, newDepth;
RootMoveNumber = i + 1;
FailHigh = false;
// Remember the node count before the move is searched. The node counts
// are used to sort the root moves at the next iteration.
nodes = nodes_searched();
// Reset beta cut-off counters
BetaCounter.clear();
// Pick the next root move, and print the move and the move number to
// the standard output.
move = ss[0].currentMove = rml.get_move(i);
if (current_search_time() >= 1000)
std::cout << "info currmove " << move
<< " currmovenumber " << i + 1 << std::endl;
// Decide search depth for this move
bool dangerous;
ext = extension(pos, move, true, pos.move_is_capture(move), pos.move_is_check(move), false, false, &dangerous);
newDepth = (Iteration - 2) * OnePly + ext + InitialDepth;
// Make the move, and search it
pos.do_move(move, st, dcCandidates);
if (i < MultiPV)
{
// Aspiration window is disabled in multi-pv case
if (MultiPV > 1)
alpha = -VALUE_INFINITE;
value = -search_pv(pos, ss, -beta, -alpha, newDepth, 1, 0);
// If the value has dropped a lot compared to the last iteration,
// set the boolean variable Problem to true. This variable is used
// for time managment: When Problem is true, we try to complete the
// current iteration before playing a move.
Problem = (Iteration >= 2 && value <= IterationInfo[Iteration-1].value - ProblemMargin);
if (Problem && StopOnPonderhit)
StopOnPonderhit = false;
}
else
{
value = -search(pos, ss, -alpha, newDepth, 1, true, 0);
if (value > alpha)
{
// Fail high! Set the boolean variable FailHigh to true, and
// re-search the move with a big window. The variable FailHigh is
// used for time managment: We try to avoid aborting the search
// prematurely during a fail high research.
FailHigh = true;
value = -search_pv(pos, ss, -beta, -alpha, newDepth, 1, 0);
}
}
pos.undo_move(move);
// Finished searching the move. If AbortSearch is true, the search
// was aborted because the user interrupted the search or because we
// ran out of time. In this case, the return value of the search cannot
// be trusted, and we break out of the loop without updating the best
// move and/or PV.
if (AbortSearch)
break;
// Remember the node count for this move. The node counts are used to
// sort the root moves at the next iteration.
rml.set_move_nodes(i, nodes_searched() - nodes);
// Remember the beta-cutoff statistics
int64_t our, their;
BetaCounter.read(pos.side_to_move(), our, their);
rml.set_beta_counters(i, our, their);
assert(value >= -VALUE_INFINITE && value <= VALUE_INFINITE);
if (value <= alpha && i >= MultiPV)
rml.set_move_score(i, -VALUE_INFINITE);
else
{
// PV move or new best move!
// Update PV
rml.set_move_score(i, value);
update_pv(ss, 0);
rml.set_move_pv(i, ss[0].pv);
if (MultiPV == 1)
{
// We record how often the best move has been changed in each
// iteration. This information is used for time managment: When
// the best move changes frequently, we allocate some more time.
if (i > 0)
BestMoveChangesByIteration[Iteration]++;
// Print search information to the standard output
std::cout << "info depth " << Iteration
<< " score " << value_to_string(value)
<< " time " << current_search_time()
<< " nodes " << nodes_searched()
<< " nps " << nps()
<< " pv ";
for (int j = 0; ss[0].pv[j] != MOVE_NONE && j < PLY_MAX; j++)
std::cout << ss[0].pv[j] << " ";
std::cout << std::endl;
if (UseLogFile)
LogFile << pretty_pv(pos, current_search_time(), Iteration, nodes_searched(), value, ss[0].pv)
<< std::endl;
if (value > alpha)
alpha = value;
// Reset the global variable Problem to false if the value isn't too
// far below the final value from the last iteration.
if (value > IterationInfo[Iteration - 1].value - NoProblemMargin)
Problem = false;
}
else // MultiPV > 1
{
rml.sort_multipv(i);
for (int j = 0; j < Min(MultiPV, rml.move_count()); j++)
{
int k;
std::cout << "info multipv " << j + 1
<< " score " << value_to_string(rml.get_move_score(j))
<< " depth " << ((j <= i)? Iteration : Iteration - 1)
<< " time " << current_search_time()
<< " nodes " << nodes_searched()
<< " nps " << nps()
<< " pv ";
for (k = 0; rml.get_move_pv(j, k) != MOVE_NONE && k < PLY_MAX; k++)
std::cout << rml.get_move_pv(j, k) << " ";
std::cout << std::endl;
}
alpha = rml.get_move_score(Min(i, MultiPV-1));
}
} // New best move case
assert(alpha >= oldAlpha);
FailLow = (alpha == oldAlpha);
}
return alpha;
}
// search_pv() is the main search function for PV nodes.
Value search_pv(Position& pos, SearchStack ss[], Value alpha, Value beta,
Depth depth, int ply, int threadID) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta > alpha && beta <= VALUE_INFINITE);
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
if (depth < OnePly)
return qsearch(pos, ss, alpha, beta, Depth(0), ply, threadID);
// Initialize, and make an early exit in case of an aborted search,
// an instant draw, maximum ply reached, etc.
init_node(ss, ply, threadID);
// After init_node() that calls poll()
if (AbortSearch || thread_should_stop(threadID))
return Value(0);
if (pos.is_draw())
return VALUE_DRAW;
EvalInfo ei;
if (ply >= PLY_MAX - 1)
return evaluate(pos, ei, threadID);
// Mate distance pruning
Value oldAlpha = alpha;
alpha = Max(value_mated_in(ply), alpha);
beta = Min(value_mate_in(ply+1), beta);
if (alpha >= beta)
return alpha;
// Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
const TTEntry* tte = TT.retrieve(pos.get_key());
Move ttMove = (tte ? tte->move() : MOVE_NONE);
// Go with internal iterative deepening if we don't have a TT move
if (UseIIDAtPVNodes && ttMove == MOVE_NONE && depth >= 5*OnePly)
{
search_pv(pos, ss, alpha, beta, depth-2*OnePly, ply, threadID);
ttMove = ss[ply].pv[ply];
}
// Initialize a MovePicker object for the current position, and prepare
// to search all moves
MovePicker mp = MovePicker(pos, ttMove, depth, Threads[threadID].H, &ss[ply]);
Move move, movesSearched[256];
int moveCount = 0;
Value value, bestValue = -VALUE_INFINITE;
Bitboard dcCandidates = mp.discovered_check_candidates();
Color us = pos.side_to_move();
bool isCheck = pos.is_check();
bool mateThreat = pos.has_mate_threat(opposite_color(us));
// Loop through all legal moves until no moves remain or a beta cutoff
// occurs.
