After 6K games at 60" + 0.1 on QUAD with 4 threads
this implementation fails to show a measurable increase,
result is well within error bar.
Perhaps with 8 or more threads resut is better but we
don't have the hardware to test. So retire for now and
in case re-add in the future if it proves good on big
machines.
The only good news is that we don't have a regression and
implementation is stable and bug-free, so could be reused
somewhere in the future.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
The check for detecting when a split point has all the
slaves still running is done with:
slavesMask == allSlavesMask
When a thread reparents, slavesMask is increased, then, if
the same thread finishes, because there are no more moves,
slavesMask returns to original value and the above condition
returns to be true. So that the just finished thread immediately
reparents again with the same split point, then starts and
then immediately exits in a tight loop that ends only when a
second slave finishes, so that slavesMask decrements and the
condition becomes false. This gives a spurious and anomaly
high number of faked reparents.
With this patch, that rewrites the logic to avoid this pitfall,
the reparenting success rate drops to a more realistical 5-10%
for 4 threads case.
As a side effect note that now there is no more the limit of
maxThreadsPerSplitPoint when reparenting.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Check for a cutoff occurred also high in
the tree and not only at current split
point.
This avoids some more wasted reparenting.
No functional chnage.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is more correct given what the function does. In
particular single_bit() returns true also in case of
empty bitboards.
Of course also the usual renaming while there :-)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Instead of reparenting to oldest split point, try to reparent
to latest. The nice thing here is that we can use the YBWC
helpful master condition to allow the reparenting of a split
point master as long as is reparented to one of its slaves.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
And update master->splitPointsCnt under lock
protection. Not stricly necessary because
single_bit() condition takes care of false
positives anyhow, but it is a bit tricky and
moving under lock is the most natural thing
to do to avoid races with "reparenting".
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
In Young Brothers Wait Concept (YBWC) available slaves are
booked by the split point master, then start to search below
the assigned split point and, once finished, return in idle
state waiting to be booked by another master.
This patch introduces "Active Reparenting" so that when a
slave finishes its job on the assigned split point, instead
of passively waiting to be booked, searches a suitable active
split point and reprents itselfs to that split point. Then
immediately starts to search below the split point in exactly
the same way of the others split point's slaves. This reduces
to zero the time waiting in idle loop and should increase
scalability especially whit many (8 or more) cores.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Apart from the semplification it is now more clear that
the actual Tempo added was half of the indicated score.
This is becuase at start compute_psq_score() added half
Tempo unit and in do_move() white/black were respectively
adding/subtracting one Tempo unit.
Now we have directly halved Tempo constant and everything
is more clear.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is still enabled during fixed limit search so to
use it during fixed depth/nodes/time matches.
Bug reported by Daylen.
No functional changes.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Shrinking from [16] to [2][2] is able to speedup
perft of start position of almost 5% !
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Shrink dimensions of the biggest stack consumers arrays.
In particular movesSearched[] can be safely shrinked
without any impact on strenght or risk of crashing.
Also MAX_PLY can be reverted to 100 with almost no impact
so to limit search recursion and hence stack allocation.
A different case is for MAX_MOVES (used by Movepicker's
moves[]), because we know that do exsist some artificial
position with about 220 legal moves, so in those cases SF
will crash. Anyhow these cases are never found in games.
An open risk remains perft, especially run above handcrafted
positions.
This patch originates from a report by Daylen that found
SF crashing on his Mac OS X 10.7.3 while in deep analysys
on the following position:
8/3Q1pk1/5p2/4r3/5K2/8/8/8 w - - 0 1
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Now a fen file with Chess960 positions is
correctly parsed. But it is mandatory to set
"UCI_Chess960" option _before_ to call bench.
Note that this was not needed/possible before
adding the possibility to call 'bench' from
command prompt.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Now that we can call bench on current position
we can directly use it to perform our perft.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Now that we can call bench from command prompt
has a sense to teach bench to run the current
set position. To do this is enough to call bench
with 'current' as fen source parameter.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
After extensive test Gary says:
"So, after 16k games at 10"+1" on an i7, the undefended rook test
looks to be not good (albeit by a very small margin).
3063 - 3093 - 9844 (-1).
I doubt that is causing the regression, but even so, it looks like
it's not worth keeping, and we can go back to the simpler undefended
minors check."
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Unfortunatly accessing thread local variable
is much slower than object data (see previous
patch log msg), so we have to revert to old code
to avoid speed regression.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Much faster then pthread_getspecific() but still a
speed regression against the original code.
Following are the nps on a bench:
Position
454165
454838
455433
tls
441046
442767
442767
ms (Win)
450521
447510
451105
ms (pthread)
422115
422115
424276
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
After we release the SplitPoint lock the master, suppose
is main thread, can safely return and if a "quit" command
is pending, main thread exits and associated Thread object
is freed. So when we access master->is_searching a crash
occurs.
