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stockfish/src/thread.cpp

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/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
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 <http://www.gnu.org/licenses/>.
*/
2012-01-16 13:20:13 -07:00
#include <cassert>
#include <iostream>
#include "movegen.h"
#include "search.h"
#include "thread.h"
#include "ucioption.h"
using namespace Search;
ThreadsManager Threads; // Global object
namespace { extern "C" {
// start_routine() is the C function which is called when a new thread
// is launched. It simply calls idle_loop() of the supplied thread. The first
// and last thread are special. First one is the main search thread while the
// last one mimics a timer, they run in main_loop() and timer_loop().
long start_routine(Thread* th) {
if (th->threadID == 0)
th->main_loop();
else if (th->threadID == MAX_THREADS)
th->timer_loop();
else
th->idle_loop(NULL);
return 0;
}
} }
// Thread::timer_loop() is where the timer thread waits maxPly milliseconds and
// then calls do_timer_event(). If maxPly is 0 thread sleeps until is woken up.
extern void check_time();
void Thread::timer_loop() {
while (!do_exit)
{
lock_grab(sleepLock);
timed_wait(sleepCond, sleepLock, maxPly ? maxPly : INT_MAX);
lock_release(sleepLock);
check_time();
}
}
// Thread::main_loop() is where the main thread is parked waiting to be started
// when there is a new search. Main thread will launch all the slave threads.
void Thread::main_loop() {
while (true)
{
lock_grab(sleepLock);
do_sleep = true; // Always return to sleep after a search
is_searching = false;
while (do_sleep && !do_exit)
{
cond_signal(Threads.sleepCond); // Wake up UI thread if needed
cond_wait(sleepCond, sleepLock);
}
lock_release(sleepLock);
if (do_exit)
return;
is_searching = true;
Search::think();
}
}
// Thread::wake_up() wakes up the thread, normally at the beginning of the search
// or, if "sleeping threads" is used, when there is some work to do.
void Thread::wake_up() {
lock_grab(sleepLock);
cond_signal(sleepCond);
lock_release(sleepLock);
}
// Thread::wait_for_stop_or_ponderhit() is called when the maximum depth is
// reached while the program is pondering. The point is to work around a wrinkle
// in the UCI protocol: When pondering, the engine is not allowed to give a
// "bestmove" before the GUI sends it a "stop" or "ponderhit" command. We simply
// wait here until one of these commands (that raise StopRequest) is sent and
// then return, after which the bestmove and pondermove will be printed.
void Thread::wait_for_stop_or_ponderhit() {
Signals.stopOnPonderhit = true;
lock_grab(sleepLock);
while (!Signals.stop)
cond_wait(sleepCond, sleepLock);
lock_release(sleepLock);
}
// cutoff_occurred() checks whether a beta cutoff has occurred in the current
// active split point, or in some ancestor of the split point.
bool Thread::cutoff_occurred() const {
for (SplitPoint* sp = curSplitPoint; sp; sp = sp->parent)
if (sp->cutoff)
return true;
return false;
}
// is_available_to() checks whether the thread is available to help the thread with
// threadID "master" at a split point. An obvious requirement is that thread must be
// idle. With more than two threads, this is not by itself sufficient: If the thread
// is the master of some active split point, it is only available as a slave to the
// threads which are busy searching the split point at the top of "slave"'s split
// point stack (the "helpful master concept" in YBWC terminology).
bool Thread::is_available_to(int master) const {
if (is_searching)
return false;
// Make a local copy to be sure doesn't become zero under our feet while
// testing next condition and so leading to an out of bound access.
int spCnt = splitPointsCnt;
// No active split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
return !spCnt || (splitPoints[spCnt - 1].slavesMask & (1ULL << master));
}
// read_uci_options() updates internal threads parameters from the corresponding
// UCI options. It is called before to start a new search.
void ThreadsManager::read_uci_options() {
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
useSleepingThreads = Options["Use Sleeping Threads"];
}
// set_size() changes the number of active threads and raises do_sleep flag for
// all the unused threads that will go immediately to sleep.
