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Refactor global variables
This aims to remove some of the annoying global structure which Stockfish has. Overall there is no major elo regression to be expected. Non regression SMP STC (paused, early version): https://tests.stockfishchess.org/tests/view/65983d7979aa8af82b9608f1 LLR: 0.23 (-2.94,2.94) <-1.75,0.25> Total: 76232 W: 19035 L: 19096 D: 38101 Ptnml(0-2): 92, 8735, 20515, 8690, 84 Non regression STC (early version): https://tests.stockfishchess.org/tests/view/6595b3a479aa8af82b95da7f LLR: 2.93 (-2.94,2.94) <-1.75,0.25> Total: 185344 W: 47027 L: 46972 D: 91345 Ptnml(0-2): 571, 21285, 48943, 21264, 609 Non regression SMP STC: https://tests.stockfishchess.org/tests/view/65a0715c79aa8af82b96b7e4 LLR: 2.94 (-2.94,2.94) <-1.75,0.25> Total: 142936 W: 35761 L: 35662 D: 71513 Ptnml(0-2): 209, 16400, 38135, 16531, 193 These global structures/variables add hidden dependencies and allow data to be mutable from where it shouldn't it be (i.e. options). They also prevent Stockfish from internal selfplay, which would be a nice thing to be able to do, i.e. instantiate two Stockfish instances and let them play against each other. It will also allow us to make Stockfish a library, which can be easier used on other platforms. For consistency with the old search code, `thisThread` has been kept, even though it is not strictly necessary anymore. This the first major refactor of this kind (in recent time), and future changes are required, to achieve the previously described goals. This includes cleaning up the dependencies, transforming the network to be self contained and coming up with a plan to deal with proper tablebase memory management (see comments for more information on this). The removal of these global structures has been discussed in parts with Vondele and Sopel. closes https://github.com/official-stockfish/Stockfish/pull/4968 No functional change
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@@ -19,30 +19,47 @@
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#include "timeman.h"
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include <cstdint>
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#include "search.h"
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#include "uci.h"
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#include "ucioption.h"
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namespace Stockfish {
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TimeManagement Time; // Our global time management object
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TimePoint TimeManagement::optimum() const { return optimumTime; }
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TimePoint TimeManagement::maximum() const { return maximumTime; }
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TimePoint TimeManagement::elapsed(size_t nodes) const {
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return useNodesTime ? TimePoint(nodes) : now() - startTime;
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}
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void TimeManagement::clear() {
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availableNodes = 0; // When in 'nodes as time' mode
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}
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void TimeManagement::advance_nodes_time(std::int64_t nodes) {
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assert(useNodesTime);
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availableNodes += nodes;
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}
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// Called at the beginning of the search and calculates
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// the bounds of time allowed for the current game ply. We currently support:
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// 1) x basetime (+ z increment)
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// 2) x moves in y seconds (+ z increment)
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void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
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void TimeManagement::init(Search::LimitsType& limits,
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Color us,
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int ply,
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const OptionsMap& options) {
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// If we have no time, no need to initialize TM, except for the start time,
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// which is used by movetime.
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startTime = limits.startTime;
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if (limits.time[us] == 0)
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return;
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TimePoint moveOverhead = TimePoint(Options["Move Overhead"]);
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TimePoint npmsec = TimePoint(Options["nodestime"]);
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TimePoint moveOverhead = TimePoint(options["Move Overhead"]);
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TimePoint npmsec = TimePoint(options["nodestime"]);
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// optScale is a percentage of available time to use for the current move.
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// maxScale is a multiplier applied to optimumTime.
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@@ -54,6 +71,8 @@ void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
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// must be much lower than the real engine speed.
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if (npmsec)
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{
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useNodesTime = true;
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if (!availableNodes) // Only once at game start
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availableNodes = npmsec * limits.time[us]; // Time is in msec
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@@ -100,7 +119,7 @@ void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
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maximumTime =
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TimePoint(std::min(0.84 * limits.time[us] - moveOverhead, maxScale * optimumTime)) - 10;
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if (Options["Ponder"])
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if (options["Ponder"])
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optimumTime += optimumTime / 4;
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}
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