DroidFish: Updated Stockfish engine to version 5.

This commit is contained in:
Peter Osterlund
2014-05-31 12:23:03 +00:00
parent 93d521c75e
commit 5d723926b0
41 changed files with 2187 additions and 2592 deletions

View File

@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, 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
@@ -29,6 +29,8 @@ using namespace Search;
ThreadPool Threads; // Global object
extern void check_time();
namespace {
// start_routine() is the C function which is called when a new thread
@@ -38,7 +40,7 @@ namespace {
// Helpers to launch a thread after creation and joining before delete. Must be
// outside Thread c'tor and d'tor because object shall be fully initialized
// outside Thread c'tor and d'tor because the object will be fully initialized
// when start_routine (and hence virtual idle_loop) is called and when joining.
template<typename T> T* new_thread() {
@@ -57,7 +59,7 @@ namespace {
}
// ThreadBase::notify_one() wakes up the thread when there is some work to do
// notify_one() wakes up the thread when there is some work to do
void ThreadBase::notify_one() {
@@ -67,7 +69,7 @@ void ThreadBase::notify_one() {
}
// ThreadBase::wait_for() set the thread to sleep until condition 'b' turns true
// wait_for() set the thread to sleep until condition 'b' turns true
void ThreadBase::wait_for(volatile const bool& b) {
@@ -77,8 +79,8 @@ void ThreadBase::wait_for(volatile const bool& b) {
}
// Thread c'tor just inits data but does not launch any thread of execution that
// instead will be started only upon c'tor returns.
// Thread c'tor just inits data and does not launch any execution thread.
// Such a thread will only be started when c'tor returns.
Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
@@ -86,13 +88,47 @@ Thread::Thread() /* : splitPoints() */ { // Value-initialization bug in MSVC
maxPly = splitPointsSize = 0;
activeSplitPoint = NULL;
activePosition = NULL;
idx = Threads.size();
idx = Threads.size(); // Starts from 0
}
// cutoff_occurred() checks whether a beta cutoff has occurred in the
// current active split point, or in some ancestor of the split point.
bool Thread::cutoff_occurred() const {
for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint)
if (sp->cutoff)
return true;
return false;
}
// Thread::available_to() checks whether the thread is available to help the
// thread 'master' at a split point. An obvious requirement is that thread must
// be idle. With more than two threads, this is not sufficient: If the thread is
// the master of some split point, it is only available as a slave to the slaves
// 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::available_to(const Thread* master) const {
if (searching)
return false;
// Make a local copy to be sure it doesn't become zero under our feet while
// testing next condition and so leading to an out of bounds access.
int size = splitPointsSize;
// No split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
return !size || splitPoints[size - 1].slavesMask.test(master->idx);
}
// TimerThread::idle_loop() is where the timer thread waits msec milliseconds
// and then calls check_time(). If msec is 0 thread sleeps until is woken up.
extern void check_time();
// and then calls check_time(). If msec is 0 thread sleeps until it's woken up.
void TimerThread::idle_loop() {
@@ -112,7 +148,7 @@ void TimerThread::idle_loop() {
// MainThread::idle_loop() is where the main thread is parked waiting to be started
// when there is a new search. Main thread will launch all the slave threads.
// when there is a new search. The main thread will launch all the slave threads.
void MainThread::idle_loop() {
@@ -124,7 +160,7 @@ void MainThread::idle_loop() {
while (!thinking && !exit)
{
Threads.sleepCondition.notify_one(); // Wake up UI thread if needed
Threads.sleepCondition.notify_one(); // Wake up the UI thread if needed
sleepCondition.wait(mutex);
}
@@ -144,56 +180,21 @@ void MainThread::idle_loop() {
}
// Thread::cutoff_occurred() checks whether a beta cutoff has occurred in the
// current active split point, or in some ancestor of the split point.
bool Thread::cutoff_occurred() const {
for (SplitPoint* sp = activeSplitPoint; sp; sp = sp->parentSplitPoint)
if (sp->cutoff)
return true;
return false;
}
// Thread::available_to() checks whether the thread is available to help the
// thread 'master' at a split point. An obvious requirement is that thread must
// be idle. With more than two threads, this is not sufficient: If the thread is
// the master of some split point, it is only available as a slave to the slaves
// which are busy searching the split point at the top of slaves split point
// stack (the "helpful master concept" in YBWC terminology).
bool Thread::available_to(const Thread* master) const {
if (searching)
return false;
// Make a local copy to be sure doesn't become zero under our feet while
// testing next condition and so leading to an out of bound access.
int size = splitPointsSize;
// No split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
return !size || (splitPoints[size - 1].slavesMask & (1ULL << master->idx));
}
// init() is called at startup to create and launch requested threads, that will
// go immediately to sleep due to 'sleepWhileIdle' set to true. We cannot use
// a c'tor becuase Threads is a static object and we need a fully initialized
// engine at this point due to allocation of Endgames in Thread c'tor.
// go immediately to sleep. We cannot use a c'tor because Threads is a static
// object and we need a fully initialized engine at this point due to allocation
// of Endgames in Thread c'tor.
void ThreadPool::init() {
sleepWhileIdle = true;
timer = new_thread<TimerThread>();
push_back(new_thread<MainThread>());
read_uci_options();
}
// exit() cleanly terminates the threads before the program exits
// exit() cleanly terminates the threads before the program exits. Cannot be done in
// d'tor because we have to terminate the threads before to free ThreadPool object.