void ThreadsManager::set_size(int cnt) {
assert(cnt > 0 && cnt < MAX_THREADS);
activeThreads = cnt;
for (int i = 0; i < MAX_THREADS; i++)
if (i < activeThreads)
{
// Dynamically allocate pawn and material hash tables according to the
// number of active threads. This avoids preallocating memory for all
// possible threads if only few are used.
threads[i].pawnTable.init();
threads[i].materialTable.init();
threads[i].maxPly = 0;
threads[i].do_sleep = false;
if (!useSleepingThreads)
threads[i].wake_up();
}
else
threads[i].do_sleep = true;
}
// init() is called during startup. Initializes locks and condition variables
// and launches all threads sending them immediately to sleep.
void ThreadsManager::init() {
read_uci_options();
cond_init(sleepCond);
lock_init(splitLock);
// Allocate main thread tables to call evaluate() also when not searching
threads[0].pawnTable.init();
threads[0].materialTable.init();
// Create and launch all the threads, threads will go immediately to sleep
for (int i = 0; i <= MAX_THREADS; i++)
{
threads[i].is_searching = false;
threads[i].do_sleep = (i != 0); // Avoid a race with start_thinking()
threads[i].threadID = i;
lock_init(threads[i].sleepLock);
cond_init(threads[i].sleepCond);
for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
lock_init(threads[i].splitPoints[j].lock);
if (!thread_create(threads[i].handle, start_routine, threads[i]))
{
std::cerr << "Failed to create thread number " << i << std::endl;
::exit(EXIT_FAILURE);
}
}
}
// exit() is called to cleanly terminate the threads when the program finishes
void ThreadsManager::exit() {
for (int i = 0; i <= MAX_THREADS; i++)
{
assert(threads[i].do_sleep);
threads[i].do_exit = true; // Search must be already finished
threads[i].wake_up();
thread_join(threads[i].handle); // Wait for thread termination
lock_destroy(threads[i].sleepLock);
cond_destroy(threads[i].sleepCond);
for (int j = 0; j < MAX_SPLITPOINTS_PER_THREAD; j++)
lock_destroy(threads[i].splitPoints[j].lock);
}
lock_destroy(splitLock);
cond_destroy(sleepCond);
}
// available_slave_exists() tries to find an idle thread which is available as
// a slave for the thread with threadID 'master'.
bool ThreadsManager::available_slave_exists(int master) const {
assert(master >= 0 && master < activeThreads);
for (int i = 0; i < activeThreads; i++)
if (threads[i].is_available_to(master))
return true;
return false;
}
// split() does the actual work of distributing the work at a node between
// several available threads. If it does not succeed in splitting the node
// (because no idle threads are available, or because we have no unused split
// point objects), the function immediately returns. If splitting is possible, a
// SplitPoint object is initialized with all the data that must be copied to the
// helper threads and then helper threads are told that they have been assigned
// work. This will cause them to instantly leave their idle loops and call
// search(). When all threads have returned from search() then split() returns.
template <bool Fake>
Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
Value bestValue, Move* bestMove, Depth depth,
Move threatMove, int moveCount, MovePicker* mp, int nodeType) {
assert(pos.pos_is_ok());
assert(bestValue > -VALUE_INFINITE);
assert(bestValue <= alpha);
assert(alpha < beta);
assert(beta <= VALUE_INFINITE);
assert(depth > DEPTH_ZERO);
assert(pos.thread() >= 0 && pos.thread() < activeThreads);
assert(activeThreads > 1);
int master = pos.thread();
Thread& masterThread = threads[master];
if (masterThread.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)
return bestValue;
// Pick the next available split point from the split point stack
SplitPoint* sp = &masterThread.splitPoints[masterThread.splitPointsCnt++];
sp->parent = masterThread.curSplitPoint;
sp->master = master;
sp->cutoff = false;
sp->slavesMask = 1ULL << master;
sp->depth = depth;
sp->bestMove = *bestMove;
sp->threatMove = threatMove;
sp->alpha = alpha;
sp->beta = beta;
sp->nodeType = nodeType;
sp->bestValue = bestValue;
sp->mp = mp;
sp->moveCount = moveCount;
sp->pos = &pos;
sp->nodes = 0;
sp->ss = ss;
assert(masterThread.is_searching);
masterThread.curSplitPoint = sp;
int slavesCnt = 0;
// Try to allocate available threads and ask them to start searching setting
// is_searching flag. This must be done under lock protection to avoid concurrent
// allocation of the same slave by another master.