while ( alpha < beta
&& (move = mp.get_next_move()) != MOVE_NONE
&& !thread_should_stop(threadID))
{
assert(move_is_ok(move));
bool singleReply = (isCheck && mp.number_of_moves() == 1);
bool moveIsCheck = pos.move_is_check(move, dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
movesSearched[moveCount++] = ss[ply].currentMove = move;
// Decide the new search depth
bool dangerous;
Depth ext = extension(pos, move, true, moveIsCapture, moveIsCheck, singleReply, mateThreat, &dangerous);
Depth newDepth = depth - OnePly + ext;
// Make and search the move
StateInfo st;
pos.do_move(move, st, dcCandidates);
if (moveCount == 1) // The first move in list is the PV
value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
else
{
// 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 ( depth >= 2*OnePly
&& moveCount >= LMRPVMoves
&& !dangerous
&& !moveIsCapture
&& !move_promotion(move)
&& !move_is_castle(move)
&& !move_is_killer(move, ss[ply]))
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
}
else
value = alpha + 1; // Just to trigger next condition
if (value > alpha) // Go with full depth non-pv search
{
ss[ply].reduction = Depth(0);
value = -search(pos, ss, -alpha, newDepth, ply+1, true, threadID);
if (value > alpha && value < 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 (ply == 1 && RootMoveNumber == 1)
Threads[threadID].failHighPly1 = true;
// A fail high occurred. Re-search at full window (pv search)
value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
Threads[threadID].failHighPly1 = false;
}
}
}
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// New best move?
if (value > bestValue)
{
bestValue = value;
if (value > alpha)
{
alpha = value;
update_pv(ss, ply);
if (value == value_mate_in(ply + 1))
ss[ply].mateKiller = move;
}
// 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 ( ply == 1
&& Iteration >= 2
&& -value <= IterationInfo[Iteration-1].value - ProblemMargin)
Problem = true;
}
// Split?
if ( ActiveThreads > 1
&& bestValue < beta
&& depth >= MinimumSplitDepth
&& Iteration <= 99
&& idle_thread_exists(threadID)
&& !AbortSearch
&& !thread_should_stop(threadID)
&& split(pos, ss, ply, &alpha, &beta, &bestValue, depth,
&moveCount, &mp, dcCandidates, threadID, true))
break;
}
// All legal moves have been searched. A special case: If there were
// no legal moves, it must be mate or stalemate.
if (moveCount == 0)
return (isCheck ? value_mated_in(ply) : VALUE_DRAW);
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
if (AbortSearch || thread_should_stop(threadID))
return bestValue;
if (bestValue <= oldAlpha)
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, depth, MOVE_NONE);
else if (bestValue >= beta)
{
BetaCounter.add(pos.side_to_move(), depth, threadID);
Move m = ss[ply].pv[ply];
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, Threads[threadID].H, movesSearched, moveCount);
update_killers(m, ss[ply]);
}
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, depth, m);
}
else
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, depth, ss[ply].pv[ply]);
return bestValue;
}
// search() is the search function for zero-width nodes.
Value search(Position& pos, SearchStack ss[], Value beta, Depth depth,
int ply, bool allowNullmove, int threadID) {
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
if (depth < OnePly)
return qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
// Initialize, and make an early exit in case of an aborted search,
// an instant draw, maximum ply reached, etc.
init_node(ss, ply, threadID);
// After init_node() that calls poll()
if (AbortSearch || thread_should_stop(threadID))
return Value(0);
if (pos.is_draw())
return VALUE_DRAW;
EvalInfo ei;
if (ply >= PLY_MAX - 1)
return evaluate(pos, ei, threadID);
// Mate distance pruning
if (value_mated_in(ply) >= beta)
return beta;
if (value_mate_in(ply + 1) < beta)
return beta - 1;
// Transposition table lookup
const TTEntry* tte = TT.retrieve(pos.get_key());
Move ttMove = (tte ? tte->move() : MOVE_NONE);
if (tte && ok_to_use_TT(tte, depth, beta, ply))
{
ss[ply].currentMove = ttMove; // can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
Value approximateEval = quick_evaluate(pos);
bool mateThreat = false;
bool isCheck = pos.is_check();
// Null move search
if ( allowNullmove
&& depth > OnePly
&& !isCheck
&& !value_is_mate(beta)
&& ok_to_do_nullmove(pos)
&& approximateEval >= beta - NullMoveMargin)
{
ss[ply].currentMove = MOVE_NULL;
StateInfo st;
pos.do_null_move(st);
int R = (depth >= 5 * OnePly ? 4 : 3); // Null move dynamic reduction
Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
pos.undo_null_move();
if (value_is_mate(nullValue))
{
/* Do not return unproven mates */
}
else if (nullValue >= beta)
{
if (depth < 6 * OnePly)
return beta;
// Do zugzwang verification search
Value v = search(pos, ss, beta, depth-5*OnePly, ply, false, threadID);
if (v >= beta)
return beta;
} else {
// The null move failed low, which means that we may be faced with
// some kind of threat. If the previous move was reduced, check if
// the move that refuted the null move was somehow connected to the
// move which was reduced. If a connection is found, return a fail
// low score (which will cause the reduced move to fail high in the
// parent node, which will trigger a re-search with full depth).
if (nullValue == value_mated_in(ply + 2))
mateThreat = true;
ss[ply].threatMove = ss[ply + 1].currentMove;
if ( depth < ThreatDepth
&& ss[ply - 1].reduction
&& connected_moves(pos, ss[ply - 1].currentMove, ss[ply].threatMove))
return beta - 1;
}
}
// Null move search not allowed, try razoring
else if ( !value_is_mate(beta)
&& depth < RazorDepth
&& approximateEval < beta - RazorApprMargins[int(depth) - 2]
&& ss[ply - 1].currentMove != MOVE_NULL
&& ttMove == MOVE_NONE
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
if (v < beta - RazorMargins[int(depth) - 2])
return v;
}
// Go with internal iterative deepening if we don't have a TT move
if (UseIIDAtNonPVNodes && ttMove == MOVE_NONE && depth >= 8*OnePly &&
evaluate(pos, ei, threadID) >= beta - IIDMargin)
{
search(pos, ss, beta, Min(depth/2, depth-2*OnePly), ply, false, threadID);
ttMove = ss[ply].pv[ply];
}
// Initialize a MovePicker object for the current position, and prepare
// to search all moves.
MovePicker mp = MovePicker(pos, ttMove, depth, Threads[threadID].H, &ss[ply]);
Move move, movesSearched[256];
int moveCount = 0;
Value value, bestValue = -VALUE_INFINITE;
Bitboard dcCandidates = mp.discovered_check_candidates();
Value futilityValue = VALUE_NONE;
bool useFutilityPruning = depth < SelectiveDepth
&& !isCheck;
// Loop through all legal moves until no moves remain or a beta cutoff
// occurs.
