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stopOnPonderhit is used to stop search quickly on a ponderhit. It is set by mainThread as part of its time management. However, master employs it as a signal between mainThread and the UCI thread. This is not necessary, it is sufficient for the UCI thread to signal that pondering finished, and mainThread should do its usual time-keeping job, and in this case stop immediately. This patch implements this, removing stopOnPonderHit as an atomic variable from the ThreadPool, and moving it as a normal variable to mainThread, reducing its scope. In MainThread::check_time() the search is stopped immediately if ponder switches to false, and the variable stopOnPonderHit is set. Furthermore, ponder has been moved to mainThread, as the variable is only used to exchange signals between the UCI thread and mainThread. The version has been tested locally (as fishtest doesn't support ponder): Score of ponderSimp vs master: 2616 - 2528 - 8630 [0.503] 13774 Elo difference: 2.22 +/- 3.54 which indicates no regression. No functional change.
315 lines
10 KiB
C++
315 lines
10 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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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 <cassert>
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#include <iostream>
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#include <sstream>
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#include <string>
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#include "evaluate.h"
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#include "movegen.h"
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#include "position.h"
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#include "search.h"
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#include "thread.h"
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#include "timeman.h"
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#include "tt.h"
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#include "uci.h"
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#include "syzygy/tbprobe.h"
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using namespace std;
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extern vector<string> setup_bench(const Position&, istream&);
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namespace {
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// FEN string of the initial position, normal chess
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const char* StartFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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// position() is called when engine receives the "position" UCI command.
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// The function sets up the position described in the given FEN string ("fen")
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// or the starting position ("startpos") and then makes the moves given in the
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// following move list ("moves").
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void position(Position& pos, istringstream& is, StateListPtr& states) {
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Move m;
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string token, fen;
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is >> token;
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if (token == "startpos")
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{
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fen = StartFEN;
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is >> token; // Consume "moves" token if any
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}
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else if (token == "fen")
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while (is >> token && token != "moves")
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fen += token + " ";
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else
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return;
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states = StateListPtr(new std::deque<StateInfo>(1)); // Drop old and create a new one
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pos.set(fen, Options["UCI_Chess960"], &states->back(), Threads.main());
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// Parse move list (if any)
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while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE)
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{
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states->emplace_back();
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pos.do_move(m, states->back());
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}
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}
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// setoption() is called when engine receives the "setoption" UCI command. The
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// function updates the UCI option ("name") to the given value ("value").
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void setoption(istringstream& is) {
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string token, name, value;
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is >> token; // Consume "name" token
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// Read option name (can contain spaces)
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while (is >> token && token != "value")
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name += (name.empty() ? "" : " ") + token;
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// Read option value (can contain spaces)
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while (is >> token)
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value += (value.empty() ? "" : " ") + token;
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if (Options.count(name))
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Options[name] = value;
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else
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sync_cout << "No such option: " << name << sync_endl;
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}
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// go() is called when engine receives the "go" UCI command. The function sets
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// the thinking time and other parameters from the input string, then starts
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// the search.
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void go(Position& pos, istringstream& is, StateListPtr& states) {
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Search::LimitsType limits;
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string token;
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bool ponderMode = false;
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limits.startTime = now(); // As early as possible!
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while (is >> token)
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if (token == "searchmoves")
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while (is >> token)
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limits.searchmoves.push_back(UCI::to_move(pos, token));
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else if (token == "wtime") is >> limits.time[WHITE];
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else if (token == "btime") is >> limits.time[BLACK];
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else if (token == "winc") is >> limits.inc[WHITE];
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else if (token == "binc") is >> limits.inc[BLACK];
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else if (token == "movestogo") is >> limits.movestogo;
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else if (token == "depth") is >> limits.depth;
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else if (token == "nodes") is >> limits.nodes;
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else if (token == "movetime") is >> limits.movetime;
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else if (token == "mate") is >> limits.mate;
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else if (token == "perft") is >> limits.perft;
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else if (token == "infinite") limits.infinite = 1;
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else if (token == "ponder") ponderMode = true;
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Threads.start_thinking(pos, states, limits, ponderMode);
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}
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// bench() is called when engine receives the "bench" command. Firstly
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// a list of UCI commands is setup according to bench parameters, then
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// it is run one by one printing a summary at the end.