I have never found such a race that is of course very rare
becuase assumes that from lock releasing we go to sleep for
a time long enough for the main thread to end the search and
return. But you can never know, and anyhow a race is a race.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
So to avoid a crash when setting the moves in
UCI "position startpos moves ...." command.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
But use the newly introduced local storage
for this. A good code semplification and also
the correct way to go.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use thread local storage to store a pointer to the thread we
are running on. This will allow to remove thread info from
Position class.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
With this change sources are fully endianess
independent, so we can simplify the Makefile.
Somewhat surprisingly we don't have any speed
regression !
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Erroneusly adds default positions to the fens
loaded from external file.
Bug introduced in adb71b8096
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
The 2 overload functions map() accept a pointer to
EndgameBase<Value> or a pointer to EndgameBase<ScaleFactor>.
Because Endgame<E> is derived from one of them we can
directly use a pointer to this class to resolve the
overload as is needed in Endgames::add().
Also made class Endgames fully parametrized and no more
hardcoded to the types (Value or ScaleFactor) of endgames
stored.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
A std::set (that is a rb_tree) seems really
overkill to store at most a handful of moves
and nothing in the common case.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is possible to start with 'stockfish', then from
command prompt type 'bench' and SF will do what you expect.
Old behaviour is anyhow preserved. As a bonus we can now
start from command line any UCI command understood by
Stockfish. The difference is that after execution of a
command from arguments SF quits, while at the end of the
same command from prompt SF stays in UCI loop.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Allows some code semplification and avoids directly
allocation and managing heap memory.
Also the usual renaming while there.
No functional change and no speed regression.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
In particualr before to wake up main thread that
could take some random time. Until we don't reset
search time we are not able to correctly track
the elapsed search time and this can be dangerous
under extreme time pressure.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We need to wake up main thread if it is sleeping
waiting for stop or ponderhit, so we cannot skip
calling wait_for_search_finished().
Found by Othello1984.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
In this case SF stop searching and goes sleeping
waiting for a stop / ponderhit before to return
best move. So when a "stop" arrives we need to wake
up the main thread again.
Another regression introduced by 3aa471f2a9,
hopefully the last one.
Thanks to Otello1984 to reporting this.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Renamed stuff and added comments. The aim is to make more
readable, at least by me ;-) , this newly added part of code.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Incredible typo from my side!
The 2 tables are completely different, one counts 1s the
other returns the msb position. Even more incredible
the 'stockfish bench' command returns the same number
of nodes!!!
Spotted by Justin Blanchard.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Add more detailed pawn shelter/storm evaluation
After 10670 games at 10"+0.05
Mod vs Orig 2277 - 1941 - 6452 ELO +11 !!!
The first real increase since 2.2.2, congratulations Gary !!!
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Fixes a not so rare crash (once every 100 games)
newly introduced. Unfortunatly I am still not
able to figure out why :-(
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
There is no need to "invent" different names
from the original UCI parameters.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Penalty for undefended rook
Almost no change at longer TC, but perhaps there
is a tiny increase....
After 17522 games at 10"+0.05
Mod vs Orig 3064 - 2967 - 11491 ELO +2
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
When quitting we should avoid RootPosition to be
destroyed while threads are still running, leading
to a crash. In case of a "stop" or "ponderhit"
command there is no need for the UI thread to wait.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
And add final touches to this long patch series.
All the series has been verified against regression with
20K games at fast TC.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We have a clash with start_fn defined both as a
Thread memeber and as a function pointer type in
pthread_create().
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We cannot set do_sleep flag of main thread before
"bestmove" is sent to GUI, otherwise GUI could send
immediately the next "go" command that triggers
start_thinking() and because do_sleep is set UI
thread resets the flag to launch a new search. But
when shortly after main thread returns to main_loop()
flag is incorrectly reset and main thread goes to sleep
hanging the engine.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We store pointers instead of Thread objects because
Thread is not copy-constructible nor copy-assignable
and default ones are not suitable. So we cannot store
directly in a std::vector.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Associate platform OS thread to the Thread class instead of
creating it from ThreadsManager.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Split the data allocation, now done (mostly once)
in read_uci_options(), from the wake up and sleeping
of the slave threads upon entering/exiting the search.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It seems is the cause of strange and rare hangs
reported by some users where Stockfish stops
responding to GUI. It is not clear why but for
the moment revert the patch.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Not correct warning about use of an uninitialized
variable. The warning is not correct becuase we can
never reach the warned code when in SpNode, anyhow
the fix is simple.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
A somewhat tricky function pointer cast allows us
to move the platform specifics to lock.h, the cast
is tricky because return type is not the same of the
casted function in Linux (for Windows return type is
a DWORD that is a long) but this should not be a
problem as long as the size is the same;
From: http://stackoverflow.com/questions/188839/function-pointer-cast-to-different-signature
"OpenSSL was only casting functions pointers to
other function types taking and returning the same
number of values of the same exact sizes, and this
(assuming you're not dealing with floating-point)
happens to be safe across all the platforms and
calling conventions I know of. However, anything
else is potentially unsafe."
