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https://github.com/sockspls/badfish
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This aims to remove some of the annoying global structure which Stockfish has. Overall there is no major elo regression to be expected. Non regression SMP STC (paused, early version): https://tests.stockfishchess.org/tests/view/65983d7979aa8af82b9608f1 LLR: 0.23 (-2.94,2.94) <-1.75,0.25> Total: 76232 W: 19035 L: 19096 D: 38101 Ptnml(0-2): 92, 8735, 20515, 8690, 84 Non regression STC (early version): https://tests.stockfishchess.org/tests/view/6595b3a479aa8af82b95da7f LLR: 2.93 (-2.94,2.94) <-1.75,0.25> Total: 185344 W: 47027 L: 46972 D: 91345 Ptnml(0-2): 571, 21285, 48943, 21264, 609 Non regression SMP STC: https://tests.stockfishchess.org/tests/view/65a0715c79aa8af82b96b7e4 LLR: 2.94 (-2.94,2.94) <-1.75,0.25> Total: 142936 W: 35761 L: 35662 D: 71513 Ptnml(0-2): 209, 16400, 38135, 16531, 193 These global structures/variables add hidden dependencies and allow data to be mutable from where it shouldn't it be (i.e. options). They also prevent Stockfish from internal selfplay, which would be a nice thing to be able to do, i.e. instantiate two Stockfish instances and let them play against each other. It will also allow us to make Stockfish a library, which can be easier used on other platforms. For consistency with the old search code, `thisThread` has been kept, even though it is not strictly necessary anymore. This the first major refactor of this kind (in recent time), and future changes are required, to achieve the previously described goals. This includes cleaning up the dependencies, transforming the network to be self contained and coming up with a plan to deal with proper tablebase memory management (see comments for more information on this). The removal of these global structures has been discussed in parts with Vondele and Sopel. closes https://github.com/official-stockfish/Stockfish/pull/4968 No functional change
274 lines
9.2 KiB
C++
274 lines
9.2 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2024 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 <cmath>
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#include <cstdlib>
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#include <deque>
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#include <memory>
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#include <unordered_map>
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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 "timeman.h"
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#include "tt.h"
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#include "types.h"
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#include "ucioption.h"
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namespace Stockfish {
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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(Search::SharedState& sharedState,
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std::unique_ptr<Search::ISearchManager> sm,
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size_t n) :
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worker(std::make_unique<Search::Worker>(sharedState, std::move(sm), n)),
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idx(n),
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nthreads(sharedState.options["Threads"]),
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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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// 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 (nthreads > 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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worker->start_searching();
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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(Search::SharedState sharedState) {
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if (threads.size() > 0) // destroy any existing thread(s)
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{
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main_thread()->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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const size_t requested = sharedState.options["Threads"];
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if (requested > 0) // create new thread(s)
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{
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threads.push_back(new Thread(
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sharedState, std::unique_ptr<Search::ISearchManager>(new Search::SearchManager()), 0));
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while (threads.size() < requested)
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threads.push_back(new Thread(
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sharedState, std::unique_ptr<Search::ISearchManager>(new Search::NullSearchManager()),
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threads.size()));
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clear();
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main_thread()->wait_for_search_finished();
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// Reallocate the hash with the new threadpool size
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sharedState.tt.resize(sharedState.options["Hash"], requested);
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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->worker->clear();
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main_manager()->callsCnt = 0;
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main_manager()->bestPreviousScore = VALUE_INFINITE;
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main_manager()->bestPreviousAverageScore = VALUE_INFINITE;
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main_manager()->previousTimeReduction = 1.0;
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main_manager()->tm.clear();
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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(const OptionsMap& options,
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Position& pos,
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StateListPtr& states,
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Search::LimitsType limits,
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bool ponderMode) {
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main_thread()->wait_for_search_finished();
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main_manager()->stopOnPonderhit = stop = false;
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main_manager()->ponder = ponderMode;
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increaseDepth = true;
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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(options, 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->worker->limits = limits;
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th->worker->nodes = th->worker->tbHits = th->worker->nmpMinPly =
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th->worker->bestMoveChanges = 0;
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th->worker->rootDepth = th->worker->completedDepth = 0;
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th->worker->rootMoves = rootMoves;
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th->worker->rootPos.set(pos.fen(), pos.is_chess960(), &th->worker->rootState);
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th->worker->rootState = setupStates->back();
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th->worker->rootSimpleEval = Eval::simple_eval(pos, pos.side_to_move());
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}
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main_thread()->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::unordered_map<Move, int64_t, Move::MoveHash> 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->worker->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->worker->rootMoves[0].score - minScore + 14) * int(th->worker->completedDepth);
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};
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for (Thread* th : threads)
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votes[th->worker->rootMoves[0].pv[0]] += thread_value(th);
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for (Thread* th : threads)
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if (std::abs(bestThread->worker->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->worker->rootMoves[0].score > bestThread->worker->rootMoves[0].score)
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bestThread = th;
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}
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else if (th->worker->rootMoves[0].score >= VALUE_TB_WIN_IN_MAX_PLY
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|| (th->worker->rootMoves[0].score > VALUE_TB_LOSS_IN_MAX_PLY
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&& (votes[th->worker->rootMoves[0].pv[0]]
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> votes[bestThread->worker->rootMoves[0].pv[0]]
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|| (votes[th->worker->rootMoves[0].pv[0]]
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== votes[bestThread->worker->rootMoves[0].pv[0]]
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&& thread_value(th) * int(th->worker->rootMoves[0].pv.size() > 2)
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> thread_value(bestThread)
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* int(bestThread->worker->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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// Will be invoked by main thread after it has started searching
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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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