lock_grab(sp->lock);
lock_grab(splitLock);
for (int i = 0; i < activeThreads && !Fake; i++)
if (threads[i].is_available_to(master))
{
sp->slavesMask |= 1ULL << i;
threads[i].curSplitPoint = sp;
threads[i].is_searching = true; // Slave leaves idle_loop()
if (useSleepingThreads)
threads[i].wake_up();
if (++slavesCnt + 1 >= maxThreadsPerSplitPoint) // Master is always included
break;
}
lock_release(splitLock);
lock_release(sp->lock);
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its is_searching flag is set.
// We pass the split point as a parameter to the idle loop, which means that
// the thread will return from the idle loop when all slaves have finished
// their work at this split point.
if (slavesCnt || Fake)
{
masterThread.idle_loop(sp);
// In helpful master concept a master can help only a sub-tree of its split
// point, and because here is all finished is not possible master is booked.
assert(!masterThread.is_searching);
}
// We have returned from the idle loop, which means that all threads are
// finished. Note that setting is_searching and decreasing splitPointsCnt is
// done under lock protection to avoid a race with Thread::is_available_to().
lock_grab(sp->lock); // To protect sp->nodes
lock_grab(splitLock);
masterThread.is_searching = true;
masterThread.splitPointsCnt--;
masterThread.curSplitPoint = sp->parent;
pos.set_nodes_searched(pos.nodes_searched() + sp->nodes);
*bestMove = sp->bestMove;
lock_release(splitLock);
lock_release(sp->lock);
return sp->bestValue;
}
// Explicit template instantiations
template Value ThreadsManager::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
template Value ThreadsManager::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker*, int);
// ThreadsManager::set_timer() is used to set the timer to trigger after msec
// milliseconds. If msec is 0 then timer is stopped.
void ThreadsManager::set_timer(int msec) {
Thread& timer = threads[MAX_THREADS];
lock_grab(timer.sleepLock);
timer.maxPly = msec;
cond_signal(timer.sleepCond); // Wake up and restart the timer
lock_release(timer.sleepLock);
}
// ThreadsManager::start_thinking() is used by UI thread to wake up the main
// thread parked in main_loop() and starting a new search. If asyncMode is true
// then function returns immediately, otherwise caller is blocked waiting for
// the search to finish.
void ThreadsManager::start_thinking(const Position& pos, const LimitsType& limits,
const std::set<Move>& searchMoves, bool async) {
Thread& main = threads[0];
lock_grab(main.sleepLock);
// Wait main thread has finished before to launch a new search
while (!main.do_sleep)
cond_wait(sleepCond, main.sleepLock);
// Copy input arguments to initialize the search
RootPosition.copy(pos, 0);
Limits = limits;
RootMoves.clear();
// Populate RootMoves with all the legal moves (default) or, if a searchMoves
// set is given, with the subset of legal moves to search.
for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
if (searchMoves.empty() || searchMoves.count(ml.move()))
RootMoves.push_back(RootMove(ml.move()));
// Reset signals before to start the new search
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
main.do_sleep = false;
cond_signal(main.sleepCond); // Wake up main thread and start searching
if (!async)
while (!main.do_sleep)
cond_wait(sleepCond, main.sleepLock);
lock_release(main.sleepLock);
}
// ThreadsManager::stop_thinking() is used by UI thread to raise a stop request
// and to wait for the main thread finishing the search. Needed to wait exiting
// and terminate the threads after a 'quit' command.
void ThreadsManager::stop_thinking() {
Thread& main = threads[0];
Search::Signals.stop = true;
lock_grab(main.sleepLock);
cond_signal(main.sleepCond); // In case is waiting for stop or ponderhit
while (!main.do_sleep)
cond_wait(sleepCond, main.sleepLock);
lock_release(main.sleepLock);
}