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
&& !thread_should_stop(threadID))
{
assert(move_is_ok(move));
bool singleReply = (isCheck && mp.number_of_moves() == 1);
bool moveIsCheck = pos.move_is_check(move, dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
movesSearched[moveCount++] = ss[ply].currentMove = move;
// Decide the new search depth
bool dangerous;
Depth ext = extension(pos, move, false, moveIsCapture, moveIsCheck, singleReply, mateThreat, &dangerous);
Depth newDepth = depth - OnePly + ext;
// Futility pruning
if ( useFutilityPruning
&& !dangerous
&& !moveIsCapture
&& !move_promotion(move))
{
// History pruning. See ok_to_prune() definition
if ( moveCount >= 2 + int(depth)
&& ok_to_prune(pos, move, ss[ply].threatMove, depth, Threads[threadID].H))
continue;
// Value based pruning
if (approximateEval < beta)
{
if (futilityValue == VALUE_NONE)
futilityValue = evaluate(pos, ei, threadID)
+ FutilityMargins[int(depth) - 2];
if (futilityValue < beta)
{
if (futilityValue > bestValue)
bestValue = futilityValue;
continue;
}
}
}
// Make and search the move
StateInfo st;
pos.do_move(move, st, dcCandidates);
// 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 ( depth >= 2*OnePly
&& moveCount >= LMRNonPVMoves
&& !dangerous
&& !moveIsCapture
&& !move_promotion(move)
&& !move_is_castle(move)
&& !move_is_killer(move, ss[ply]))
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
}
else
value = beta; // Just to trigger next condition
if (value >= beta) // Go with full depth non-pv search
{
ss[ply].reduction = Depth(0);
value = -search(pos, ss, -(beta-1), newDepth, ply+1, true, threadID);
}
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// New best move?
if (value > bestValue)
{
bestValue = value;
if (value >= beta)
update_pv(ss, ply);
if (value == value_mate_in(ply + 1))
ss[ply].mateKiller = move;
}
// Split?
if ( ActiveThreads > 1
&& bestValue < beta
&& depth >= MinimumSplitDepth
&& Iteration <= 99
&& idle_thread_exists(threadID)
&& !AbortSearch
&& !thread_should_stop(threadID)
&& split(pos, ss, ply, &beta, &beta, &bestValue, depth, &moveCount,
&mp, dcCandidates, threadID, false))
break;
}
// All legal moves have been searched. A special case: If there were
// no legal moves, it must be mate or stalemate.
if (moveCount == 0)
return (pos.is_check() ? value_mated_in(ply) : VALUE_DRAW);
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
if (AbortSearch || thread_should_stop(threadID))
return bestValue;
if (bestValue < beta)
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, depth, MOVE_NONE);
else
{
BetaCounter.add(pos.side_to_move(), depth, threadID);
Move m = ss[ply].pv[ply];
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, Threads[threadID].H, movesSearched, moveCount);
update_killers(m, ss[ply]);
}
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, depth, m);
}
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
return bestValue;
}
// qsearch() is the quiescence search function, which is called by the main
// search function when the remaining depth is zero (or, to be more precise,
// less than OnePly).
Value qsearch(Position& pos, SearchStack ss[], Value alpha, Value beta,
Depth depth, int ply, int threadID) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(depth <= 0);
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
// Initialize, and make an early exit in case of an aborted search,
// an instant draw, maximum ply reached, etc.
init_node(ss, ply, threadID);
// After init_node() that calls poll()
if (AbortSearch || thread_should_stop(threadID))
return Value(0);
if (pos.is_draw())
return VALUE_DRAW;
// Transposition table lookup, only when not in PV
TTEntry* tte = NULL;
bool pvNode = (beta - alpha != 1);
if (!pvNode)
{
tte = TT.retrieve(pos.get_key());
if (tte && ok_to_use_TT(tte, depth, beta, ply))
{
assert(tte->type() != VALUE_TYPE_EVAL);
return value_from_tt(tte->value(), ply);
}
}
Move ttMove = (tte ? tte->move() : MOVE_NONE);
// Evaluate the position statically
EvalInfo ei;
Value staticValue;
bool isCheck = pos.is_check();
ei.futilityMargin = Value(0); // Manually initialize futilityMargin
if (isCheck)
staticValue = -VALUE_INFINITE;
else if (tte && tte->type() == VALUE_TYPE_EVAL)
{
// Use the cached evaluation score if possible
assert(tte->value() == evaluate(pos, ei, threadID));
assert(ei.futilityMargin == Value(0));
staticValue = tte->value();
}
else
staticValue = evaluate(pos, ei, threadID);
if (ply == PLY_MAX - 1)
return evaluate(pos, ei, threadID);
// Initialize "stand pat score", and return it immediately if it is
// at least beta.
Value bestValue = staticValue;
if (bestValue >= beta)
{
// Store the score to avoid a future costly evaluation() call
if (!isCheck && !tte && ei.futilityMargin == 0)
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EVAL, Depth(-127*OnePly), MOVE_NONE);
return bestValue;
}
if (bestValue > alpha)
alpha = bestValue;
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth == 0) will be generated.
MovePicker mp = MovePicker(pos, ttMove, depth, Threads[threadID].H);
Move move;
int moveCount = 0;
Bitboard dcCandidates = mp.discovered_check_candidates();
Color us = pos.side_to_move();
bool enoughMaterial = pos.non_pawn_material(us) > RookValueMidgame;
// Loop through the moves until no moves remain or a beta cutoff
// occurs.
while ( alpha < beta
&& (move = mp.get_next_move()) != MOVE_NONE)
{
assert(move_is_ok(move));
moveCount++;
ss[ply].currentMove = move;
// Futility pruning
if ( enoughMaterial
&& !isCheck
&& !pvNode
&& !move_promotion(move)
&& !pos.move_is_check(move, dcCandidates)
&& !pos.move_is_passed_pawn_push(move))
{
Value futilityValue = staticValue
+ Max(pos.midgame_value_of_piece_on(move_to(move)),
pos.endgame_value_of_piece_on(move_to(move)))
+ (move_is_ep(move) ? PawnValueEndgame : Value(0))
+ FutilityMarginQS
+ ei.futilityMargin;
if (futilityValue < alpha)
{
if (futilityValue > bestValue)
bestValue = futilityValue;
continue;
}
}
// Don't search captures and checks with negative SEE values
if ( !isCheck
&& !move_promotion(move)
&& (pos.midgame_value_of_piece_on(move_from(move)) >
pos.midgame_value_of_piece_on(move_to(move)))
&& pos.see(move) < 0)
continue;
// Make and search the move.
