DroidFish: Updated stockfish engine to development version 2017-09-06.

This commit is contained in:
Peter Osterlund
2017-09-10 10:30:09 +02:00
parent c0b69b6bf8
commit 3536c6290a
42 changed files with 3431 additions and 4042 deletions

View File

@@ -2,7 +2,7 @@
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -24,177 +24,144 @@
#include "movegen.h"
#include "search.h"
#include "thread.h"
#include "uci.h"
#include "syzygy/tbprobe.h"
ThreadPool Threads; // Global object
/// Thread constructor launches the thread and then waits until it goes to sleep
/// in idle_loop().
Thread::Thread() {
/// Thread constructor launches the thread and waits until it goes to sleep
/// in idle_loop(). Note that 'searching' and 'exit' should be alredy set.
resetCalls = exit = false;
maxPly = callsCnt = 0;
tbHits = 0;
history.clear();
counterMoves.clear();
idx = Threads.size(); // Start from 0
Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) {
std::unique_lock<Mutex> lk(mutex);
searching = true;
nativeThread = std::thread(&Thread::idle_loop, this);
sleepCondition.wait(lk, [&]{ return !searching; });
wait_for_search_finished();
clear(); // Zero-init histories (based on std::array)
}
/// Thread destructor waits for thread termination before returning
/// Thread destructor wakes up the thread in idle_loop() and waits
/// for its termination. Thread should be already waiting.
Thread::~Thread() {
mutex.lock();
assert(!searching);
exit = true;
sleepCondition.notify_one();
mutex.unlock();
nativeThread.join();
start_searching();
stdThread.join();
}
/// Thread::wait_for_search_finished() waits on sleep condition
/// until not searching
/// Thread::clear() reset histories, usually before a new game
void Thread::clear() {
counterMoves.fill(MOVE_NONE);
mainHistory.fill(0);
for (auto& to : contHistory)
for (auto& h : to)
h.fill(0);
contHistory[NO_PIECE][0].fill(Search::CounterMovePruneThreshold - 1);
}
/// Thread::start_searching() wakes up the thread that will start the search
void Thread::start_searching() {
std::lock_guard<Mutex> lk(mutex);
searching = true;
cv.notify_one(); // Wake up the thread in idle_loop()
}
/// Thread::wait_for_search_finished() blocks on the condition variable
/// until the thread has finished searching.
void Thread::wait_for_search_finished() {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.wait(lk, [&]{ return !searching; });
cv.wait(lk, [&]{ return !searching; });
}
/// Thread::wait() waits on sleep condition until condition is true
void Thread::wait(std::atomic_bool& condition) {
std::unique_lock<Mutex> lk(mutex);
sleepCondition.wait(lk, [&]{ return bool(condition); });
}
/// Thread::start_searching() wakes up the thread that will start the search
void Thread::start_searching(bool resume) {
std::unique_lock<Mutex> lk(mutex);
if (!resume)
searching = true;
sleepCondition.notify_one();
}
/// Thread::idle_loop() is where the thread is parked when it has no work to do
/// Thread::idle_loop() is where the thread is parked, blocked on the
/// condition variable, when it has no work to do.
void Thread::idle_loop() {
while (!exit)
WinProcGroup::bindThisThread(idx);
while (true)
{
std::unique_lock<Mutex> lk(mutex);
searching = false;
cv.notify_one(); // Wake up anyone waiting for search finished
cv.wait(lk, [&]{ return searching; });
while (!searching && !exit)
{
sleepCondition.notify_one(); // Wake up any waiting thread
sleepCondition.wait(lk);
}
if (exit)
return;
lk.unlock();
if (!exit)
search();
search();
}
}
/// ThreadPool::init() creates and launches requested threads that will go
/// immediately to sleep. We cannot use a constructor because Threads is a
/// static object and we need a fully initialized engine at this point due to
/// allocation of Endgames in the Thread constructor.
/// ThreadPool::init() creates and launches the threads that will go
/// immediately to sleep in idle_loop. We cannot use the c'tor because
/// Threads is a static object and we need a fully initialized engine at
/// this point due to allocation of Endgames in the Thread constructor.
void ThreadPool::init() {
void ThreadPool::init(size_t requested) {
push_back(new MainThread);
read_uci_options();
push_back(new MainThread(0));
set(requested);
}
/// ThreadPool::exit() terminates threads before the program exits. Cannot be
/// done in destructor because threads must be terminated before deleting any
/// static objects while still in main().
/// done in the destructor because threads must be terminated before deleting
/// any static object, so before main() returns.
void ThreadPool::exit() {
while (size())
delete back(), pop_back();
main()->wait_for_search_finished();
set(0);
}
/// ThreadPool::read_uci_options() updates internal threads parameters from the
/// corresponding UCI options and creates/destroys threads to match requested
/// number. Thread objects are dynamically allocated.
/// ThreadPool::set() creates/destroys threads to match the requested number
void ThreadPool::read_uci_options() {
size_t requested = Options["Threads"];
assert(requested > 0);
void ThreadPool::set(size_t requested) {
while (size() < requested)
push_back(new Thread);
push_back(new Thread(size()));
while (size() > requested)
delete back(), pop_back();
}
/// ThreadPool::nodes_searched() returns the number of nodes searched
uint64_t ThreadPool::nodes_searched() const {
uint64_t nodes = 0;
for (Thread* th : *this)
nodes += th->rootPos.nodes_searched();
return nodes;
}
/// ThreadPool::tb_hits() returns the number of TB hits
uint64_t ThreadPool::tb_hits() const {
uint64_t hits = 0;
for (Thread* th : *this)
hits += th->tbHits;
return hits;
}
/// ThreadPool::start_thinking() wakes up the main thread sleeping in idle_loop()
/// and starts a new search, then returns immediately.
/// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and
/// returns immediately. Main thread will wake up other threads and start the search.
void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
const Search::LimitsType& limits) {
const Search::LimitsType& limits, bool ponderMode) {
main()->wait_for_search_finished();
Search::Signals.stopOnPonderhit = Search::Signals.stop = false;
stopOnPonderhit = stop = false;
ponder = ponderMode;
Search::Limits = limits;
Search::RootMoves rootMoves;
for (const auto& m : MoveList<LEGAL>(pos))
if ( limits.searchmoves.empty()
|| std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
rootMoves.push_back(Search::RootMove(m));
rootMoves.emplace_back(m);
if (!rootMoves.empty())
Tablebases::filter_root_moves(pos, rootMoves);
@@ -206,18 +173,22 @@ void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
if (states.get())
setupStates = std::move(states); // Ownership transfer, states is now empty
// We use Position::set() to set root position across threads. But there are
// some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot
// be deduced from a fen string, so set() clears them and to not lose the info
// we need to backup and later restore setupStates->back(). Note that setupStates
// is shared by threads but is accessed in read-only mode.
StateInfo tmp = setupStates->back();
for (Thread* th : Threads)
{
th->maxPly = 0;
th->tbHits = 0;
th->rootDepth = DEPTH_ZERO;
th->nodes = th->tbHits = 0;
th->rootDepth = th->completedDepth = DEPTH_ZERO;
th->rootMoves = rootMoves;
th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
}
setupStates->back() = tmp; // Restore st->previous, cleared by Position::set()
setupStates->back() = tmp;
main()->start_searching();
}