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1b6459195c
1. avoid recursive call of verification. For the interested side to move recursion makes no sense. For the other side it could make sense in case of mutual zugzwang, but I was not able to figure out any concrete problematic position. Allows the removal of 2 local variables. 2. avoid further reduction by removing R += ONE_PLY; Benchmark with zugzwang-suite (see #1338), max 45 secs per position: Patch solves 33 out of 37 Master solves 31 out of 37 STC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 76188 W: 13866 L: 13840 D: 48482 http://tests.stockfishchess.org/tests/view/5a5612ed0ebc590297da516c LTC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 40479 W: 5247 L: 5152 D: 30080 http://tests.stockfishchess.org/tests/view/5a56f7d30ebc590299e4550e bench: 5340015
124 lines
3.4 KiB
C++
124 lines
3.4 KiB
C++
/*
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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) 2015-2018 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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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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#ifndef THREAD_H_INCLUDED
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#define THREAD_H_INCLUDED
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include <vector>
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#include "material.h"
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#include "movepick.h"
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#include "pawns.h"
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#include "position.h"
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#include "search.h"
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#include "thread_win32.h"
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/// Thread class keeps together all the thread-related stuff. We use
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/// per-thread pawn and material hash tables so that once we get a
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/// pointer to an entry its life time is unlimited and we don't have
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/// to care about someone changing the entry under our feet.
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class Thread {
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Mutex mutex;
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ConditionVariable cv;
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size_t idx;
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bool exit = false, searching = true; // Set before starting std::thread
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std::thread stdThread;
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public:
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explicit Thread(size_t);
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virtual ~Thread();
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virtual void search();
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void clear();
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void idle_loop();
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void start_searching();
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void wait_for_search_finished();
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Pawns::Table pawnsTable;
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Material::Table materialTable;
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Endgames endgames;
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size_t PVIdx;
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int selDepth, nmp_ply, nmp_odd;
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std::atomic<uint64_t> nodes, tbHits;
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Position rootPos;
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Search::RootMoves rootMoves;
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Depth rootDepth, completedDepth;
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CounterMoveHistory counterMoves;
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ButterflyHistory mainHistory;
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CapturePieceToHistory captureHistory;
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ContinuationHistory contHistory;
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};
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/// MainThread is a derived class specific for main thread
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struct MainThread : public Thread {
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using Thread::Thread;
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void search() override;
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void check_time();
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bool failedLow;
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double bestMoveChanges, previousTimeReduction;
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Value previousScore;
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int callsCnt;
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};
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/// ThreadPool struct handles all the threads-related stuff like init, starting,
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/// parking and, most importantly, launching a thread. All the access to threads
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/// is done through this class.
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struct ThreadPool : public std::vector<Thread*> {
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void start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false);
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void clear();
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void set(size_t);
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MainThread* main() const { return static_cast<MainThread*>(front()); }
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uint64_t nodes_searched() const { return accumulate(&Thread::nodes); }
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uint64_t tb_hits() const { return accumulate(&Thread::tbHits); }
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std::atomic_bool stop, ponder, stopOnPonderhit;
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private:
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StateListPtr setupStates;
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uint64_t accumulate(std::atomic<uint64_t> Thread::* member) const {
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uint64_t sum = 0;
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for (Thread* th : *this)
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sum += (th->*member).load(std::memory_order_relaxed);
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return sum;
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}
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};
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extern ThreadPool Threads;
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#endif // #ifndef THREAD_H_INCLUDED
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