feat: soft/hard time limit

achieved by refactoring engine/main/stdin into three separate threads.
This commit is contained in:
dogeystamp 2024-12-19 00:03:04 -05:00
parent 6be00e642e
commit e44cc0586e
No known key found for this signature in database
5 changed files with 562 additions and 202 deletions

191
src/coordination.rs Normal file
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@ -0,0 +1,191 @@
/*
This file is part of chess_inator.
chess_inator is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.
chess_inator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with chess_inator. If not, see https://www.gnu.org/licenses/.
Copyright © 2024 dogeystamp <dogeystamp@disroot.org>
*/
//! Threading, state, and flow of information management.
//!
//! This file contains types and helper utilities; see main for actual implementation.
use crate::prelude::*;
/// State machine states.
#[derive(Clone, Copy, Debug)]
pub enum UCIMode {
/// It is engine's turn; engine is thinking about a move.
Think,
/// It is the opponent's turn; engine is thinking about a move.
Ponder,
/// The engine is not doing anything.
Idle,
}
/// State machine transitions.
#[derive(Clone, Copy, Debug)]
pub enum UCIModeTransition {
/// Engine produces a best move result. Thinking to Idle.
Bestmove,
/// Engine is stopped via a UCI `stop` command. Thinking/Ponder to Idle.
Stop,
/// Engine is asked for a best move through a UCI `go`. Idle -> Thinking.
Go,
/// Engine starts pondering on the opponent's time. Idle -> Ponder.
GoPonder,
/// While engine ponders, the opponent plays a different move than expected. Ponder -> Thinking
///
/// In UCI, this means that a new `position` command is sent.
PonderMiss,
/// While engine ponders, the opponent plays the expected move (`ponderhit`). Ponder -> Thinking
PonderHit,
}
impl UCIModeTransition {
/// The state that a transition goes to.
const fn dest_mode(&self) -> UCIMode {
use UCIMode::*;
use UCIModeTransition::*;
match self {
Bestmove => Idle,
Stop => Idle,
Go => Think,
GoPonder => Ponder,
PonderMiss => Think,
PonderHit => Think,
}
}
}
/// State machine for engine's UCI modes.
#[derive(Debug)]
pub struct UCIModeMachine {
pub mode: UCIMode,
}
#[derive(Debug)]
pub struct InvalidTransitionError {
/// Original state.
pub from: UCIMode,
/// Desired destination state.
pub to: UCIMode,
}
impl Default for UCIModeMachine {
fn default() -> Self {
UCIModeMachine {
mode: UCIMode::Idle,
}
}
}
impl UCIModeMachine {
/// Change state (checked to prevent invalid transitions.)
pub fn transition(&mut self, t: UCIModeTransition) -> Result<(), InvalidTransitionError> {
macro_rules! illegal {
() => {
return Err(InvalidTransitionError {
from: self.mode,
to: t.dest_mode(),
})
};
}
macro_rules! legal {
() => {{
self.mode = t.dest_mode();
return Ok(());
}};
}
use UCIModeTransition::*;
match t {
Bestmove => match self.mode {
UCIMode::Think => legal!(),
_ => illegal!(),
},
Stop => match self.mode {
UCIMode::Ponder | UCIMode::Think => legal!(),
_ => illegal!(),
},
Go | GoPonder => match self.mode {
UCIMode::Idle => legal!(),
_ => illegal!(),
},
PonderMiss => match self.mode {
UCIMode::Ponder => legal!(),
_ => illegal!(),
},
PonderHit => match self.mode {
UCIMode::Ponder => legal!(),
_ => illegal!(),
},
}
}
}
#[cfg(test)]
mod test_state_machine {
use super::*;
/// Non-exhaustive test of state machine.
