mirror of
https://github.com/official-stockfish/Stockfish.git
synced 2026-07-22 12:47:08 +00:00
Stockfish appears to take too much time on the first move of a game and then not enough on moves 2,3,4... Probably caused by most of the factors that increase time usually applying on the first move. Attempts to give more time to the subsequent moves have not worked so far, but this change to simply reduce first move time by 5% worked. STC 10+0.1 : LLR: 2.96 (-2.94,2.94) <0.00,2.00> Total: 78496 W: 20516 L: 20135 D: 37845 Ptnml(0-2): 340, 8859, 20456, 9266, 327 https://tests.stockfishchess.org/tests/view/663d47bf507ebe1c0e9200ba LTC 60+0.6 : LLR: 2.95 (-2.94,2.94) <0.50,2.50> Total: 94872 W: 24179 L: 23751 D: 46942 Ptnml(0-2): 61, 9743, 27405, 10161, 66 https://tests.stockfishchess.org/tests/view/663e779cbb28828150dd9089 closes https://github.com/official-stockfish/Stockfish/pull/5235 Bench: 1876282
321 lines
11 KiB
C++
321 lines
11 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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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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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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#include "thread.h"
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#include <algorithm>
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#include <cassert>
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#include <deque>
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#include <memory>
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#include <unordered_map>
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#include <utility>
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#include <string>
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#include "misc.h"
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#include "movegen.h"
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#include "search.h"
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#include "syzygy/tbprobe.h"
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#include "timeman.h"
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#include "tt.h"
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#include "types.h"
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#include "ucioption.h"
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#include "uci.h"
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namespace Stockfish {
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// Constructor launches the thread and waits until it goes to sleep
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// in idle_loop(). Note that 'searching' and 'exit' should be already set.
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Thread::Thread(Search::SharedState& sharedState,
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std::unique_ptr<Search::ISearchManager> sm,
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size_t n) :
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worker(std::make_unique<Search::Worker>(sharedState, std::move(sm), n)),
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idx(n),
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nthreads(sharedState.options["Threads"]),
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stdThread(&Thread::idle_loop, this) {
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wait_for_search_finished();
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}
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// Destructor wakes up the thread in idle_loop() and waits
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// for its termination. Thread should be already waiting.
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Thread::~Thread() {
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assert(!searching);
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exit = true;
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start_searching();
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stdThread.join();
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}
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// Wakes up the thread that will start the search
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void Thread::start_searching() {
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mutex.lock();
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searching = true;
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mutex.unlock(); // Unlock before notifying saves a few CPU-cycles
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cv.notify_one(); // Wake up the thread in idle_loop()
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}
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// Blocks on the condition variable
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// until the thread has finished searching.
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void Thread::wait_for_search_finished() {
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std::unique_lock<std::mutex> lk(mutex);
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cv.wait(lk, [&] { return !searching; });
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}
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// Thread gets parked here, blocked on the
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// condition variable, when it has no work to do.
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void Thread::idle_loop() {
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// If OS already scheduled us on a different group than 0 then don't overwrite
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// the choice, eventually we are one of many one-threaded processes running on
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// some Windows NUMA hardware, for instance in fishtest. To make it simple,
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// just check if running threads are below a threshold, in this case, all this
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// NUMA machinery is not needed.
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if (nthreads > 8)
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WinProcGroup::bind_this_thread(idx);
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while (true)
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{
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std::unique_lock<std::mutex> lk(mutex);
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searching = false;
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cv.notify_one(); // Wake up anyone waiting for search finished
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cv.wait(lk, [&] { return searching; });
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if (exit)
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return;
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lk.unlock();
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worker->start_searching();
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}
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}
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Search::SearchManager* ThreadPool::main_manager() {
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return static_cast<Search::SearchManager*>(main_thread()->worker.get()->manager.get());
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}
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uint64_t ThreadPool::nodes_searched() const { return accumulate(&Search::Worker::nodes); }
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uint64_t ThreadPool::tb_hits() const { return accumulate(&Search::Worker::tbHits); }
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// Creates/destroys threads to match the requested number.
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// Created and launched threads will immediately go to sleep in idle_loop.
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// Upon resizing, threads are recreated to allow for binding if necessary.
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void ThreadPool::set(Search::SharedState sharedState,
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const Search::SearchManager::UpdateContext& updateContext) {
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if (threads.size() > 0) // destroy any existing thread(s)
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{
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main_thread()->wait_for_search_finished();
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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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const size_t requested = sharedState.options["Threads"];
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if (requested > 0) // create new thread(s)
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{
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auto manager = std::make_unique<Search::SearchManager>(updateContext);
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threads.push_back(new Thread(sharedState, std::move(manager), 0));
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while (threads.size() < requested)
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{
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auto null_manager = std::make_unique<Search::NullSearchManager>();
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threads.push_back(new Thread(sharedState, std::move(null_manager), threads.size()));
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}
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clear();
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main_thread()->wait_for_search_finished();
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// Reallocate the hash with the new threadpool size
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sharedState.tt.resize(sharedState.options["Hash"], requested);
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}
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}
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// Sets threadPool data to initial values
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void ThreadPool::clear() {
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for (Thread* th : threads)
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th->worker->clear();
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if (threads.size() == 0)
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return;
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main_manager()->callsCnt = 0;
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main_manager()->bestPreviousScore = VALUE_INFINITE;
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main_manager()->bestPreviousAverageScore = VALUE_INFINITE;
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main_manager()->originalPly = -1;
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main_manager()->previousTimeReduction = 1.0;
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main_manager()->tm.clear();
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}
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// Wakes up main thread waiting in idle_loop() and
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// returns immediately. Main thread will wake up other threads and start the search.