StateInfo st;
pos.do_move(move, st, dcCandidates);
Value value = -qsearch(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// New best move?
if (value > bestValue)
{
bestValue = value;
if (value > alpha)
{
alpha = value;
update_pv(ss, ply);
}
}
}
// All legal moves have been searched. A special case: If we're in check
// and no legal moves were found, it is checkmate.
if (pos.is_check() && moveCount == 0) // Mate!
return value_mated_in(ply);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
// Update transposition table
Move m = ss[ply].pv[ply];
if (!pvNode)
{
Depth d = (depth == Depth(0) ? Depth(0) : Depth(-1));
if (bestValue < beta)
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, d, MOVE_NONE);
else
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, d, m);
}
// Update killers only for good check moves
if (alpha >= beta && ok_to_history(pos, m)) // Only non capture moves are considered
update_killers(m, ss[ply]);
return bestValue;
}
// sp_search() is used to search from a split point. This function is called
// by each thread working at the split point. It is similar to the normal
// search() function, but simpler. Because we have already probed the hash
// table, done a null move search, and searched the first move before
// splitting, we don't have to repeat all this work in sp_search(). We
// also don't need to store anything to the hash table here: This is taken
// care of after we return from the split point.
void sp_search(SplitPoint* sp, int threadID) {
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
Position pos = Position(sp->pos);
SearchStack* ss = sp->sstack[threadID];
Value value;
Move move;
bool isCheck = pos.is_check();
bool useFutilityPruning = sp->depth < SelectiveDepth
&& !isCheck;
while ( sp->bestValue < sp->beta
&& !thread_should_stop(threadID)
&& (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE)
{
assert(move_is_ok(move));
bool moveIsCheck = pos.move_is_check(move, sp->dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
lock_grab(&(sp->lock));
int moveCount = ++sp->moves;
lock_release(&(sp->lock));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
bool dangerous;
Depth ext = extension(pos, move, false, moveIsCapture, moveIsCheck, false, false, &dangerous);
Depth newDepth = sp->depth - OnePly + ext;
// Prune?
if ( useFutilityPruning
&& !dangerous
&& !moveIsCapture
&& !move_promotion(move)
&& moveCount >= 2 + int(sp->depth)
&& ok_to_prune(pos, move, ss[sp->ply].threatMove, sp->depth, Threads[threadID].H))
continue;
// Make and search the move.
StateInfo st;
pos.do_move(move, st, sp->dcCandidates);
// 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 ( !dangerous
&& moveCount >= LMRNonPVMoves
&& !moveIsCapture
&& !move_promotion(move)
&& !move_is_castle(move)
&& !move_is_killer(move, ss[sp->ply]))
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
}
else
value = sp->beta; // Just to trigger next condition
if (value >= sp->beta) // Go with full depth non-pv search
{
ss[sp->ply].reduction = Depth(0);
value = -search(pos, ss, -(sp->beta - 1), newDepth, sp->ply+1, true, threadID);
}
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
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 (sp->bestValue >= sp->beta)
{
sp_update_pv(sp->parentSstack, ss, sp->ply);
for (int i = 0; i < ActiveThreads; i++)
if (i != threadID && (i == sp->master || sp->slaves[i]))
Threads[i].stop = true;
sp->finished = true;
}
}
lock_release(&(sp->lock));
}
lock_grab(&(sp->lock));
// 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;
sp->cpus--;
sp->slaves[threadID] = 0;
lock_release(&(sp->lock));
}
// sp_search_pv() is used to search from a PV split point. This function
// is called by each thread working at the split point. It is similar to
// the normal search_pv() function, but simpler. Because we have already
// probed the hash table and searched the first move before splitting, we
// don't have to repeat all this work in sp_search_pv(). We also don't
// need to store anything to the hash table here: This is taken care of
// after we return from the split point.
void sp_search_pv(SplitPoint* sp, int threadID) {
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
Position pos = Position(sp->pos);
SearchStack* ss = sp->sstack[threadID];
Value value;
Move move;
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);
assert(move_is_ok(move));
lock_grab(&(sp->lock));
int moveCount = ++sp->moves;
lock_release(&(sp->lock));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
bool dangerous;
Depth ext = extension(pos, move, true, moveIsCapture, moveIsCheck, false, false, &dangerous);
Depth newDepth = sp->depth - OnePly + ext;
// Make and search the move.
StateInfo st;
pos.do_move(move, st, sp->dcCandidates);
// 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 ( !dangerous
&& moveCount >= LMRPVMoves
&& !moveIsCapture
&& !move_promotion(move)
&& !move_is_castle(move)
&& !move_is_killer(move, ss[sp->ply]))
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
}
else
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);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
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 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 ( sp->ply == 1
&& Iteration >= 2
&& -value <= IterationInfo[Iteration-1].value - ProblemMargin)
Problem = true;
}
lock_release(&(sp->lock));
}
lock_grab(&(sp->lock));
// 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;
sp->cpus--;
sp->slaves[threadID] = 0;
lock_release(&(sp->lock));
}
/// The BetaCounterType class
BetaCounterType::BetaCounterType() { clear(); }
void BetaCounterType::clear() {
for (int i = 0; i < THREAD_MAX; i++)
Threads[i].betaCutOffs[WHITE] = Threads[i].betaCutOffs[BLACK] = 0ULL;
}
void BetaCounterType::add(Color us, Depth d, int threadID) {
// Weighted count based on depth
Threads[threadID].betaCutOffs[us] += unsigned(d);
}
void BetaCounterType::read(Color us, int64_t& our, int64_t& their) {
our = their = 0UL;
for (int i = 0; i < THREAD_MAX; i++)
{
our += Threads[i].betaCutOffs[us];
their += Threads[i].betaCutOffs[opposite_color(us)];
}
}
/// The RootMove class
// Constructor
RootMove::RootMove() {
nodes = cumulativeNodes = ourBeta = theirBeta = 0ULL;
}
// RootMove::operator<() is the comparison function used when
// sorting the moves. A move m1 is considered to be better
// than a move m2 if it has a higher score, or if the moves
// have equal score but m1 has the higher node count.
