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DroidFish: Updated stockfish engine to development version 2017-09-06.
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@@ -2,7 +2,7 @@
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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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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@@ -18,6 +18,7 @@
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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 <cassert>
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#include <iostream>
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#include <sstream>
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#include <string>
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@@ -27,30 +28,27 @@
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#include "position.h"
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#include "search.h"
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#include "thread.h"
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#include "tt.h"
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#include "timeman.h"
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#include "uci.h"
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#include "syzygy/tbprobe.h"
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using namespace std;
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extern void benchmark(const Position& pos, istream& is);
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extern vector<string> setup_bench(const Position&, istream&);
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namespace {
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// FEN string of the initial position, normal chess
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const char* StartFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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// A list to keep track of the position states along the setup moves (from the
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// start position to the position just before the search starts). Needed by
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// 'draw by repetition' detection.
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StateListPtr States(new std::deque<StateInfo>(1));
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// position() is called when engine receives the "position" UCI command.
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// The function sets up the position described in the given FEN string ("fen")
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// or the starting position ("startpos") and then makes the moves given in the
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// following move list ("moves").
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void position(Position& pos, istringstream& is) {
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void position(Position& pos, istringstream& is, StateListPtr& states) {
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Move m;
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string token, fen;
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@@ -68,14 +66,14 @@ namespace {
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else
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return;
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States = StateListPtr(new std::deque<StateInfo>(1));
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pos.set(fen, Options["UCI_Chess960"], &States->back(), Threads.main());
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states = StateListPtr(new std::deque<StateInfo>(1)); // Drop old and create a new one
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pos.set(fen, Options["UCI_Chess960"], &states->back(), Threads.main());
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// Parse move list (if any)
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while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE)
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{
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States->push_back(StateInfo());
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pos.do_move(m, States->back(), pos.gives_check(m));
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states->emplace_back();
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pos.do_move(m, states->back());
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}
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}
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@@ -108,10 +106,11 @@ namespace {
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// the thinking time and other parameters from the input string, then starts
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// the search.
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void go(Position& pos, istringstream& is) {
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void go(Position& pos, istringstream& is, StateListPtr& states) {
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Search::LimitsType limits;
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string token;
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bool ponderMode = false;
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limits.startTime = now(); // As early as possible!
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@@ -129,10 +128,53 @@ namespace {
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else if (token == "nodes") is >> limits.nodes;
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else if (token == "movetime") is >> limits.movetime;
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else if (token == "mate") is >> limits.mate;
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else if (token == "perft") is >> limits.perft;
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else if (token == "infinite") limits.infinite = 1;
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else if (token == "ponder") limits.ponder = 1;
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else if (token == "ponder") ponderMode = true;
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Threads.start_thinking(pos, States, limits);
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Threads.start_thinking(pos, states, limits, ponderMode);
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}
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// bench() is called when engine receives the "bench" command. Firstly
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// a list of UCI commands is setup according to bench parameters, then
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// it is run one by one printing a summary at the end.
