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https://github.com/official-stockfish/Stockfish.git
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Merge branch 'master' into cluster
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+74
-102
@@ -1,6 +1,6 @@
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/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2023 The Stockfish developers (see AUTHORS file)
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Copyright (C) 2004-2024 The Stockfish developers (see AUTHORS file)
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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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@@ -21,129 +21,101 @@
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#include <atomic>
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#include <condition_variable>
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include <mutex>
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#include <thread>
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#include <vector>
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#include "cluster.h"
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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_osx.h"
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namespace Stockfish {
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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 OptionsMap;
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using Value = int;
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// Abstraction of a thread. It contains a pointer to the worker and a native thread.
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// After construction, the native thread is started with idle_loop()
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// waiting for a signal to start searching.
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// When the signal is received, the thread starts searching and when
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// the search is finished, it goes back to idle_loop() waiting for a new signal.
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class Thread {
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public:
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Thread(Search::SharedState&, std::unique_ptr<Search::ISearchManager>, size_t);
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virtual ~Thread();
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std::mutex mutex;
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std::condition_variable 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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NativeThread stdThread;
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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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size_t id() const { return idx; }
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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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size_t id() const { return idx; }
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std::unique_ptr<Search::Worker> worker;
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Pawns::Table pawnsTable;
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Material::Table materialTable;
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size_t pvIdx, pvLast;
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std::atomic<uint64_t> nodes, tbHits, TTsaves, bestMoveChanges;
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int selDepth, nmpMinPly;
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Value bestValue, optimism[COLOR_NB];
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Position rootPos;
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StateInfo rootState;
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Search::RootMoves rootMoves;
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Depth rootDepth, completedDepth;
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Value rootDelta;
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CounterMoveHistory counterMoves;
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ButterflyHistory mainHistory;
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CapturePieceToHistory captureHistory;
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ContinuationHistory continuationHistory[2][2];
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#ifdef USE_MPI
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struct {
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std::mutex mutex;
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Cluster::TTCache<Cluster::TTCacheSize> buffer = {};
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} ttCache;
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#endif
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private:
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std::mutex mutex;
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std::condition_variable cv;
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size_t idx, nthreads;
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bool exit = false, searching = true; // Set before starting std::thread
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NativeThread stdThread;
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};
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/// MainThread is a derived class specific for main thread
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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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class ThreadPool {
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struct MainThread : public Thread {
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public:
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~ThreadPool() {
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// destroy any existing thread(s)
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if (threads.size() > 0)
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{
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main_thread()->wait_for_search_finished();
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using Thread::Thread;
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while (threads.size() > 0)
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delete threads.back(), threads.pop_back();
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}
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}
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void search() override;
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void check_time();
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void start_thinking(const OptionsMap&, Position&, StateListPtr&, Search::LimitsType);
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void clear();
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void set(Search::SharedState);
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double previousTimeReduction;
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Value bestPreviousScore;
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Value bestPreviousAverageScore;
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Value iterValue[4];
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int callsCnt;
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bool stopOnPonderhit;
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std::atomic_bool ponder;
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Search::SearchManager* main_manager();
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Thread* main_thread() const { return threads.front(); }
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uint64_t nodes_searched() const;
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uint64_t tb_hits() const;
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uint64_t TT_saves() const;
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Thread* get_best_thread() const;
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void start_searching();
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void wait_for_search_finished() const;
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std::atomic_bool stop, abortedSearch, increaseDepth;
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auto cbegin() const noexcept { return threads.cbegin(); }
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auto begin() noexcept { return threads.begin(); }
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auto end() noexcept { return threads.end(); }
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auto cend() const noexcept { return threads.cend(); }
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auto size() const noexcept { return threads.size(); }
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auto empty() const noexcept { return threads.empty(); }
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private:
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StateListPtr setupStates;
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std::vector<Thread*> threads;
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uint64_t accumulate(std::atomic<uint64_t> Search::Worker::*member) const {
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uint64_t sum = 0;
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for (Thread* th : threads)
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sum += (th->worker.get()->*member).load(std::memory_order_relaxed);
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return sum;
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}
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};
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} // namespace Stockfish
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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 {
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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*>(threads.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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uint64_t TT_saves() const { return accumulate(&Thread::TTsaves); }
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Thread* get_best_thread() const;
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void start_searching();
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void wait_for_search_finished() const;
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std::atomic_bool stop, increaseDepth;
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auto cbegin() const noexcept { return threads.cbegin(); }
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auto begin() noexcept { return threads.begin(); }
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auto end() noexcept { return threads.end(); }
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auto cend() const noexcept { return threads.cend(); }
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auto size() const noexcept { return threads.size(); }
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auto empty() const noexcept { return threads.empty(); }
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private:
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StateListPtr setupStates;
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std::vector<Thread*> threads;
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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 : threads)
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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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} // namespace Stockfish
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#endif // #ifndef THREAD_H_INCLUDED
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#endif // #ifndef THREAD_H_INCLUDED
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