bool RootMove::operator<(const RootMove& m) {
if (score != m.score)
return (score < m.score);
return theirBeta <= m.theirBeta;
}
/// The RootMoveList class
// Constructor
RootMoveList::RootMoveList(Position& pos, Move searchMoves[]) : count(0) {
MoveStack mlist[MaxRootMoves];
bool includeAllMoves = (searchMoves[0] == MOVE_NONE);
// Generate all legal moves
int lm_count = generate_legal_moves(pos, mlist);
// Add each move to the moves[] array
for (int i = 0; i < lm_count; i++)
{
bool includeMove = includeAllMoves;
for (int k = 0; !includeMove && searchMoves[k] != MOVE_NONE; k++)
includeMove = (searchMoves[k] == mlist[i].move);
if (!includeMove)
continue;
// Find a quick score for the move
StateInfo st;
SearchStack ss[PLY_MAX_PLUS_2];
moves[count].move = mlist[i].move;
pos.do_move(moves[count].move, st);
moves[count].score = -qsearch(pos, ss, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1, 0);
pos.undo_move(moves[count].move);
moves[count].pv[0] = moves[count].move;
moves[count].pv[1] = MOVE_NONE; // FIXME
count++;
}
sort();
}
// Simple accessor methods for the RootMoveList class
inline Move RootMoveList::get_move(int moveNum) const {
return moves[moveNum].move;
}
inline Value RootMoveList::get_move_score(int moveNum) const {
return moves[moveNum].score;
}
inline void RootMoveList::set_move_score(int moveNum, Value score) {
moves[moveNum].score = score;
}
inline void RootMoveList::set_move_nodes(int moveNum, int64_t nodes) {
moves[moveNum].nodes = nodes;
moves[moveNum].cumulativeNodes += nodes;
}
inline void RootMoveList::set_beta_counters(int moveNum, int64_t our, int64_t their) {
moves[moveNum].ourBeta = our;
moves[moveNum].theirBeta = their;
}
void RootMoveList::set_move_pv(int moveNum, const Move pv[]) {
int j;
for(j = 0; pv[j] != MOVE_NONE; j++)
moves[moveNum].pv[j] = pv[j];
moves[moveNum].pv[j] = MOVE_NONE;
}
inline Move RootMoveList::get_move_pv(int moveNum, int i) const {
return moves[moveNum].pv[i];
}
inline int64_t RootMoveList::get_move_cumulative_nodes(int moveNum) const {
return moves[moveNum].cumulativeNodes;
}
inline int RootMoveList::move_count() const {
return count;
}
// RootMoveList::scan_for_easy_move() is called at the end of the first
// iteration, and is used to detect an "easy move", i.e. a move which appears
// to be much bester than all the rest. If an easy move is found, the move
// is returned, otherwise the function returns MOVE_NONE. It is very
// important that this function is called at the right moment: The code
// assumes that the first iteration has been completed and the moves have
// been sorted. This is done in RootMoveList c'tor.
Move RootMoveList::scan_for_easy_move() const {
assert(count);
if (count == 1)
return get_move(0);
// moves are sorted so just consider the best and the second one
if (get_move_score(0) > get_move_score(1) + EasyMoveMargin)
return get_move(0);
return MOVE_NONE;
}
// RootMoveList::sort() sorts the root move list at the beginning of a new
// iteration.
inline void RootMoveList::sort() {
sort_multipv(count - 1); // all items
}
// RootMoveList::sort_multipv() sorts the first few moves in the root move
// list by their scores and depths. It is used to order the different PVs
// correctly in MultiPV mode.
void RootMoveList::sort_multipv(int n) {
for (int i = 1; i <= n; i++)
{
RootMove rm = moves[i];
int j;
for (j = i; j > 0 && moves[j-1] < rm; j--)
moves[j] = moves[j-1];
moves[j] = rm;
}
}
// init_node() is called at the beginning of all the search functions
// (search(), search_pv(), qsearch(), and so on) and initializes the search
// stack object corresponding to the current node. Once every
// NodesBetweenPolls nodes, init_node() also calls poll(), which polls
// for user input and checks whether it is time to stop the search.
void init_node(SearchStack ss[], int ply, int threadID) {
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
Threads[threadID].nodes++;
if (threadID == 0)
{
NodesSincePoll++;
if (NodesSincePoll >= NodesBetweenPolls)
{
poll();
NodesSincePoll = 0;
}
}
ss[ply].init(ply);
ss[ply+2].initKillers();
if (Threads[threadID].printCurrentLine)
print_current_line(ss, ply, threadID);
}
// update_pv() is called whenever a search returns a value > alpha. It
// updates the PV in the SearchStack object corresponding to the current
// node.
void update_pv(SearchStack ss[], int ply) {
assert(ply >= 0 && ply < PLY_MAX);
ss[ply].pv[ply] = ss[ply].currentMove;
int p;
for(p = ply + 1; ss[ply+1].pv[p] != MOVE_NONE; p++)
ss[ply].pv[p] = ss[ply+1].pv[p];
ss[ply].pv[p] = MOVE_NONE;
}
// sp_update_pv() is a variant of update_pv for use at split points. The
// difference between the two functions is that sp_update_pv also updates
// the PV at the parent node.
void sp_update_pv(SearchStack* pss, SearchStack ss[], int ply) {
assert(ply >= 0 && ply < PLY_MAX);
ss[ply].pv[ply] = pss[ply].pv[ply] = ss[ply].currentMove;
int p;
for(p = ply + 1; ss[ply+1].pv[p] != MOVE_NONE; p++)
ss[ply].pv[p] = pss[ply].pv[p] = ss[ply+1].pv[p];
ss[ply].pv[p] = pss[ply].pv[p] = MOVE_NONE;
}
// connected_moves() tests whether two moves are 'connected' in the sense
// that the first move somehow made the second move possible (for instance
// if the moving piece is the same in both moves). The first move is
// assumed to be the move that was made to reach the current position, while
// the second move is assumed to be a move from the current position.
bool connected_moves(const Position& pos, Move m1, Move m2) {
Square f1, t1, f2, t2;
assert(move_is_ok(m1));
assert(move_is_ok(m2));
if (m2 == MOVE_NONE)
return false;
// Case 1: The moving piece is the same in both moves
f2 = move_from(m2);
t1 = move_to(m1);
if (f2 == t1)
return true;
// Case 2: The destination square for m2 was vacated by m1
t2 = move_to(m2);
f1 = move_from(m1);
if (t2 == f1)
return true;
// Case 3: Moving through the vacated square
if ( piece_is_slider(pos.piece_on(f2))
&& bit_is_set(squares_between(f2, t2), f1))
return true;
// Case 4: The destination square for m2 is attacked by the moving piece in m1
if (pos.piece_attacks_square(pos.piece_on(t1), t1, t2))
return true;
// Case 5: Discovered check, checking piece is the piece moved in m1
if ( piece_is_slider(pos.piece_on(t1))
&& bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), f2)
&& !bit_is_set(squares_between(t2, pos.king_square(pos.side_to_move())), t2))
{
Bitboard occ = pos.occupied_squares();
Color us = pos.side_to_move();
Square ksq = pos.king_square(us);
clear_bit(&occ, f2);
if (pos.type_of_piece_on(t1) == BISHOP)
{
if (bit_is_set(bishop_attacks_bb(ksq, occ), t1))
return true;
}
else if (pos.type_of_piece_on(t1) == ROOK)
{
if (bit_is_set(rook_attacks_bb(ksq, occ), t1))
return true;
}
else
{
assert(pos.type_of_piece_on(t1) == QUEEN);
if (bit_is_set(queen_attacks_bb(ksq, occ), t1))
return true;
}
}
return false;
}
// value_is_mate() checks if the given value is a mate one
// eventually compensated for the ply.
