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1. The current time management system utilizes limits.inc and limits.time, which can represent either milliseconds or node count, depending on whether the nodestime option is active. There have been several modifications which brought Elo gain for typical uses (i.e. real-time matches), however some of these changes overlooked such distinction. This patch adjusts constants and multiplication/division to more accurately simulate real TC conditions when nodestime is used. 2. The advance_nodes_time function has a bug that can extend the time limit when availableNodes reaches exact zero. This patch fixes the bug by initializing the variable to -1 and make sure it does not go below zero. 3. elapsed_time function is newly introduced to print PV in the UCI output based on real time. This makes PV output more consistent with the behavior of trivial use cases. closes https://github.com/official-stockfish/Stockfish/pull/5186 No functional changes
323 lines
9.7 KiB
C++
323 lines
9.7 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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#ifndef SEARCH_H_INCLUDED
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#define SEARCH_H_INCLUDED
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#include <array>
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#include <atomic>
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#include <cassert>
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#include <cstddef>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "misc.h"
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#include "movepick.h"
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#include "position.h"
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#include "score.h"
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#include "syzygy/tbprobe.h"
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#include "timeman.h"
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#include "types.h"
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#include "nnue/nnue_accumulator.h"
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namespace Stockfish {
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namespace Eval::NNUE {
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struct Networks;
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}
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// Different node types, used as a template parameter
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enum NodeType {
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NonPV,
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PV,
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Root
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};
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class TranspositionTable;
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class ThreadPool;
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class OptionsMap;
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namespace Search {
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// Stack struct keeps track of the information we need to remember from nodes
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// shallower and deeper in the tree during the search. Each search thread has
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// its own array of Stack objects, indexed by the current ply.
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struct Stack {
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Move* pv;
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PieceToHistory* continuationHistory;
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int ply;
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Move currentMove;
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Move excludedMove;
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Move killers[2];
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Value staticEval;
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int statScore;
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int moveCount;
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bool inCheck;
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bool ttPv;
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bool ttHit;
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int cutoffCnt;
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};
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// RootMove struct is used for moves at the root of the tree. For each root move
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// we store a score and a PV (really a refutation in the case of moves which
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// fail low). Score is normally set at -VALUE_INFINITE for all non-pv moves.
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struct RootMove {
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explicit RootMove(Move m) :
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pv(1, m) {}
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bool extract_ponder_from_tt(const TranspositionTable& tt, Position& pos);
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bool operator==(const Move& m) const { return pv[0] == m; }
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// Sort in descending order
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bool operator<(const RootMove& m) const {
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return m.score != score ? m.score < score : m.previousScore < previousScore;
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}
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uint64_t effort = 0;
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Value score = -VALUE_INFINITE;
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Value previousScore = -VALUE_INFINITE;
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Value averageScore = -VALUE_INFINITE;
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Value uciScore = -VALUE_INFINITE;
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bool scoreLowerbound = false;
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bool scoreUpperbound = false;
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int selDepth = 0;
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int tbRank = 0;
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Value tbScore;
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std::vector<Move> pv;
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};
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using RootMoves = std::vector<RootMove>;
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// LimitsType struct stores information sent by the caller about the analysis required.
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struct LimitsType {
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// Init explicitly due to broken value-initialization of non POD in MSVC
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LimitsType() {
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time[WHITE] = time[BLACK] = inc[WHITE] = inc[BLACK] = npmsec = movetime = TimePoint(0);
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movestogo = depth = mate = perft = infinite = 0;
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nodes = 0;
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ponderMode = false;
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}
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bool use_time_management() const { return time[WHITE] || time[BLACK]; }
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std::vector<std::string> searchmoves;
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TimePoint time[COLOR_NB], inc[COLOR_NB], npmsec, movetime, startTime;
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int movestogo, depth, mate, perft, infinite;
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uint64_t nodes;
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bool ponderMode;
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Square capSq;
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};
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// The UCI stores the uci options, thread pool, and transposition table.
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// This struct is used to easily forward data to the Search::Worker class.
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struct SharedState {
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SharedState(const OptionsMap& optionsMap,
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ThreadPool& threadPool,
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TranspositionTable& transpositionTable,
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const Eval::NNUE::Networks& nets) :
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options(optionsMap),
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threads(threadPool),
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tt(transpositionTable),
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networks(nets) {}
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const OptionsMap& options;
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ThreadPool& threads;
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TranspositionTable& tt;
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const Eval::NNUE::Networks& networks;
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};
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class Worker;
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// Null Object Pattern, implement a common interface for the SearchManagers.