#[test]
fn test_transitions() {
let mut machine = UCIModeMachine {
mode: UCIMode::Idle,
};
assert!(matches!(machine.transition(UCIModeTransition::Go), Ok(())));
assert!(matches!(machine.mode, UCIMode::Think));
assert!(matches!(
machine.transition(UCIModeTransition::Stop),
Ok(())
));
assert!(matches!(machine.mode, UCIMode::Idle));
assert!(matches!(machine.transition(UCIModeTransition::Go), Ok(())));
assert!(matches!(
machine.transition(UCIModeTransition::Bestmove),
Ok(())
));
assert!(matches!(machine.mode, UCIMode::Idle));
assert!(matches!(
machine.transition(UCIModeTransition::Bestmove),
Err(_)
));
}
}
/// Message (engine->main) to communicate the best move.
pub struct MsgBestmove {
/// Best line (reversed stack; last element is best current move)
pub pv: Vec<Move>,
/// Evaluation of the position
pub eval: SearchEval,
}
/// Interface messages that may be received by main's channel.
pub enum MsgToMain {
StdinLine(String),
Bestmove(MsgBestmove),
}
pub struct GoMessage {
pub board: Board,
pub config: SearchConfig,
pub time_lims: TimeLimits,
}
/// Main -> Engine thread channel message.
pub enum MsgToEngine {
/// `go` command. Also sends board position and engine configuration to avoid state
/// synchronization issues (i.e. avoid sending position after a go command, and not before).
Go(Box<GoMessage>),
/// Hard stop command. Halt search immediately.
Stop,
/// Ask the engine to wipe its state (notably transposition table).
NewGame,
}

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@ -17,6 +17,7 @@ use std::fmt::Display;
use std::ops::{Index, IndexMut};
use std::str::FromStr;
pub mod coordination;
pub mod eval;
pub mod fen;
mod hash;
@ -432,7 +433,7 @@ impl Display for CastleRights {
}
}
/// Immutable game state, unique to a position.
/// Game state, describes a position.
///
/// Default is empty.
#[derive(Debug, Default, Clone, Copy, PartialEq, Eq)]

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@ -11,14 +11,33 @@ Copyright © 2024 dogeystamp <dogeystamp@disroot.org>
*/
//! Main UCI engine binary.
//!
//! # Architecture
//!
//! This runs three threads, Main, Engine, and Stdin. Main coordinates everything, and performs UCI
//! parsing/communication. Stdin is read on a different thread, in order to avoid blocking on it.
//! The Engine is where the actual computation happens. It communicates state (best move, evaluations,
//! board state and configuration) with Main.
//!
//! Main has a single rx (receive) channel. This is so that it can wait for either the Engine to
//! finish a computation, or for Stdin to receive a UCI command. This way, the overall engine
//! program is always listening, even when it is thinking.
//!
//! For every go command, Main sends data, notably the current position and engine configuration,
//! to the Engine. The current position and config are re-sent every time because Main is where the
//! opponent's move, as well as any configuration options, are read and parsed. Meanwhile, internal
//! data, like the transposition table, is owned by the Engine thread.
//!
//! # Notes
//!
//! - The naming scheme for channels here is `tx_main`, `rx_main` for "transmit to Main" and
//! "receive at Main" respectively. These names would be used for one channel.
use chess_inator::prelude::*;
use std::cmp::min;
use std::io;
use std::sync::mpsc::channel;
use std::process::exit;
use std::sync::mpsc::{channel, Receiver, Sender};
use std::thread;
use std::time::Duration;
/// UCI protocol says to ignore any unknown words.
///
@ -55,7 +74,7 @@ fn cmd_position_moves(mut tokens: std::str::SplitWhitespace<'_>, mut board: Boar
}
/// Sets the position.
fn cmd_position(mut tokens: std::str::SplitWhitespace<'_>) -> Board {
fn cmd_position(mut tokens: std::str::SplitWhitespace<'_>, state: &mut MainState) {
while let Some(token) = tokens.next() {
match token {
"fen" => {
@ -72,80 +91,138 @@ fn cmd_position(mut tokens: std::str::SplitWhitespace<'_>) -> Board {
.unwrap_or_else(|e| panic!("failed to parse fen '{fen}': {e:?}"));
let board = cmd_position_moves(tokens, board);
return board;
state.board = board;
return;
}
"startpos" => {
let board = Board::starting_pos();
let board = cmd_position_moves(tokens, board);
return board;
state.board = board;
return;
}
_ => ignore!(),
}
}
panic!("position command was empty")
eprintln!("cmd_position: position command was empty")
}
/// Play the game.