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void ThreadPool::start_thinking(const OptionsMap& options,
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Position& pos,
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StateListPtr& states,
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Search::LimitsType limits) {
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main_thread()->wait_for_search_finished();
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main_manager()->stopOnPonderhit = stop = abortedSearch = false;
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main_manager()->ponder = limits.ponderMode;
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increaseDepth = true;
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Search::RootMoves rootMoves;
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const auto legalmoves = MoveList<LEGAL>(pos);
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for (const auto& uciMove : limits.searchmoves)
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{
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auto move = UCIEngine::to_move(pos, uciMove);
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if (std::find(legalmoves.begin(), legalmoves.end(), move) != legalmoves.end())
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rootMoves.emplace_back(move);
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}
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if (rootMoves.empty())
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for (const auto& m : legalmoves)
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rootMoves.emplace_back(m);
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Tablebases::Config tbConfig = Tablebases::rank_root_moves(options, pos, rootMoves);
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// After ownership transfer 'states' becomes empty, so if we stop the search
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// and call 'go' again without setting a new position states.get() == nullptr.
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assert(states.get() || setupStates.get());
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if (states.get())
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setupStates = std::move(states); // Ownership transfer, states is now empty
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// We use Position::set() to set root position across threads. But there are
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// some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot
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// be deduced from a fen string, so set() clears them and they are set from
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// setupStates->back() later. The rootState is per thread, earlier states are shared
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// since they are read-only.
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for (Thread* th : threads)
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{
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th->worker->limits = limits;
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th->worker->nodes = th->worker->tbHits = th->worker->nmpMinPly =
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th->worker->bestMoveChanges = 0;
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th->worker->rootDepth = th->worker->completedDepth = 0;
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th->worker->rootMoves = rootMoves;
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th->worker->rootPos.set(pos.fen(), pos.is_chess960(), &th->worker->rootState);
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th->worker->rootState = setupStates->back();
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th->worker->tbConfig = tbConfig;
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}
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main_thread()->start_searching();
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}
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Thread* ThreadPool::get_best_thread() const {
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Thread* bestThread = threads.front();
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Value minScore = VALUE_NONE;
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std::unordered_map<Move, int64_t, Move::MoveHash> votes(
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2 * std::min(size(), bestThread->worker->rootMoves.size()));
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// Find the minimum score of all threads
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for (Thread* th : threads)
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minScore = std::min(minScore, th->worker->rootMoves[0].score);
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// Vote according to score and depth, and select the best thread
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auto thread_voting_value = [minScore](Thread* th) {
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return (th->worker->rootMoves[0].score - minScore + 14) * int(th->worker->completedDepth);
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};
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for (Thread* th : threads)
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votes[th->worker->rootMoves[0].pv[0]] += thread_voting_value(th);
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for (Thread* th : threads)
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{
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const auto bestThreadScore = bestThread->worker->rootMoves[0].score;
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const auto newThreadScore = th->worker->rootMoves[0].score;
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const auto& bestThreadPV = bestThread->worker->rootMoves[0].pv;
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const auto& newThreadPV = th->worker->rootMoves[0].pv;
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const auto bestThreadMoveVote = votes[bestThreadPV[0]];
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const auto newThreadMoveVote = votes[newThreadPV[0]];
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const bool bestThreadInProvenWin = bestThreadScore >= VALUE_TB_WIN_IN_MAX_PLY;
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const bool newThreadInProvenWin = newThreadScore >= VALUE_TB_WIN_IN_MAX_PLY;
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const bool bestThreadInProvenLoss =
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bestThreadScore != -VALUE_INFINITE && bestThreadScore <= VALUE_TB_LOSS_IN_MAX_PLY;
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const bool newThreadInProvenLoss =
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newThreadScore != -VALUE_INFINITE && newThreadScore <= VALUE_TB_LOSS_IN_MAX_PLY;
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// Note that we make sure not to pick a thread with truncated-PV for better viewer experience.
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const bool betterVotingValue =
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thread_voting_value(th) * int(newThreadPV.size() > 2)
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> thread_voting_value(bestThread) * int(bestThreadPV.size() > 2);
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if (bestThreadInProvenWin)
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{
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// Make sure we pick the shortest mate / TB conversion
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if (newThreadScore > bestThreadScore)
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bestThread = th;
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}
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else if (bestThreadInProvenLoss)
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{
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// Make sure we pick the shortest mated / TB conversion
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if (newThreadInProvenLoss && newThreadScore < bestThreadScore)
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bestThread = th;
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}
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else if (newThreadInProvenWin || newThreadInProvenLoss
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|| (newThreadScore > VALUE_TB_LOSS_IN_MAX_PLY
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&& (newThreadMoveVote > bestThreadMoveVote
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|| (newThreadMoveVote == bestThreadMoveVote && betterVotingValue))))
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bestThread = th;
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}
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return bestThread;
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}
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// Start non-main threads
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// Will be invoked by main thread after it has started searching
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void ThreadPool::start_searching() {
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for (Thread* th : threads)
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if (th != threads.front())
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th->start_searching();
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}
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// Wait for non-main threads
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void ThreadPool::wait_for_search_finished() const {
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for (Thread* th : threads)
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if (th != threads.front())
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th->wait_for_search_finished();
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}
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} // namespace Stockfish
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