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void bench(Position& pos, istream& args, StateListPtr& states) {
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string token;
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uint64_t num, nodes = 0, cnt = 1;
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vector<string> list = setup_bench(pos, args);
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num = count_if(list.begin(), list.end(), [](string s) { return s.find("go ") == 0; });
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TimePoint elapsed = now();
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for (const auto& cmd : list)
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{
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istringstream is(cmd);
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is >> skipws >> token;
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if (token == "go")
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{
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cerr << "\nPosition: " << cnt++ << '/' << num << endl;
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go(pos, is, states);
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Threads.main()->wait_for_search_finished();
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nodes += Threads.nodes_searched();
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}
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else if (token == "setoption") setoption(is);
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else if (token == "position") position(pos, is, states);
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else if (token == "ucinewgame") Search::clear();
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}
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elapsed = now() - elapsed + 1; // Ensure positivity to avoid a 'divide by zero'
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dbg_print(); // Just before exiting
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cerr << "\n==========================="
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<< "\nTotal time (ms) : " << elapsed
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<< "\nNodes searched : " << nodes
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<< "\nNodes/second : " << 1000 * nodes / elapsed << endl;
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}
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} // namespace
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@@ -148,8 +190,10 @@ void UCI::loop(int argc, char* argv[]) {
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Position pos;
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string token, cmd;
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StateListPtr states(new std::deque<StateInfo>(1));
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auto uiThread = std::make_shared<Thread>(0);
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pos.set(StartFEN, false, &States->back(), Threads.main());
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pos.set(StartFEN, false, &states->back(), uiThread.get());
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for (int i = 1; i < argc; ++i)
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cmd += std::string(argv[i]) + " ";
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@@ -160,61 +204,42 @@ void UCI::loop(int argc, char* argv[]) {
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istringstream is(cmd);
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token.clear(); // getline() could return empty or blank line
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token.clear(); // Avoid a stale if getline() returns empty or blank line
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is >> skipws >> token;
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// The GUI sends 'ponderhit' to tell us to ponder on the same move the
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// opponent has played. In case Signals.stopOnPonderhit is set we are
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// waiting for 'ponderhit' to stop the search (for instance because we
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// already ran out of time), otherwise we should continue searching but
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// switching from pondering to normal search.
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// The GUI sends 'ponderhit' to tell us the user has played the expected move.
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// So 'ponderhit' will be sent if we were told to ponder on the same move the
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// user has played. We should continue searching but switch from pondering to
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// normal search. In case Threads.stopOnPonderhit is set we are waiting for
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// 'ponderhit' to stop the search, for instance if max search depth is reached.
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if ( token == "quit"
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|| token == "stop"
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|| (token == "ponderhit" && Search::Signals.stopOnPonderhit))
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{
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Search::Signals.stop = true;
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Threads.main()->start_searching(true); // Could be sleeping
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}
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|| (token == "ponderhit" && Threads.stopOnPonderhit))
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Threads.stop = true;
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else if (token == "ponderhit")
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Search::Limits.ponder = 0; // Switch to normal search
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Threads.ponder = false; // Switch to normal search
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else if (token == "uci")
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sync_cout << "id name " << engine_info(true)
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<< "\n" << Options
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<< "\nuciok" << sync_endl;
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else if (token == "ucinewgame")
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{
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Search::clear();
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Time.availableNodes = 0;
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}
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else if (token == "isready") sync_cout << "readyok" << sync_endl;
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else if (token == "go") go(pos, is);
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else if (token == "position") position(pos, is);
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else if (token == "setoption") setoption(is);
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else if (token == "go") go(pos, is, states);
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else if (token == "position") position(pos, is, states);
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else if (token == "ucinewgame") Search::clear();
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else if (token == "isready") sync_cout << "readyok" << sync_endl;
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// Additional custom non-UCI commands, useful for debugging
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else if (token == "flip") pos.flip();
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else if (token == "bench") benchmark(pos, is);
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else if (token == "d") sync_cout << pos << sync_endl;
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else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl;
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else if (token == "perft")
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{
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int depth;
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stringstream ss;
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is >> depth;
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ss << Options["Hash"] << " "
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<< Options["Threads"] << " " << depth << " current perft";
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benchmark(pos, ss);
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}
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// Additional custom non-UCI commands, mainly for debugging
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else if (token == "flip") pos.flip();
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else if (token == "bench") bench(pos, is, states);
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else if (token == "d") sync_cout << pos << sync_endl;
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else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl;
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else
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sync_cout << "Unknown command: " << cmd << sync_endl;
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} while (token != "quit" && argc == 1); // Passed args have one-shot behaviour
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Threads.main()->wait_for_search_finished();
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} while (token != "quit" && argc == 1); // Command line args are one-shot
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}
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@@ -227,6 +252,8 @@ void UCI::loop(int argc, char* argv[]) {
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string UCI::value(Value v) {
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assert(-VALUE_INFINITE < v && v < VALUE_INFINITE);
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stringstream ss;
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if (abs(v) < VALUE_MATE - MAX_PLY)
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