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This should avoid some aliasing issues
with TT table access.
After 3913 games at 10"+0.05
Mod vs Orig 662 - 651 - 2600 ELO +0 (+- 6.4)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We need splitted Tie classes because MSVC stream library
takes a lock on buffer both on reading and on writing and
this causes an hang because, while searching, the I/O
thread is locked on getline() and when main thread is
trying to std::cout() something it blocks on the same
lock waiting for I/O thread getting some input and
releasing the lock.
The solution is to use separated streambuf objects for
cin and cout.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
A big code simplification and cruft removing, make
Logger class a singleton and fully self conteined.
Also add direction indicators (">>" and "<<") to
better differentiate input and output lines in the
log file.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Using "o" as a parameter with the on_xxx(const UICOption& o)
functions is a bit dangerous because of confusion with "0".
Suggested by Rein Halbersma.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Some trial was needed to find the correct recipe but now
we log both stdin and stdout to file "io_log.txt".
Link http://spec.winprog.org/streams/ was very useful
to understand the details of iostreams implementation.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
By means of "Use Debug Log" UCI option it is possible to toggle
the logging of std::cout to file "out.txt" while preserving
the usual output to stdout. There is zero overhead when logging
is disabled and we achieved this without changing a single line
of exsisting code, in particular we still use std::cout as usual.
The idea and part of the code comes from this article:
http://groups.google.com/group/comp.lang.c++/msg/1d941c0f26ea0d81
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
In particular before initialization. So that SF
seems more snappy at startup.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
As it was in Glaurung times. Also rearranged order
so that byTypeBB[0] is accessed before byTypeBB[x]
to be more cache friendly. It seems there is even
a small speedup.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Also some microoptimizations, were there from ages
but hidden: the renaming suddendly made them visible!
This is a good example of how better naming lets you write
better code. Naming is really a kind of black art!
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Stick to UCI protocol that says:
* by default all the opening book handling is done by the GUI,
but there is an option for the engine to use its own book
("OwnBook" option, see below)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
UCI protocol it is not clear about what the engine
should be supposed to do when "ucinewgame" is
received. Stockfish simply sets the position to
start FEN, but it is redundant becuase the GUI always
resends the position after "ucinewgame" command, so
it seems we can safely ignore that command.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
When a button fires UCIOption::operator=() is called and from
there the on_change() function. Now it happens that in case of
a button the on_change() function resets option's value to
"false" triggering again UCIOption::operator=() that calls again
on_change() and so on in an endless loop that is experienced
by the user as an application hang.
Rework the button logic to fix the issue and also be more clear
about how button works.
Reported by several people working with Scid and tracked down
to the "Clear Hash" UCI button by Steven Atkinson.
Bug recently introduced by 2ef5b4066e.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Now we are forced to just use C++ iostream becuase
buffers are independent and using C library functions
like printf() or scanf() could yield to issues.
Speed up of about 1%.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Result of t.time * 1000 should be a 64 bit value, not an int.
Bug reported by several users.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Fine tune newly introduced pinner bonus score:
After 34696 games at 2"+0.05
Mod vs Orig 7474 - 7087 - 20135 ELO +3 (+- 2.4)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
So to be done only once at startup and in the (unlikely)
cases that a relevant UCI parameter is changed, instead
of doing it at the beginning of each search.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Introduce 'on change' actions that are triggered as soon as
an UCI option is changed by the GUI. This allows to set hash
size before to start the game, helpful especially on very fast
TC and big TT size.
As a side effect remove the 'button' type option, that now
is managed as a 'check' type.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Self-documenting code instead of a tricky
bitwise tweak, not known by everybody.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Add a bonus if a slider is pinning an enemy piece.
Idea from Critter.
After 27443 games at 2"+0.05
Mod vs Orig 5900 - 5518 - 16025 ELO +4 (+- 2.7)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Introduce and use a new Time class designed after
QTime, from Qt framework. Should be a more clear and
self documented code.
As an added benefit we now use 64 bits internally to get
millisecs from system time. This avoids to wrap around
to 0 every 2^32 milliseconds, which is 49.71 days.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Visual Studio 11 is worried that shift result could
overflow an integer, this is impossible becuase max
value of the shift is 4, but compiler cannot know it.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Pre compute castle path so to quickly test
for impeded rule.
This speeds up perft on starting position
of more than 2%.
No functional change
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Fix this warning with MSVC 64 bits:
warning C4244: '=' : conversion from 'std::streampos' to 'size_t',
possible loss of data
Point is that std::streampos could be negative, while size_t
is always non-negative.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>