void ThreadPool::exit() {
@@ -206,23 +207,20 @@ void ThreadPool::exit() {
// read_uci_options() updates internal threads parameters from the corresponding
// UCI options and creates/destroys threads to match the requested number. Thread
// objects are dynamically allocated to avoid creating in advance all possible
// threads, with included pawns and material tables, if only few are used.
// objects are dynamically allocated to avoid creating all possible threads
// in advance (which include pawns and material tables), even if only a few
// are to be used.
void ThreadPool::read_uci_options() {
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
size_t requested = Options["Threads"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
size_t requested = Options["Threads"];
assert(requested > 0);
// Value 0 has a special meaning: We determine the optimal minimum split depth
// automatically. Anyhow the minimumSplitDepth should never be under 4 plies.
// If zero (default) then set best minimum split depth automatically
if (!minimumSplitDepth)
minimumSplitDepth = (requested < 8 ? 4 : 7) * ONE_PLY;
else
minimumSplitDepth = std::max(4 * ONE_PLY, minimumSplitDepth);
minimumSplitDepth = requested < 8 ? 4 * ONE_PLY : 7 * ONE_PLY;
while (size() < requested)
push_back(new_thread<Thread>());
@@ -235,7 +233,7 @@ void ThreadPool::read_uci_options() {
}
// slave_available() tries to find an idle thread which is available as a slave
// available_slave() tries to find an idle thread which is available as a slave
// for the thread 'master'.
Thread* ThreadPool::available_slave(const Thread* master) const {
@@ -259,12 +257,11 @@ Thread* ThreadPool::available_slave(const Thread* master) const {
template <bool Fake>
void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
Move* bestMove, Depth depth, Move threatMove, int moveCount,
Move* bestMove, Depth depth, int moveCount,
MovePicker* movePicker, int nodeType, bool cutNode) {
assert(pos.pos_is_ok());
assert(*bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
assert(*bestValue > -VALUE_INFINITE);
assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
assert(depth >= Threads.minimumSplitDepth);
assert(searching);
assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
@@ -274,11 +271,10 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
sp.masterThread = this;
sp.parentSplitPoint = activeSplitPoint;
sp.slavesMask = 1ULL << idx;
sp.slavesMask = 0, sp.slavesMask.set(idx);
sp.depth = depth;
sp.bestValue = *bestValue;
sp.bestMove = *bestMove;
sp.threatMove = threatMove;
sp.alpha = alpha;
sp.beta = beta;
sp.nodeType = nodeType;
@@ -296,44 +292,40 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
Threads.mutex.lock();
sp.mutex.lock();
sp.allSlavesSearching = true; // Must be set under lock protection
++splitPointsSize;
activeSplitPoint = &sp;
activePosition = NULL;
size_t slavesCnt = 1; // This thread is always included
Thread* slave;
while ( (slave = Threads.available_slave(this)) != NULL
&& ++slavesCnt <= Threads.maxThreadsPerSplitPoint && !Fake)
{
sp.slavesMask |= 1ULL << slave->idx;
slave->activeSplitPoint = &sp;
slave->searching = true; // Slave leaves idle_loop()
slave->notify_one(); // Could be sleeping
}
if (!Fake)
for (Thread* slave; (slave = Threads.available_slave(this)) != NULL; )
{
sp.slavesMask.set(slave->idx);
slave->activeSplitPoint = &sp;
slave->searching = true; // Slave leaves idle_loop()
slave->notify_one(); // Could be sleeping
}
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its 'searching' flag is set.
// The thread will return from the idle loop when all slaves have finished
// their work at this split point.
if (slavesCnt > 1 || Fake)
{
sp.mutex.unlock();
Threads.mutex.unlock();
sp.mutex.unlock();
Threads.mutex.unlock();
Thread::idle_loop(); // Force a call to base class idle_loop()
Thread::idle_loop(); // Force a call to base class idle_loop()
// In helpful master concept a master can help only a sub-tree of its split
// point, and because here is all finished is not possible master is booked.
assert(!searching);
assert(!activePosition);
// In the helpful master concept, a master can help only a sub-tree of its
// split point and because everything is finished here, it's not possible
// for the master to be booked.
assert(!searching);
assert(!activePosition);
// We have returned from the idle loop, which means that all threads are
// finished. Note that setting 'searching' and decreasing splitPointsSize is
// done under lock protection to avoid a race with Thread::available_to().
Threads.mutex.lock();
sp.mutex.lock();
}
// We have returned from the idle loop, which means that all threads are
// finished. Note that setting 'searching' and decreasing splitPointsSize is
// done under lock protection to avoid a race with Thread::available_to().
Threads.mutex.lock();
sp.mutex.lock();
searching = true;
--splitPointsSize;
@@ -348,8 +340,8 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
}
// Explicit template instantiations
template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
// wait_for_think_finished() waits for main thread to go to sleep then returns
@@ -366,8 +358,8 @@ void ThreadPool::wait_for_think_finished() {
// start_thinking() wakes up the main thread sleeping in MainThread::idle_loop()
// so to start a new search, then returns immediately.
void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
const std::vector<Move>& searchMoves, StateStackPtr& states) {
void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits, StateStackPtr& states) {
wait_for_think_finished();
SearchTime = Time::now(); // As early as possible
@@ -385,8 +377,8 @@ void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
}
for (MoveList<LEGAL> it(pos); *it; ++it)
if ( searchMoves.empty()
|| std::count(searchMoves.begin(), searchMoves.end(), *it))
if ( limits.searchmoves.empty()
|| std::count(limits.searchmoves.begin(), limits.searchmoves.end(), *it))
RootMoves.push_back(RootMove(*it));
main()->thinking = true;