bool value_is_mate(Value value) {
assert(abs(value) <= VALUE_INFINITE);
return value <= value_mated_in(PLY_MAX)
|| value >= value_mate_in(PLY_MAX);
}
// move_is_killer() checks if the given move is among the
// killer moves of that ply.
bool move_is_killer(Move m, const SearchStack& ss) {
const Move* k = ss.killers;
for (int i = 0; i < KILLER_MAX; i++, k++)
if (*k == m)
return true;
return false;
}
// extension() decides whether a move should be searched with normal depth,
// or with extended depth. Certain classes of moves (checking moves, in
// particular) are searched with bigger depth than ordinary moves and in
// any case are marked as 'dangerous'. Note that also if a move is not
// extended, as example because the corresponding UCI option is set to zero,
// the move is marked as 'dangerous' so, at least, we avoid to prune it.
Depth extension(const Position& pos, Move m, bool pvNode, bool capture, bool check,
bool singleReply, bool mateThreat, bool* dangerous) {
assert(m != MOVE_NONE);
Depth result = Depth(0);
*dangerous = check || singleReply || mateThreat;
if (check)
result += CheckExtension[pvNode];
if (singleReply)
result += SingleReplyExtension[pvNode];
if (mateThreat)
result += MateThreatExtension[pvNode];
if (pos.type_of_piece_on(move_from(m)) == PAWN)
{
if (pos.move_is_pawn_push_to_7th(m))
{
result += PawnPushTo7thExtension[pvNode];
*dangerous = true;
}
if (pos.move_is_passed_pawn_push(m))
{
result += PassedPawnExtension[pvNode];
*dangerous = true;
}
}
if ( capture
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
&& !move_promotion(m)
&& !move_is_ep(m))
{
result += PawnEndgameExtension[pvNode];
*dangerous = true;
}
if ( pvNode
&& capture
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& pos.see(m) >= 0)
{
result += OnePly/2;
*dangerous = true;
}
return Min(result, OnePly);
}
// ok_to_do_nullmove() looks at the current position and decides whether
// doing a 'null move' should be allowed. In order to avoid zugzwang
// problems, null moves are not allowed when the side to move has very
// little material left. Currently, the test is a bit too simple: Null
// moves are avoided only when the side to move has only pawns left. It's
// probably a good idea to avoid null moves in at least some more
// complicated endgames, e.g. KQ vs KR. FIXME
bool ok_to_do_nullmove(const Position& pos) {
return pos.non_pawn_material(pos.side_to_move()) != Value(0);
}
// ok_to_prune() tests whether it is safe to forward prune a move. Only
// non-tactical moves late in the move list close to the leaves are
// candidates for pruning.
bool ok_to_prune(const Position& pos, Move m, Move threat, Depth d, const History& H) {
assert(move_is_ok(m));
assert(threat == MOVE_NONE || move_is_ok(threat));
assert(!move_promotion(m));
assert(!pos.move_is_check(m));
assert(!pos.move_is_capture(m));
assert(!pos.move_is_passed_pawn_push(m));
assert(d >= OnePly);
Square mfrom, mto, tfrom, tto;
mfrom = move_from(m);
mto = move_to(m);
tfrom = move_from(threat);
tto = move_to(threat);
// Case 1: Castling moves are never pruned
if (move_is_castle(m))
return false;
// Case 2: Don't prune moves which move the threatened piece
if (!PruneEscapeMoves && threat != MOVE_NONE && mfrom == tto)
return false;
// Case 3: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune move which defend it.
if ( !PruneDefendingMoves
&& threat != MOVE_NONE
&& pos.move_is_capture(threat)
&& ( pos.midgame_value_of_piece_on(tfrom) >= pos.midgame_value_of_piece_on(tto)
|| pos.type_of_piece_on(tfrom) == KING)
&& pos.move_attacks_square(m, tto))
return false;
// Case 4: Don't prune moves with good history
if (!H.ok_to_prune(pos.piece_on(mfrom), mto, d))
return false;
// Case 5: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
if ( !PruneBlockingMoves
&& threat != MOVE_NONE
&& piece_is_slider(pos.piece_on(tfrom))
&& bit_is_set(squares_between(tfrom, tto), mto)
&& pos.see(m) >= 0)
return false;
return true;
}
// ok_to_use_TT() returns true if a transposition table score
// can be used at a given point in search.
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply) {
Value v = value_from_tt(tte->value(), ply);
return ( tte->depth() >= depth
|| v >= Max(value_mate_in(100), beta)
|| v < Min(value_mated_in(100), beta))
&& ( (is_lower_bound(tte->type()) && v >= beta)
|| (is_upper_bound(tte->type()) && v < beta));
}
// ok_to_history() returns true if a move m can be stored
// in history. Should be a non capturing move nor a promotion.
bool ok_to_history(const Position& pos, Move m) {
return !pos.move_is_capture(m) && !move_promotion(m);
}
// update_history() registers a good move that produced a beta-cutoff
// in history and marks as failures all the other moves of that ply.
void update_history(const Position& pos, Move m, Depth depth, History& H,
Move movesSearched[], int moveCount) {
H.success(pos.piece_on(move_from(m)), move_to(m), depth);
for (int i = 0; i < moveCount - 1; i++)
{
assert(m != movesSearched[i]);
if (ok_to_history(pos, movesSearched[i]))
H.failure(pos.piece_on(move_from(movesSearched[i])), move_to(movesSearched[i]));
}
}
// update_killers() add a good move that produced a beta-cutoff
// among the killer moves of that ply.
void update_killers(Move m, SearchStack& ss) {
if (m == ss.killers[0])
return;
for (int i = KILLER_MAX - 1; i > 0; i--)
ss.killers[i] = ss.killers[i - 1];
ss.killers[0] = m;
}
// fail_high_ply_1() checks if some thread is currently resolving a fail
// high at ply 1 at the node below the first root node. This information
// is used for time managment.
bool fail_high_ply_1() {
for(int i = 0; i < ActiveThreads; i++)
if (Threads[i].failHighPly1)
return true;
return false;
}
// current_search_time() returns the number of milliseconds which have passed
// since the beginning of the current search.
int current_search_time() {
return get_system_time() - SearchStartTime;
}
// nps() computes the current nodes/second count.