fn cmd_go(
mut tokens: std::str::SplitWhitespace<'_>,
board: &mut Board,
cache: &mut TranspositionTable,
) {
// interface-to-engine
let (tx1, rx) = channel();
let tx2 = tx1.clone();
fn cmd_go(mut tokens: std::str::SplitWhitespace<'_>, state: &mut MainState) {
let mut wtime = 0;
let mut btime = 0;
// can expect a 1sec soft timeout to result in more time than that of thinking
let mut timeout = 1650;
macro_rules! set_time {
($color: expr, $var: ident) => {
if let Some(time) = tokens.next() {
if let Ok(time) = time.parse::<u64>() {
$var = time;
}
}
};
}
while let Some(token) = tokens.next() {
match token {
"wtime" => {
if board.get_turn() == Color::White {
if let Some(time) = tokens.next() {
if let Ok(time) = time.parse::<u64>() {
timeout = min(time / 50, timeout);
}
}
}
set_time!(Color::White, wtime)
}
"btime" => {
if board.get_turn() == Color::Black {
if let Some(time) = tokens.next() {
if let Ok(time) = time.parse::<u64>() {
timeout = min(time / 50, timeout);
}
}
}
set_time!(Color::Black, btime)
}
_ => ignore!(),
}
}
// timeout
thread::spawn(move || {
thread::sleep(Duration::from_millis(timeout));
let _ = tx2.send(InterfaceMsg::Stop);
});
let (ourtime_ms, theirtime_ms) = if state.board.get_turn() == Color::White {
(wtime, btime)
} else {
(btime, wtime)
};
let mut engine_state = EngineState::new(SearchConfig::default(), rx, cache);
let (line, eval) = best_line(board, &mut engine_state);
state
.tx_engine
.send(MsgToEngine::Go(Box::new(GoMessage {
board: state.board,
config: state.config,
time_lims: TimeLimits::from_ourtime_theirtime(ourtime_ms, theirtime_ms),
})))
.unwrap();
}
let chosen = line.last().copied();
/// Print static evaluation of the position.
fn cmd_eval(mut _tokens: std::str::SplitWhitespace<'_>, state: &mut MainState) {
let res = eval_metrics(&state.board);
println!("STATIC EVAL (negative black, positive white):\n- pst: {}\n- king distance: {} ({} distance)\n- phase: {}\n- total: {}", res.pst_eval, res.king_distance_eval, res.king_distance, res.phase, res.total_eval);
}
/// Root UCI parser.
fn cmd_root(mut tokens: std::str::SplitWhitespace<'_>, state: &mut MainState) {
while let Some(token) = tokens.next() {
match token {
"uci" => {
println!("{}", cmd_uci());
}
"isready" => {
println!("readyok");
}
"ucinewgame" => {
if matches!(state.uci_mode.mode, UCIMode::Idle) {
state.tx_engine.send(MsgToEngine::NewGame).unwrap();
state.board = Board::starting_pos();
}
}
"quit" => {
exit(0);
}
"position" => {
if matches!(state.uci_mode.mode, UCIMode::Idle) {
cmd_position(tokens, state);
}
}
"go" => {
if state.uci_mode.transition(UCIModeTransition::Go).is_ok() {
cmd_go(tokens, state);
}
}
"stop" => {
// actually setting state to stop happens when bestmove is received
if matches!(state.uci_mode.mode, UCIMode::Think | UCIMode::Ponder) {
state.tx_engine.send(MsgToEngine::Stop).unwrap();
}
}
// non-standard command.
"eval" => {
cmd_eval(tokens, state);
}
_ => ignore!(),
}
break;
}
}
/// Format a bestmove.
fn outp_bestmove(bestmove: MsgBestmove) {
let chosen = bestmove.pv.last().copied();
println!(
"info pv{}",
line.iter()
bestmove
.pv
.iter()
.rev()
.map(|mv| mv.to_uci_algebraic())
.fold(String::new(), |a, b| a + " " + &b)
);
match eval {
match bestmove.eval {
SearchEval::Checkmate(n) => println!("info score mate {}", n / 2),
SearchEval::Centipawns(eval) => {
println!("info score cp {}", eval,)
}
SearchEval::Stopped => {
panic!("info string ERROR: stopped search")
}
}
match chosen {
Some(mv) => println!("bestmove {}", mv.to_uci_algebraic()),
@ -153,51 +230,118 @@ fn cmd_go(
}
}
/// Print static evaluation of the position.