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void bench(Position& pos, istream& args, StateListPtr& states) {
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string token;
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uint64_t num, nodes = 0, cnt = 1;
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vector<string> list = setup_bench(pos, args);
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num = count_if(list.begin(), list.end(), [](string s) { return s.find("go ") == 0; });
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TimePoint elapsed = now();
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for (const auto& cmd : list)
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{
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istringstream is(cmd);
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is >> skipws >> token;
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if (token == "go")
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{
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cerr << "\nPosition: " << cnt++ << '/' << num << endl;
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go(pos, is, states);
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Threads.main()->wait_for_search_finished();
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nodes += Threads.nodes_searched();
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}
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else if (token == "setoption") setoption(is);
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else if (token == "position") position(pos, is, states);
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else if (token == "ucinewgame") Search::clear();
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}
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elapsed = now() - elapsed + 1; // Ensure positivity to avoid a 'divide by zero'
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dbg_print(); // Just before exiting
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cerr << "\n==========================="
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<< "\nTotal time (ms) : " << elapsed
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<< "\nNodes searched : " << nodes
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<< "\nNodes/second : " << 1000 * nodes / elapsed << endl;
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}
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} // namespace
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/// UCI::loop() waits for a command from stdin, parses it and calls the appropriate
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/// function. Also intercepts EOF from stdin to ensure gracefully exiting if the
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/// GUI dies unexpectedly. When called with some command line arguments, e.g. to
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/// run 'bench', once the command is executed the function returns immediately.
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/// In addition to the UCI ones, also some additional debug commands are supported.
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void UCI::loop(int argc, char* argv[]) {
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Position pos;
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string token, cmd;
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StateListPtr states(new std::deque<StateInfo>(1));
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auto uiThread = std::make_shared<Thread>(0);
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pos.set(StartFEN, false, &states->back(), uiThread.get());
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for (int i = 1; i < argc; ++i)
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cmd += std::string(argv[i]) + " ";
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do {
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if (argc == 1 && !getline(cin, cmd)) // Block here waiting for input or EOF
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cmd = "quit";
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istringstream is(cmd);
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token.clear(); // Avoid a stale if getline() returns empty or blank line
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is >> skipws >> token;
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if ( token == "quit"
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|| token == "stop")
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Threads.stop = true;
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// The GUI sends 'ponderhit' to tell us the user has played the expected move.
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// So 'ponderhit' will be sent if we were told to ponder on the same move the
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// user has played. We should continue searching but switch from pondering to
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// normal search.
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else if (token == "ponderhit")
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Threads.main()->ponder = false; // Switch to normal search
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else if (token == "uci")
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sync_cout << "id name " << engine_info(true)
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<< "\n" << Options
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<< "\nuciok" << sync_endl;
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else if (token == "setoption") setoption(is);
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else if (token == "go") go(pos, is, states);
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else if (token == "position") position(pos, is, states);
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else if (token == "ucinewgame") Search::clear();
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else if (token == "isready") sync_cout << "readyok" << sync_endl;
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// Additional custom non-UCI commands, mainly for debugging
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else if (token == "flip") pos.flip();
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else if (token == "bench") bench(pos, is, states);
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else if (token == "d") sync_cout << pos << sync_endl;
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else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl;
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else
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sync_cout << "Unknown command: " << cmd << sync_endl;
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} while (token != "quit" && argc == 1); // Command line args are one-shot
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}
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/// UCI::value() converts a Value to a string suitable for use with the UCI
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/// protocol specification:
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///
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/// cp <x> The score from the engine's point of view in centipawns.
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/// mate <y> Mate in y moves, not plies. If the engine is getting mated
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/// use negative values for y.
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string UCI::value(Value v) {
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assert(-VALUE_INFINITE < v && v < VALUE_INFINITE);
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stringstream ss;
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if (abs(v) < VALUE_MATE - MAX_PLY)
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ss << "cp " << v * 100 / PawnValueEg;
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else
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ss << "mate " << (v > 0 ? VALUE_MATE - v + 1 : -VALUE_MATE - v) / 2;
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return ss.str();
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}
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/// UCI::square() converts a Square to a string in algebraic notation (g1, a7, etc.)
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std::string UCI::square(Square s) {
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return std::string{ char('a' + file_of(s)), char('1' + rank_of(s)) };
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}
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/// UCI::move() converts a Move to a string in coordinate notation (g1f3, a7a8q).
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/// The only special case is castling, where we print in the e1g1 notation in
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/// normal chess mode, and in e1h1 notation in chess960 mode. Internally all
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/// castling moves are always encoded as 'king captures rook'.
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string UCI::move(Move m, bool chess960) {
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Square from = from_sq(m);
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Square to = to_sq(m);
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if (m == MOVE_NONE)
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return "(none)";
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if (m == MOVE_NULL)
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return "0000";
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if (type_of(m) == CASTLING && !chess960)
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to = make_square(to > from ? FILE_G : FILE_C, rank_of(from));
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string move = UCI::square(from) + UCI::square(to);
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if (type_of(m) == PROMOTION)
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move += " pnbrqk"[promotion_type(m)];
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return move;
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}
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/// UCI::to_move() converts a string representing a move in coordinate notation
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/// (g1f3, a7a8q) to the corresponding legal Move, if any.
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Move UCI::to_move(const Position& pos, string& str) {
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if (str.length() == 5) // Junior could send promotion piece in uppercase
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str[4] = char(tolower(str[4]));
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for (const auto& m : MoveList<LEGAL>(pos))
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if (str == UCI::move(m, pos.is_chess960()))
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return m;
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return MOVE_NONE;
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}
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