int nps() {
int t = current_search_time();
return (t > 0)? int((nodes_searched() * 1000) / t) : 0;
}
// poll() performs two different functions: It polls for user input, and it
// looks at the time consumed so far and decides if it's time to abort the
// search.
void poll() {
static int lastInfoTime;
int t = current_search_time();
// Poll for input
if (Bioskey())
{
// We are line oriented, don't read single chars
std::string command;
if (!std::getline(std::cin, command))
command = "quit";
if (command == "quit")
{
AbortSearch = true;
PonderSearch = false;
Quit = true;
return;
}
else if (command == "stop")
{
AbortSearch = true;
PonderSearch = false;
}
else if (command == "ponderhit")
ponderhit();
}
// Print search information
if (t < 1000)
lastInfoTime = 0;
else if (lastInfoTime > t)
// HACK: Must be a new search where we searched less than
// NodesBetweenPolls nodes during the first second of search.
lastInfoTime = 0;
else if (t - lastInfoTime >= 1000)
{
lastInfoTime = t;
lock_grab(&IOLock);
if (dbg_show_mean)
dbg_print_mean();
if (dbg_show_hit_rate)
dbg_print_hit_rate();
std::cout << "info nodes " << nodes_searched() << " nps " << nps()
<< " time " << t << " hashfull " << TT.full() << std::endl;
lock_release(&IOLock);
if (ShowCurrentLine)
Threads[0].printCurrentLine = true;
}
// Should we stop the search?
if (PonderSearch)
return;
bool overTime = t > AbsoluteMaxSearchTime
|| (RootMoveNumber == 1 && t > MaxSearchTime + ExtraSearchTime && !FailLow) //FIXME: We are not checking any problem flags, BUG?
|| ( !FailHigh && !FailLow && !fail_high_ply_1() && !Problem
&& t > 6*(MaxSearchTime + ExtraSearchTime));
if ( (Iteration >= 3 && (!InfiniteSearch && overTime))
|| (ExactMaxTime && t >= ExactMaxTime)
|| (Iteration >= 3 && MaxNodes && nodes_searched() >= MaxNodes))
AbortSearch = true;
}
// ponderhit() is called when the program is pondering (i.e. thinking while
// it's the opponent's turn to move) in order to let the engine know that
// it correctly predicted the opponent's move.
void ponderhit() {
int t = current_search_time();
PonderSearch = false;
if (Iteration >= 3 &&
(!InfiniteSearch && (StopOnPonderhit ||
t > AbsoluteMaxSearchTime ||
(RootMoveNumber == 1 &&
t > MaxSearchTime + ExtraSearchTime && !FailLow) ||
(!FailHigh && !FailLow && !fail_high_ply_1() && !Problem &&
t > 6*(MaxSearchTime + ExtraSearchTime)))))
AbortSearch = true;
}
// print_current_line() prints the current line of search for a given
// thread. Called when the UCI option UCI_ShowCurrLine is 'true'.
void print_current_line(SearchStack ss[], int ply, int threadID) {
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
if (!Threads[threadID].idle)
{
lock_grab(&IOLock);
std::cout << "info currline " << (threadID + 1);
for (int p = 0; p < ply; p++)
std::cout << " " << ss[p].currentMove;
std::cout << std::endl;
lock_release(&IOLock);
}
Threads[threadID].printCurrentLine = false;
if (threadID + 1 < ActiveThreads)
Threads[threadID + 1].printCurrentLine = true;
}
// wait_for_stop_or_ponderhit() is called when the maximum depth is reached
// while the program is pondering. The point is to work around a wrinkle in
// the UCI protocol: When pondering, the engine is not allowed to give a
// "bestmove" before the GUI sends it a "stop" or "ponderhit" command.
// We simply wait here until one of these commands is sent, and return,
// after which the bestmove and pondermove will be printed (in id_loop()).
void wait_for_stop_or_ponderhit() {
std::string command;
while (true)
{
if (!std::getline(std::cin, command))
command = "quit";
if (command == "quit")
{
Quit = true;
break;
}
else if (command == "ponderhit" || command == "stop")
break;
}
}
// idle_loop() is where the threads are parked when they have no work to do.
// The parameter "waitSp", if non-NULL, is a pointer to an active SplitPoint
// object for which the current thread is the master.
void idle_loop(int threadID, SplitPoint* waitSp) {
assert(threadID >= 0 && threadID < THREAD_MAX);
Threads[threadID].running = true;
while(true) {
if(AllThreadsShouldExit && threadID != 0)
break;
// If we are not thinking, wait for a condition to be signaled instead
// of wasting CPU time polling for work:
while(threadID != 0 && (Idle || threadID >= ActiveThreads)) {
#if !defined(_MSC_VER)
pthread_mutex_lock(&WaitLock);
if(Idle || threadID >= ActiveThreads)
pthread_cond_wait(&WaitCond, &WaitLock);
pthread_mutex_unlock(&WaitLock);
#else
WaitForSingleObject(SitIdleEvent[threadID], INFINITE);
#endif
}
// If this thread has been assigned work, launch a search
if(Threads[threadID].workIsWaiting) {
Threads[threadID].workIsWaiting = false;
if(Threads[threadID].splitPoint->pvNode)
sp_search_pv(Threads[threadID].splitPoint, threadID);
else
sp_search(Threads[threadID].splitPoint, threadID);
Threads[threadID].idle = true;
}
// If this thread is the master of a split point and all threads have
// finished their work at this split point, return from the idle loop.
if(waitSp != NULL && waitSp->cpus == 0)
return;
}
Threads[threadID].running = false;
}
// init_split_point_stack() is called during program initialization, and
// initializes all split point objects.
void init_split_point_stack() {
for(int i = 0; i < THREAD_MAX; i++)
for(int j = 0; j < MaxActiveSplitPoints; j++) {
SplitPointStack[i][j].parent = NULL;
lock_init(&(SplitPointStack[i][j].lock), NULL);
}
}
// destroy_split_point_stack() is called when the program exits, and
// destroys all locks in the precomputed split point objects.
void destroy_split_point_stack() {
for(int i = 0; i < THREAD_MAX; i++)
for(int j = 0; j < MaxActiveSplitPoints; j++)
lock_destroy(&(SplitPointStack[i][j].lock));
}
// thread_should_stop() checks whether the thread with a given threadID has
// been asked to stop, directly or indirectly. This can happen if a beta
// cutoff has occured in thre thread's currently active split point, or in
// some ancestor of the current split point.