fn cmd_eval(mut _tokens: std::str::SplitWhitespace<'_>, board: &mut Board) {
let res = eval_metrics(board);
println!("STATIC EVAL (negative black, positive white):\n- pst: {}\n- king distance: {} ({} distance)\n- phase: {}\n- total: {}", res.pst_eval, res.king_distance_eval, res.king_distance, res.phase, res.total_eval);
/// The "Stdin" thread to read stdin while avoiding blocking
///
/// # Arguments
/// - `tx_main`: channel write end to send lines to
fn task_stdin_reader(tx_main: Sender<MsgToMain>) {
thread::spawn(move || {
let stdin = io::stdin();
loop {
let mut line = String::new();
stdin.read_line(&mut line).unwrap();
tx_main.send(MsgToMain::StdinLine(line)).unwrap();
}
});
}
fn main() {
let stdin = io::stdin();
/// The "Engine" thread that does all the computation.
fn task_engine(tx_main: Sender<MsgToMain>, rx_engine: Receiver<MsgToEngine>) {
thread::spawn(move || {
let conf = SearchConfig::default();
let mut state = EngineState::new(
conf,
rx_engine,
TranspositionTable::new(conf.transposition_size),
TimeLimits::default(),
);
let mut board = Board::starting_pos();
let mut transposition_table = TranspositionTable::new(24);
loop {
let mut line = String::new();
stdin.read_line(&mut line).unwrap();
let mut tokens = line.split_whitespace();
while let Some(token) = tokens.next() {
match token {
"uci" => {
println!("{}", cmd_uci());
loop {
let msg = state.rx_engine.recv().unwrap();
match msg {
MsgToEngine::Go(msg_box) => {
let mut board = msg_box.board;
state.config = msg_box.config;
state.time_lims = msg_box.time_lims;
let (pv, eval) = best_line(&mut board, &mut state);
tx_main
.send(MsgToMain::Bestmove(MsgBestmove { pv, eval }))
.unwrap();
}
"isready" => {
println!("readyok");
MsgToEngine::Stop => {}
MsgToEngine::NewGame => {
state.wipe_state();
}
"ucinewgame" => {
board = Board::starting_pos();
transposition_table = TranspositionTable::new(24);
}
"quit" => {
return;
}
"position" => {
board = cmd_position(tokens);
}
"go" => {
cmd_go(tokens, &mut board, &mut transposition_table);
}
// non-standard command.
"eval" => {
cmd_eval(tokens, &mut board);
}
_ => ignore!(),
}
}
});
}
break;
/// State contained within the main thread.
///
/// This struct helps pass around this thread state.
struct MainState {
/// Channel to send messages to Engine.
tx_engine: Sender<MsgToEngine>,
/// Channel to receive messages from Engine and Stdin.
rx_main: Receiver<MsgToMain>,
/// Chessboard.
board: Board,
/// Engine configuration settings.
config: SearchConfig,
/// UCI mode state machine
uci_mode: UCIModeMachine,
}
impl MainState {
fn new(
tx_engine: Sender<MsgToEngine>,
rx_main: Receiver<MsgToMain>,
board: Board,
config: SearchConfig,
uci_mode: UCIModeMachine,
) -> Self {
Self {
tx_engine,
rx_main,
board,
config,
uci_mode,
}
}
}
/// The "Main" thread.
fn main() {
let (tx_main, rx_main) = channel();
task_stdin_reader(tx_main.clone());
let (tx_engine, rx_engine) = channel();
task_engine(tx_main, rx_engine);
let mut state = MainState::new(
tx_engine,
rx_main,
Board::starting_pos(),
SearchConfig::default(),
UCIModeMachine::default(),
);
loop {
let msg = state.rx_main.recv().unwrap();
match msg {
MsgToMain::StdinLine(line) => {
let tokens = line.split_whitespace();
cmd_root(tokens, &mut state);
}
MsgToMain::Bestmove(msg_bestmove) => {
state
.uci_mode
.transition(UCIModeTransition::Bestmove)
.unwrap();
outp_bestmove(msg_bestmove);
}
}
}
}

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@ -16,5 +16,6 @@ Copyright © 2024 dogeystamp <dogeystamp@disroot.org>
pub use crate::eval::{eval_metrics, EvalMetrics};
pub use crate::fen::{FromFen, ToFen};
pub use crate::movegen::{FromUCIAlgebraic, Move, MoveGen, ToUCIAlgebraic};
pub use crate::search::{best_line, best_move, InterfaceMsg, SearchEval, TranspositionTable, EngineState, SearchConfig};
pub use crate::search::{best_line, best_move, SearchEval, TranspositionTable, EngineState, SearchConfig, TimeLimits};
pub use crate::{Board, Color, BOARD_HEIGHT, BOARD_WIDTH, N_COLORS, N_PIECES, N_SQUARES};
pub use crate::coordination::{UCIMode, UCIModeTransition, UCIModeMachine, MsgBestmove, MsgToMain, MsgToEngine, GoMessage};

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@ -13,12 +13,14 @@ Copyright © 2024 dogeystamp <dogeystamp@disroot.org>
//! Game-tree search.
