/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2022 The Stockfish developers (see AUTHORS file) Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include #include // For std::count #include "movegen.h" #include "search.h" #include "thread.h" #include "uci.h" #include "syzygy/tbprobe.h" #include "tt.h" namespace Stockfish { ThreadPool Threads; // Global object /// Thread constructor launches the thread and waits until it goes to sleep /// in idle_loop(). Note that 'searching' and 'exit' should be already set. Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) { wait_for_search_finished(); } /// Thread destructor wakes up the thread in idle_loop() and waits /// for its termination. Thread should be already waiting. Thread::~Thread() { assert(!searching); exit = true; start_searching(); stdThread.join(); } /// Thread::clear() reset histories, usually before a new game void Thread::clear() { counterMoves.fill(MOVE_NONE); mainHistory.fill(0); captureHistory.fill(0); previousDepth = 0; for (bool inCheck : { false, true }) for (StatsType c : { NoCaptures, Captures }) for (auto& to : continuationHistory[inCheck][c]) for (auto& h : to) h->fill(-71); } /// Thread::start_searching() wakes up the thread that will start the search void Thread::start_searching() { std::lock_guard 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 lk(mutex); cv.wait(lk, [&]{ return !searching; }); } /// 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() { // If OS already scheduled us on a different group than 0 then don't overwrite // the choice, eventually we are one of many one-threaded processes running on // some Windows NUMA hardware, for instance in fishtest. To make it simple, // just check if running threads are below a threshold, in this case all this // NUMA machinery is not needed. if (Options["Threads"] > 8) WinProcGroup::bindThisThread(idx); while (true) { std::unique_lock lk(mutex); searching = false; cv.notify_one(); // Wake up anyone waiting for search finished cv.wait(lk, [&]{ return searching; }); if (exit) return; lk.unlock(); search(); } } /// ThreadPool::set() creates/destroys threads to match the requested number. /// Created and launched threads will immediately go to sleep in idle_loop. /// Upon resizing, threads are recreated to allow for binding if necessary. void ThreadPool::set(size_t requested) { if (size() > 0) // destroy any existing thread(s) { main()->wait_for_search_finished(); while (size() > 0) delete back(), pop_back(); } if (requested > 0) // create new thread(s) { push_back(new MainThread(0)); while (size() < requested) push_back(new Thread(size())); clear(); // Reallocate the hash with the new threadpool size TT.resize(size_t(Options["Hash"])); // Init thread number dependent search params. Search::init(); } } /// ThreadPool::clear() sets threadPool data to initial values void ThreadPool::clear() { for (Thread* th : *this) th->clear(); main()->callsCnt = 0; main()->bestPreviousScore = VALUE_INFINITE; main()->bestPreviousAverageScore = VALUE_INFINITE; main()->previousTimeReduction = 1.0; } /// 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, bool ponderMode) { main()->wait_for_search_finished(); main()->stopOnPonderhit = stop = false; increaseDepth = true; main()->ponder = ponderMode; Search::Limits = limits; Search::RootMoves rootMoves; for (const auto& m : MoveList(pos)) if ( limits.searchmoves.empty() || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m)) rootMoves.emplace_back(m); if (!rootMoves.empty()) Tablebases::rank_root_moves(pos, rootMoves); // After ownership transfer 'states' becomes empty, so if we stop the search // and call 'go' again without setting a new position states.get() == NULL. assert(states.get() || setupStates.get()); 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 they are set from // setupStates->back() later. The rootState is per thread, earlier states are shared // since they are read-only. for (Thread* th : *this) { th->nodes = th->tbHits = th->nmpMinPly = th->bestMoveChanges = 0; th->rootDepth = th->completedDepth = 0; th->rootMoves = rootMoves; th->rootPos.set(pos.fen(), pos.is_chess960(), &th->rootState, th); th->rootState = setupStates->back(); } main()->start_searching(); } Thread* ThreadPool::get_best_thread() const { Thread* bestThread = front(); std::map votes; Value minScore = VALUE_NONE; // Find minimum score of all threads for (Thread* th: *this) minScore = std::min(minScore, th->rootMoves[0].score); // Vote according to score and depth, and select the best thread auto thread_value = [minScore](Thread* th) { return (th->rootMoves[0].score - minScore + 14) * int(th->completedDepth); }; for (Thread* th : *this) votes[th->rootMoves[0].pv[0]] += thread_value(th); for (Thread* th : *this) if (abs(bestThread->rootMoves[0].score) >= VALUE_TB_WIN_IN_MAX_PLY) { // Make sure we pick the shortest mate / TB conversion or stave off mate the longest if (th->rootMoves[0].score > bestThread->rootMoves[0].score) bestThread = th; } else if ( th->rootMoves[0].score >= VALUE_TB_WIN_IN_MAX_PLY || ( th->rootMoves[0].score > VALUE_TB_LOSS_IN_MAX_PLY && ( votes[th->rootMoves[0].pv[0]] > votes[bestThread->rootMoves[0].pv[0]] || ( votes[th->rootMoves[0].pv[0]] == votes[bestThread->rootMoves[0].pv[0]] && thread_value(th) > thread_value(bestThread))))) bestThread = th; return bestThread; } /// Start non-main threads void ThreadPool::start_searching() { for (Thread* th : *this) if (th != front()) th->start_searching(); } /// Wait for non-main threads void ThreadPool::wait_for_search_finished() const { for (Thread* th : *this) if (th != front()) th->wait_for_search_finished(); } } // namespace Stockfish