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https://github.com/sockspls/badfish
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Original idea by Seer chess engine https://github.com/connormcmonigle/seer-nnue, coding done by @Disservin, code refactoring done by @locutus2 to match the style of other histories. This patch introduces pawn structure based history, which assings moves values based on last digits of pawn structure hash and piece type of moved piece and landing square of the move. Idea is that good places for pieces are quite often determined by pawn structure of position. Used in 3 different places - sorting of quiet moves, sorting of quiet check evasions and in history based pruning in search. Passed STC: https://tests.stockfishchess.org/tests/view/65391d08cc309ae83955dbaf LLR: 2.95 (-2.94,2.94) <0.00,2.00> Total: 155488 W: 39408 L: 38913 D: 77167 Ptnml(0-2): 500, 18427, 39408, 18896, 513 Passed LTC: https://tests.stockfishchess.org/tests/view/653a36a2cc309ae83955f181 LLR: 2.94 (-2.94,2.94) <0.50,2.50> Total: 70110 W: 17548 L: 17155 D: 35407 Ptnml(0-2): 33, 7859, 18889, 8230, 44 closes https://github.com/official-stockfish/Stockfish/pull/4849 Bench: 1257882 Co-Authored-By: Disservin <disservin.social@gmail.com> Co-Authored-By: Stefan Geschwentner <locutus2@users.noreply.github.com>
276 lines
8.5 KiB
C++
276 lines
8.5 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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// 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) :
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idx(n),
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stdThread(&Thread::idle_loop, this) {
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wait_for_search_finished();
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}
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// 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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// 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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pawnHistory.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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// 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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// 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 gets parked here, 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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// 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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// 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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// 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,
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StateListPtr& states,
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const Search::LimitsType& limits,
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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 the 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)
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* 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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