use crate::coordination::MsgToEngine;
use crate::eval::{Eval, EvalInt};
use crate::hash::ZobristTable;
use crate::movegen::{Move, MoveGen};
use crate::{Board, Piece};
use std::cmp::max;
use std::cmp::{max, min};
use std::sync::mpsc;
use std::time::{Instant, Duration};
// min can't be represented as positive
const EVAL_WORST: EvalInt = -(EvalInt::MAX);
@ -43,6 +45,8 @@ pub enum SearchEval {
Checkmate(i8),
/// Centipawn score.
Centipawns(EvalInt),
/// Search was hard-stopped.
Stopped,
}
impl SearchEval {
@ -58,6 +62,7 @@ impl SearchEval {
}
}
SearchEval::Centipawns(eval) => Self::Centipawns(-eval),
SearchEval::Stopped => SearchEval::Stopped,
}
}
}
@ -74,6 +79,7 @@ impl From<SearchEval> for EvalInt {
}
}
SearchEval::Centipawns(eval) => eval,
SearchEval::Stopped => panic!("Attempted to evaluate a halted search"),
}
}
}
@ -96,11 +102,13 @@ impl PartialOrd for SearchEval {
#[derive(Clone, Copy, Debug)]
pub struct SearchConfig {
/// Enable alpha-beta pruning.
alpha_beta_on: bool,
pub alpha_beta_on: bool,
/// Limit regular search depth
depth: usize,
pub depth: usize,
/// Enable transposition table.
enable_trans_table: bool,
pub enable_trans_table: bool,
/// Transposition table size (2^n where this is n)
pub transposition_size: usize,
}
impl Default for SearchConfig {
@ -110,6 +118,7 @@ impl Default for SearchConfig {
// try to make this even to be more conservative and avoid horizon problem
depth: 10,
enable_trans_table: true,
transposition_size: 24,
}
}
}
@ -155,11 +164,35 @@ fn move_priority(board: &mut Board, mv: &Move) -> EvalInt {
/// The best line (in reverse move order), and its corresponding absolute eval for the current player.
fn minmax(
board: &mut Board,
engine_state: &mut EngineState<'_>,
state: &mut EngineState,
depth: usize,
alpha: Option<EvalInt>,
beta: Option<EvalInt>,
) -> (Vec<Move>, SearchEval) {
// these operations are relatively expensive, so only run them occasionally
if state.node_count % (1 << 16) == 0 {
// respect the hard stop if given
match state.rx_engine.try_recv() {
Ok(msg) => match msg {
MsgToEngine::Go(_) => panic!("received go while thinking"),
MsgToEngine::Stop => {
return (Vec::new(), SearchEval::Stopped);
}
MsgToEngine::NewGame => panic!("received newgame while thinking"),
},
Err(e) => match e {
mpsc::TryRecvError::Empty => {}
mpsc::TryRecvError::Disconnected => panic!("thread Main stopped"),
},
}
if let Some(hard) = state.time_lims.hard {
if Instant::now() > hard {
return (Vec::new(), SearchEval::Stopped);
}
}
}
// default to worst, then gradually improve
let mut alpha = alpha.unwrap_or(EVAL_WORST);
// our best is their worst
@ -179,8 +212,8 @@ fn minmax(
.collect();
// get transposition table entry
if engine_state.config.enable_trans_table {
if let Some(entry) = &engine_state.cache[board.zobrist] {
if state.config.enable_trans_table {
if let Some(entry) = &state.cache[board.zobrist] {
// the entry has a deeper knowledge than we do, so follow its best move exactly instead of
// just prioritizing what it thinks is best
if entry.depth >= depth {
@ -209,8 +242,13 @@ fn minmax(
for (_priority, mv) in mvs {
let anti_mv = mv.make(board);
let (continuation, score) =
minmax(board, engine_state, depth - 1, Some(-beta), Some(-alpha));
let (continuation, score) = minmax(board, state, depth - 1, Some(-beta), Some(-alpha));
// propagate hard stops
if matches!(score, SearchEval::Stopped) {
return (Vec::new(), SearchEval::Stopped);
}
let abs_score = score.increment();
if abs_score > abs_best {
abs_best = abs_score;
@ -219,7 +257,7 @@ fn minmax(
}
alpha = max(alpha, abs_best.into());
anti_mv.unmake(board);
if alpha >= beta && engine_state.config.alpha_beta_on {
if alpha >= beta && state.config.alpha_beta_on {
// alpha-beta prune.