bool thread_should_stop(int threadID) {
assert(threadID >= 0 && threadID < ActiveThreads);
SplitPoint* sp;
if(Threads[threadID].stop)
return true;
if(ActiveThreads <= 2)
return false;
for(sp = Threads[threadID].splitPoint; sp != NULL; sp = sp->parent)
if(sp->finished) {
Threads[threadID].stop = true;
return true;
}
return false;
}
// thread_is_available() checks whether the thread with threadID "slave" is
// available to help the thread with threadID "master" at a split point. An
// obvious requirement is that "slave" must be idle. With more than two
// threads, this is not by itself sufficient: If "slave" is the master of
// some active split point, it is only available as a slave to the other
// threads which are busy searching the split point at the top of "slave"'s
// split point stack (the "helpful master concept" in YBWC terminology).
bool thread_is_available(int slave, int master) {
assert(slave >= 0 && slave < ActiveThreads);
assert(master >= 0 && master < ActiveThreads);
assert(ActiveThreads > 1);
if(!Threads[slave].idle || slave == master)
return false;
if(Threads[slave].activeSplitPoints == 0)
// No active split points means that the thread is available as a slave
// for any other thread.
return true;
if(ActiveThreads == 2)
return true;
// Apply the "helpful master" concept if possible.
if(SplitPointStack[slave][Threads[slave].activeSplitPoints-1].slaves[master])
return true;
return false;
}
// idle_thread_exists() tries to find an idle thread which is available as
// a slave for the thread with threadID "master".
bool idle_thread_exists(int master) {
assert(master >= 0 && master < ActiveThreads);
assert(ActiveThreads > 1);
for(int i = 0; i < ActiveThreads; i++)
if(thread_is_available(i, master))
return true;
return false;
}
// split() does the actual work of distributing the work at a node between
// several threads at PV nodes. If it does not succeed in splitting the
// node (because no idle threads are available, or because we have no unused
// split point objects), the function immediately returns false. If
// splitting is possible, a SplitPoint object is initialized with all the
// data that must be copied to the helper threads (the current position and
// search stack, alpha, beta, the search depth, etc.), and we tell our
// helper threads that they have been assigned work. This will cause them
// to instantly leave their idle loops and call sp_search_pv(). When all
// threads have returned from sp_search_pv (or, equivalently, when
// splitPoint->cpus becomes 0), split() returns true.
bool split(const Position& p, SearchStack* sstck, int ply,
Value* alpha, Value* beta, Value* bestValue, Depth depth, int* moves,
MovePicker* mp, Bitboard dcCandidates, int master, bool pvNode) {
assert(p.is_ok());
assert(sstck != NULL);
assert(ply >= 0 && ply < PLY_MAX);
assert(*bestValue >= -VALUE_INFINITE && *bestValue <= *alpha);
assert(!pvNode || *alpha < *beta);
assert(*beta <= VALUE_INFINITE);
assert(depth > Depth(0));
assert(master >= 0 && master < ActiveThreads);
assert(ActiveThreads > 1);
SplitPoint* splitPoint;
int i;
lock_grab(&MPLock);
// If no other thread is available to help us, or if we have too many
// active split points, don't split.
if(!idle_thread_exists(master) ||
Threads[master].activeSplitPoints >= MaxActiveSplitPoints) {
lock_release(&MPLock);
return false;
}
// Pick the next available split point object from the split point stack
splitPoint = SplitPointStack[master] + Threads[master].activeSplitPoints;
Threads[master].activeSplitPoints++;
// Initialize the split point object
splitPoint->parent = Threads[master].splitPoint;
splitPoint->finished = false;
splitPoint->ply = ply;
splitPoint->depth = depth;
splitPoint->alpha = pvNode? *alpha : (*beta - 1);
splitPoint->beta = *beta;
splitPoint->pvNode = pvNode;
splitPoint->dcCandidates = dcCandidates;
splitPoint->bestValue = *bestValue;
splitPoint->master = master;
splitPoint->mp = mp;
splitPoint->moves = *moves;
splitPoint->cpus = 1;
splitPoint->pos.copy(p);
splitPoint->parentSstack = sstck;
for(i = 0; i < ActiveThreads; i++)
splitPoint->slaves[i] = 0;
// Copy the current position and the search stack to the master thread
memcpy(splitPoint->sstack[master], sstck, (ply+1)*sizeof(SearchStack));
Threads[master].splitPoint = splitPoint;
// Make copies of the current position and search stack for each thread
for(i = 0; i < ActiveThreads && splitPoint->cpus < MaxThreadsPerSplitPoint;
i++)
if(thread_is_available(i, master)) {
memcpy(splitPoint->sstack[i], sstck, (ply+1)*sizeof(SearchStack));
Threads[i].splitPoint = splitPoint;
splitPoint->slaves[i] = 1;
splitPoint->cpus++;
}
// Tell the threads that they have work to do. This will make them leave
// their idle loop.
for(i = 0; i < ActiveThreads; i++)
if(i == master || splitPoint->slaves[i]) {
Threads[i].workIsWaiting = true;
Threads[i].idle = false;
Threads[i].stop = false;
}
lock_release(&MPLock);
// Everything is set up. The master thread enters the idle loop, from
// which it will instantly launch a search, because its workIsWaiting
// slot is 'true'. We send the split point as a second parameter to the
// idle loop, which means that the main thread will return from the idle
// loop when all threads have finished their work at this split point
// (i.e. when // splitPoint->cpus == 0).
idle_loop(master, splitPoint);
// We have returned from the idle loop, which means that all threads are
// finished. Update alpha, beta and bestvalue, and return.
lock_grab(&MPLock);
if(pvNode) *alpha = splitPoint->alpha;
*beta = splitPoint->beta;
*bestValue = splitPoint->bestValue;
Threads[master].stop = false;
Threads[master].idle = false;
Threads[master].activeSplitPoints--;
Threads[master].splitPoint = splitPoint->parent;
lock_release(&MPLock);
return true;
}
// wake_sleeping_threads() wakes up all sleeping threads when it is time
// to start a new search from the root.
void wake_sleeping_threads() {
if(ActiveThreads > 1) {
for(int i = 1; i < ActiveThreads; i++) {
Threads[i].idle = true;
Threads[i].workIsWaiting = false;
}
#if !defined(_MSC_VER)
pthread_mutex_lock(&WaitLock);
pthread_cond_broadcast(&WaitCond);
pthread_mutex_unlock(&WaitLock);
#else
for(int i = 1; i < THREAD_MAX; i++)
SetEvent(SitIdleEvent[i]);
#endif
}
}
// init_thread() is the function which is called when a new thread is
// launched. It simply calls the idle_loop() function with the supplied
// threadID. There are two versions of this function; one for POSIX threads
// and one for Windows threads.
#if !defined(_MSC_VER)
void *init_thread(void *threadID) {
idle_loop(*(int *)threadID, NULL);
return NULL;
}
#else
DWORD WINAPI init_thread(LPVOID threadID) {
idle_loop(*(int *)threadID, NULL);
return NULL;
}
#endif
}