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https://github.com/HChaZZY/Stockfish.git
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Do not modify alpha in split()
When calling split or we immediately return because unable to find available slaves, or we start searching on _all_ the moves of the node or until a cut-off occurs, so that when returning from split we immediately leave the moves loop. Because of this we don't need to change alpha inside split() and we can use a signature similar to search() so to better clarify that split() is actually a search on the remaining node's moves. No functional change with faked split. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -238,13 +238,13 @@ bool ThreadsManager::available_slave_exists(int master) const {
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// call search().When all threads have returned from search() then split() returns.
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template <bool Fake>
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void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const Value beta,
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Value* bestValue, Depth depth, Move threatMove,
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int moveCount, MovePicker* mp, int nodeType) {
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Value ThreadsManager::split(Position& pos, SearchStack* ss, Value alpha, Value beta,
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Value bestValue, Depth depth, Move threatMove,
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int moveCount, MovePicker* mp, int nodeType) {
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assert(pos.is_ok());
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assert(*bestValue >= -VALUE_INFINITE);
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assert(*bestValue <= *alpha);
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assert(*alpha < beta);
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assert(bestValue >= -VALUE_INFINITE);
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assert(bestValue <= alpha);
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assert(alpha < beta);
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assert(beta <= VALUE_INFINITE);
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assert(depth > DEPTH_ZERO);
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assert(pos.thread() >= 0 && pos.thread() < activeThreads);
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@@ -255,7 +255,7 @@ void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const V
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// If we already have too many active split points, don't split
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if (masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
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return;
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return bestValue;
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// Pick the next available split point object from the split point stack
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SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints];
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@@ -266,10 +266,10 @@ void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const V
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splitPoint.is_betaCutoff = false;
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splitPoint.depth = depth;
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splitPoint.threatMove = threatMove;
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splitPoint.alpha = *alpha;
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splitPoint.alpha = alpha;
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splitPoint.beta = beta;
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splitPoint.nodeType = nodeType;
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splitPoint.bestValue = *bestValue;
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splitPoint.bestValue = bestValue;
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splitPoint.mp = mp;
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splitPoint.moveCount = moveCount;
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splitPoint.pos = &pos;
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@@ -301,12 +301,12 @@ void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const V
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// We failed to allocate even one slave, return
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if (!Fake && !booked)
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return;
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return bestValue;
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masterThread.activeSplitPoints++;
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masterThread.splitPoint = &splitPoint;
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// Tell the threads that they have work to do. This will make them leave
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// Tell the threads that they have some work to do. This will make them leave
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// their idle loop.
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for (i = 0; i < activeThreads; i++)
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if (i == master || splitPoint.is_slave[i])
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@@ -328,9 +328,8 @@ void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const V
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idle_loop(master, &splitPoint);
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// We have returned from the idle loop, which means that all threads are
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// finished. Update alpha and bestValue, and return. Note that changing
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// state and decreasing activeSplitPoints is done under lock protection
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// to avoid a race with Thread::is_available_to().
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// finished. Note that changing state and decreasing activeSplitPoints is done
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// under lock protection to avoid a race with Thread::is_available_to().
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lock_grab(&threadsLock);
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masterThread.state = Thread::SEARCHING;
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@@ -339,11 +338,10 @@ void ThreadsManager::split(Position& pos, SearchStack* ss, Value* alpha, const V
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lock_release(&threadsLock);
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*alpha = splitPoint.alpha;
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*bestValue = splitPoint.bestValue;
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pos.set_nodes_searched(pos.nodes_searched() + splitPoint.nodes);
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return splitPoint.bestValue;
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}
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// Explicit template instantiations
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template void ThreadsManager::split<false>(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, int);
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template void ThreadsManager::split<true>(Position&, SearchStack*, Value*, const Value, Value*, Depth, Move, int, MovePicker*, int);
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template Value ThreadsManager::split<false>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
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template Value ThreadsManager::split<true>(Position&, SearchStack*, Value, Value, Value, Depth, Move, int, MovePicker*, int);
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