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// A Null Object will be given to non-mainthread workers.
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class ISearchManager {
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public:
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virtual ~ISearchManager() {}
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virtual void check_time(Search::Worker&) = 0;
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};
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struct InfoShort {
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int depth;
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Score score;
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};
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struct InfoFull: InfoShort {
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int selDepth;
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size_t multiPV;
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std::string_view wdl;
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std::string_view bound;
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size_t timeMs;
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size_t nodes;
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size_t nps;
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size_t tbHits;
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std::string_view pv;
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int hashfull;
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};
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struct InfoIteration {
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int depth;
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std::string_view currmove;
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size_t currmovenumber;
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};
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// SearchManager manages the search from the main thread. It is responsible for
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// keeping track of the time, and storing data strictly related to the main thread.
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class SearchManager: public ISearchManager {
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public:
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using UpdateShort = std::function<void(const InfoShort&)>;
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using UpdateFull = std::function<void(const InfoFull&)>;
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using UpdateIter = std::function<void(const InfoIteration&)>;
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using UpdateBestmove = std::function<void(std::string_view, std::string_view)>;
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struct UpdateContext {
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UpdateShort onUpdateNoMoves;
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UpdateFull onUpdateFull;
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UpdateIter onIter;
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UpdateBestmove onBestmove;
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};
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SearchManager(const UpdateContext& updateContext) :
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updates(updateContext) {}
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void check_time(Search::Worker& worker) override;
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void pv(const Search::Worker& worker,
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const ThreadPool& threads,
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const TranspositionTable& tt,
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Depth depth) const;
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Stockfish::TimeManagement tm;
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int callsCnt;
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std::atomic_bool ponder;
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std::array<Value, 4> iterValue;
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double previousTimeReduction;
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Value bestPreviousScore;
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Value bestPreviousAverageScore;
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bool stopOnPonderhit;
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size_t id;
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const UpdateContext& updates;
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};
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class NullSearchManager: public ISearchManager {
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public:
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void check_time(Search::Worker&) override {}
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};
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// Search::Worker is the class that does the actual search.
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// It is instantiated once per thread, and it is responsible for keeping track
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// of the search history, and storing data required for the search.
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class Worker {
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public:
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Worker(SharedState&, std::unique_ptr<ISearchManager>, size_t);
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// Called at instantiation to initialize Reductions tables
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// Reset histories, usually before a new game
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void clear();
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// Called when the program receives the UCI 'go' command.
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// It searches from the root position and outputs the "bestmove".
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void start_searching();
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bool is_mainthread() const { return thread_idx == 0; }
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// Public because they need to be updatable by the stats
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CounterMoveHistory counterMoves;
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ButterflyHistory mainHistory;
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CapturePieceToHistory captureHistory;
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ContinuationHistory continuationHistory[2][2];
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PawnHistory pawnHistory;
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CorrectionHistory correctionHistory;
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private:
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void iterative_deepening();
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// Main search function for both PV and non-PV nodes
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template<NodeType nodeType>
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Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth, bool cutNode);
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// Quiescence search function, which is called by the main search
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template<NodeType nodeType>
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Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth = 0);
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Depth reduction(bool i, Depth d, int mn, int delta);
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// Get a pointer to the search manager, only allowed to be called by the
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// main thread.
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SearchManager* main_manager() const {
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assert(thread_idx == 0);
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return static_cast<SearchManager*>(manager.get());
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}
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TimePoint elapsed() const;
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TimePoint elapsed_time() const;
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LimitsType limits;
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size_t pvIdx, pvLast;
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std::atomic<uint64_t> nodes, tbHits, bestMoveChanges;
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int selDepth, nmpMinPly;
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Value optimism[COLOR_NB];
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Position rootPos;
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StateInfo rootState;
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RootMoves rootMoves;
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Depth rootDepth, completedDepth;
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Value rootDelta;
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size_t thread_idx;
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// Reductions lookup table initialized at startup
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std::array<int, MAX_MOVES> reductions; // [depth or moveNumber]
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// The main thread has a SearchManager, the others have a NullSearchManager
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std::unique_ptr<ISearchManager> manager;
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Tablebases::Config tbConfig;
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const OptionsMap& options;
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ThreadPool& threads;
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TranspositionTable& tt;
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const Eval::NNUE::Networks& networks;
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// Used by NNUE
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Eval::NNUE::AccumulatorCaches refreshTable;
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friend class Stockfish::ThreadPool;
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friend class SearchManager;
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};
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} // namespace Search
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} // namespace Stockfish
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#endif // #ifndef SEARCH_H_INCLUDED
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