Distributed engine: slaves send temporary replies continuously.
[pachi/derm.git] / uct / internal.h
blob524b6e6b31f1d23644f0e92dc64bb9461548becf
1 #ifndef ZZGO_UCT_INTERNAL_H
2 #define ZZGO_UCT_INTERNAL_H
4 #include <signal.h> // sig_atomic_t
6 #include "debug.h"
7 #include "move.h"
8 #include "ownermap.h"
9 #include "playout.h"
10 #include "stats.h"
12 struct tree;
13 struct tree_node;
14 struct uct_policy;
15 struct uct_prior;
16 struct uct_dynkomi;
18 /* Internal UCT structures */
21 /* Internal engine state. */
22 struct uct {
23 int debug_level;
24 int games, gamelen;
25 float resign_ratio;
26 float loss_threshold;
27 double best2_ratio, bestr_ratio;
28 bool pass_all_alive;
29 bool territory_scoring;
30 int expand_p;
31 bool playout_amaf, playout_amaf_nakade;
32 bool amaf_prior;
33 int playout_amaf_cutoff;
34 int dumpthres;
35 int force_seed;
36 bool no_book;
37 bool fast_alloc;
38 unsigned long max_tree_size;
39 int mercymin;
41 int threads;
42 enum uct_thread_model {
43 TM_ROOT, /* Root parallelization. */
44 TM_TREE, /* Tree parallelization w/o virtual loss. */
45 TM_TREEVL, /* Tree parallelization with virtual loss. */
46 } thread_model;
47 bool parallel_tree;
48 bool virtual_loss;
49 bool pondering_opt; /* User wants pondering */
50 bool pondering; /* Actually pondering now */
51 bool slave; /* Act as slave in distributed engine. */
52 enum stone my_color;
53 int gtp_id; /* id of the last gtp command */
55 int fuseki_end;
56 int yose_start;
58 int dynkomi_mask;
59 int dynkomi_interval;
60 struct uct_dynkomi *dynkomi;
62 float val_scale;
63 int val_points;
64 bool val_extra;
66 int random_policy_chance;
67 int local_tree;
68 int tenuki_d;
69 float local_tree_aging;
70 bool local_tree_allseq;
71 /* Playout-localtree integration. */
72 bool local_tree_playout; // can be true only if ELO playout
73 bool local_tree_pseqroot;
75 char *banner;
77 struct uct_policy *policy;
78 struct uct_policy *random_policy;
79 struct playout_policy *playout;
80 struct uct_prior *prior;
82 /* Used within frame of single genmove. */
83 struct board_ownermap ownermap;
85 /* Game state - maintained by setup_state(), reset_state(). */
86 struct tree *t;
89 #define UDEBUGL(n) DEBUGL_(u->debug_level, n)
91 extern volatile sig_atomic_t uct_halt;
92 extern __thread int thread_id;
94 bool uct_pass_is_safe(struct uct *u, struct board *b, enum stone color, bool pass_all_alive);
97 /* This is the state used for descending the tree; we use this wrapper
98 * structure in order to be able to easily descend in multiple trees
99 * in parallel (e.g. main tree and local tree) or compute cummulative
100 * "path value" throughout the tree descent. */
101 struct uct_descent {
102 /* Active tree nodes: */
103 struct tree_node *node; /* Main tree. */
104 struct tree_node *lnode; /* Local tree. */
105 /* Value of main tree node (with all value factors, but unbiased
106 * - without exploration factor), from black's perspective. */
107 struct move_stats value;
111 typedef struct tree_node *(*uctp_choose)(struct uct_policy *p, struct tree_node *node, struct board *b, enum stone color, coord_t exclude);
112 typedef float (*uctp_evaluate)(struct uct_policy *p, struct tree *tree, struct uct_descent *descent, int parity);
113 typedef void (*uctp_descend)(struct uct_policy *p, struct tree *tree, struct uct_descent *descent, int parity, bool allow_pass);
114 typedef void (*uctp_winner)(struct uct_policy *p, struct tree *tree, struct uct_descent *descent);
115 typedef void (*uctp_prior)(struct uct_policy *p, struct tree *tree, struct tree_node *node, struct board *b, enum stone color, int parity);
116 typedef void (*uctp_update)(struct uct_policy *p, struct tree *tree, struct tree_node *node, enum stone node_color, enum stone player_color, struct playout_amafmap *amaf, float result);
118 struct uct_policy {
119 struct uct *uct;
120 uctp_choose choose;
121 uctp_winner winner;
122 uctp_evaluate evaluate;
123 uctp_descend descend;
124 uctp_update update;
125 uctp_prior prior;
126 bool wants_amaf;
127 void *data;
130 #endif