//
// Beta represents the best eval that the other player can get in sibling branches
@ -232,8 +270,8 @@ fn minmax(
if let Some(best_move) = best_move {
best_continuation.push(best_move);
if engine_state.config.enable_trans_table {
engine_state.cache[board.zobrist] = Some(TranspositionEntry {
if state.config.enable_trans_table {
state.cache[board.zobrist] = Some(TranspositionEntry {
best_move,
eval: abs_best,
depth,
@ -241,16 +279,10 @@ fn minmax(
}
}
state.node_count += 1;
(best_continuation, abs_best)
}
/// Messages from the interface to the search thread.
pub enum InterfaceMsg {
Stop,
}
type InterfaceRx = mpsc::Receiver<InterfaceMsg>;
#[derive(Clone, Copy, Debug)]
pub struct TranspositionEntry {
/// best move found last time
@ -264,131 +296,122 @@ pub struct TranspositionEntry {
pub type TranspositionTable = ZobristTable<TranspositionEntry>;
/// Iteratively deepen search until it is stopped.
fn iter_deep(board: &mut Board, engine_state: &mut EngineState<'_>) -> (Vec<Move>, SearchEval) {
// don't interrupt a depth 1 search so that there's at least a move to be played
let (mut prev_line, mut prev_eval) = minmax(board, engine_state, 1, None, None);
for depth in 2..=engine_state.config.depth {
let (line, eval) = minmax(board, engine_state, depth, None, None);
fn iter_deep(board: &mut Board, state: &mut EngineState) -> (Vec<Move>, SearchEval) {
// always preserve two lines (1 is most recent)
let (mut line1, mut eval1) = minmax(board, state, 1, None, None);
let (mut line2, mut eval2) = (line1.clone(), eval1);
match engine_state.interface.try_recv() {
Ok(msg) => match msg {
InterfaceMsg::Stop => {
if depth & 1 == 1 && (EvalInt::from(eval) - EvalInt::from(prev_eval) > 300) {
// be skeptical if we move last and we suddenly earn a lot of
// centipawns. this may be a sign of horizon problem
return (prev_line, prev_eval);
} else {
return (line, eval);
}
for depth in 2..=state.config.depth {
let (line, eval) = minmax(board, state, depth, None, None);
let mut have_to_ret = false;
// depth of the line we're about to return.
// our knock-off "quiescence" is skeptical of odd depths, so we need to know this.
let mut ret_depth = depth;
if matches!(eval, SearchEval::Stopped) {
ret_depth -= 1;
have_to_ret = true;
} else {
(line2, eval2) = (line1, eval1);
(line1, eval1) = (line, eval);
if let Some(soft_lim) = state.time_lims.soft {
if Instant::now() > soft_lim {
have_to_ret = true;
}
},
Err(e) => match e {
mpsc::TryRecvError::Empty => {}
mpsc::TryRecvError::Disconnected => panic!("interface thread stopped"),
},
}
}
if have_to_ret {
if ret_depth & 1 == 1 && (EvalInt::from(eval1) - EvalInt::from(eval2) > 300) {
// be skeptical if we move last and we suddenly earn a lot of
// centipawns. this may be a sign of horizon problem
return (line2, eval2);
} else {
return (line1, eval1);
}
}
(prev_line, prev_eval) = (line, eval);
}
(prev_line, prev_eval)
(line1, eval1)
}
/// Helper type to avoid retyping the same arguments into every function prototype
pub struct EngineState<'a> {
/// Configuration
config: SearchConfig,
/// Channel that can talk to the main thread
interface: InterfaceRx,
cache: &'a mut TranspositionTable,
/// Deadlines for the engine to think of a move.
