Beispiel #1
0
void ThreadPool::start_thinking(const Position& pos, StateListPtr& states,
                                const Search::LimitsType& limits) {

  main()->wait_for_search_finished();

  Search::Signals.stopOnPonderhit = Search::Signals.stop = false;
  Search::Limits = limits;
  Search::RootMoves rootMoves;

  for (const auto& m : MoveList<LEGAL>(pos))
      if (   limits.searchmoves.empty()
          || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
          rootMoves.push_back(Search::RootMove(m));

  // After ownership transfer 'states' becomes empty, so if we stop the search
  // and call 'go' again without setting a new position states.get() == NULL.
  assert(states.get() || setupStates.get());

  if (states.get())
      setupStates = std::move(states); // Ownership transfer, states is now empty

  StateInfo tmp = setupStates->back();

  for (Thread* th : Threads)
  {
      th->maxPly = 0;
      th->rootDepth = DEPTH_ZERO;
      th->rootMoves = rootMoves;
      th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
  }

  setupStates->back() = tmp; // Restore st->previous, cleared by Position::set()

  main()->start_searching();
}
Beispiel #2
0
void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
                                const Search::LimitsType& limits, bool ponderMode) {

  main()->wait_for_search_finished();

  stopOnPonderhit = stop = false;
  ponder = ponderMode;
  Search::Limits = limits;
  Search::RootMoves rootMoves;

  for (const auto& m : MoveList<LEGAL>(pos))
      if (   limits.searchmoves.empty()
          || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
          rootMoves.emplace_back(m);

  if (!rootMoves.empty())
      Tablebases::filter_root_moves(pos, rootMoves);

  // After ownership transfer 'states' becomes empty, so if we stop the search
  // and call 'go' again without setting a new position states.get() == NULL.
  assert(states.get() || setupStates.get());

  if (states.get())
      setupStates = std::move(states); // Ownership transfer, states is now empty

  // We use Position::set() to set root position across threads. But there are
  // some StateInfo fields (previous, pliesFromNull, capturedPiece) that cannot
  // be deduced from a fen string, so set() clears them and to not lose the info
  // we need to backup and later restore setupStates->back(). Note that setupStates
  // is shared by threads but is accessed in read-only mode.
  StateInfo tmp = setupStates->back();

  for (Thread* th : *this)
  {
      th->nodes = th->tbHits = 0;
      th->rootDepth = th->completedDepth = DEPTH_ZERO;
      th->rootMoves = rootMoves;
      th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
      th->nmp_ply = 0;
      th->pair = -1;
  }

  setupStates->back() = tmp;

  main()->start_searching();
}
Beispiel #3
0
// isreadyコマンド処理部
void is_ready_cmd(Position& pos, StateListPtr& states)
{
	// 対局ごとに"isready","usinewgame"の両方が来るはずだが、
	// "isready"は起動後に1度だけしか来ないGUI実装がありうるかも知れない。
	// 将棋では、"isready"が毎回来るようなので、"usinewgame"のほうは無視して、
	// "isready"に応じて評価関数、定跡、探索部を初期化する。

	is_ready();

	// Positionコマンドが送られてくるまで評価値の全計算をしていないの気持ち悪いのでisreadyコマンドに対して
	// evalの値を返せるようにこのタイミングで平手局面で初期化してしまう。

	// 新しく渡す局面なので古いものは捨てて新しいものを作る。
	states = StateListPtr(new StateList(1));
	pos.set_hirate(&states->back(),Threads.main());

	sync_cout << "readyok" << sync_endl;
}