#[derive(Default)]
pub struct TimeLimits {
/// The engine must respect this time limit. It will abort if this deadline is passed.
pub hard: Option<Instant>,
pub soft: Option<Instant>,
}
impl<'a> EngineState<'a> {
impl TimeLimits {
/// Make time limits based on wtime, btime (but color-independent).
pub fn from_ourtime_theirtime(ourtime_ms: u64, _theirtime_ms: u64) -> TimeLimits {
// hard timeout (max)
let mut hard_ms = 100_000;
// soft timeout (max)
let mut soft_ms = 1_200;
let factor = if ourtime_ms > 5_000 { 10 } else { 40 };
hard_ms = min(ourtime_ms / factor, hard_ms);
soft_ms = min(ourtime_ms / 50, soft_ms);
let hard_limit = Instant::now() + Duration::from_millis(hard_ms);
let soft_limit = Instant::now() + Duration::from_millis(soft_ms);
TimeLimits {
hard: Some(hard_limit),
soft: Some(soft_limit),
}
}
}
/// Helper type to avoid retyping the same arguments into every function prototype.
///
/// This should be owned outside the actual thinking part so that the engine can remember state
/// between moves.
pub struct EngineState {
pub config: SearchConfig,
/// Main -> Engine channel receiver
pub rx_engine: mpsc::Receiver<MsgToEngine>,
pub cache: TranspositionTable,
/// Nodes traversed (i.e. number of times minmax called)
pub node_count: usize,
pub time_lims: TimeLimits,
}
impl EngineState {
pub fn new(
config: SearchConfig,
interface: InterfaceRx,
cache: &'a mut TranspositionTable,
interface: mpsc::Receiver<MsgToEngine>,
cache: TranspositionTable,
time_lims: TimeLimits,
) -> Self {
Self {
config,
interface,
rx_engine: interface,
cache,
node_count: 0,
time_lims,
}
}
/// Wipe state between different games.
///
/// Configuration is preserved.
pub fn wipe_state(&mut self) {
self.cache = TranspositionTable::new(self.config.transposition_size);
self.node_count = 0;
}
}
/// Find the best line (in reverse order) and its evaluation.
pub fn best_line(board: &mut Board, engine_state: &mut EngineState<'_>) -> (Vec<Move>, SearchEval) {
pub fn best_line(board: &mut Board, engine_state: &mut EngineState) -> (Vec<Move>, SearchEval) {
let (line, eval) = iter_deep(board, engine_state);
(line, eval)
}
/// Find the best move.
pub fn best_move(board: &mut Board, engine_state: &mut EngineState<'_>) -> Option<Move> {
pub fn best_move(board: &mut Board, engine_state: &mut EngineState) -> Option<Move> {
let (line, _eval) = best_line(board, engine_state);
line.last().copied()
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fen::{FromFen, ToFen};
use crate::movegen::ToUCIAlgebraic;
/// Theoretically, alpha-beta pruning should not affect the result of minmax.
#[test]
fn alpha_beta_same_result() {
let test_cases = [
"r2q1rk1/1bp1pp1p/p2p2p1/1p1P2P1/2n1P3/3Q1P2/PbPBN2P/3RKB1R b K - 5 15",
"r1b1k2r/p1qpppbp/1p4pn/2B3N1/1PP1P3/2P5/P4PPP/RN1QR1K1 w kq - 0 14",
];
for fen in test_cases {
let mut board = Board::from_fen(fen).unwrap();
let (_tx, _rx) = mpsc::channel();
let mut _cache = ZobristTable::new(0);
let mut engine_state = EngineState::new(
SearchConfig {
alpha_beta_on: false,
depth: 3,
enable_trans_table: false,
},
_rx,
&mut _cache,
);
let mv_no_prune = best_move(
&mut board,
&mut engine_state,
)
.unwrap();
assert_eq!(board.to_fen(), fen);
let (_tx, _rx) = mpsc::channel();
let mut engine_state = EngineState::new(
SearchConfig {
alpha_beta_on: true,
depth: 3,
enable_trans_table: false,
},
_rx,
&mut _cache,
);
let mv_with_prune = best_move(
&mut board,
&mut engine_state,
)
.unwrap();
assert_eq!(board.to_fen(), fen);
println!(
"without ab prune got {}, otherwise {}, fen {}",
mv_no_prune.to_uci_algebraic(),
mv_with_prune.to_uci_algebraic(),
fen
);
assert_eq!(mv_no_prune, mv_with_prune);
}
}
}