Elo gamma: Split local, global moves
[pachi/ann.git] / uct / search.c
bloba42621bedddfd544fdcf01e579a252cdbc2afc5b
1 #include <assert.h>
2 #include <math.h>
3 #include <pthread.h>
4 #include <signal.h>
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <time.h>
10 #define DEBUG
12 #include "debug.h"
13 #include "distributed/distributed.h"
14 #include "move.h"
15 #include "random.h"
16 #include "timeinfo.h"
17 #include "uct/dynkomi.h"
18 #include "uct/internal.h"
19 #include "uct/search.h"
20 #include "uct/tree.h"
21 #include "uct/uct.h"
22 #include "uct/walk.h"
25 /* Default number of simulations to perform per move.
26 * Note that this is now in total over all threads!. */
27 #define MC_GAMES 80000
28 static const struct time_info default_ti = {
29 .period = TT_MOVE,
30 .dim = TD_GAMES,
31 .len = { .games = MC_GAMES },
34 /* Once per how many simulations (per thread) to show a progress report line. */
35 #define TREE_SIMPROGRESS_INTERVAL 10000
37 /* When terminating UCT search early, the safety margin to add to the
38 * remaining playout number estimate when deciding whether the result can
39 * still change. */
40 #define PLAYOUT_DELTA_SAFEMARGIN 1000
42 /* Minimal number of simulations to consider early break. */
43 #define PLAYOUT_EARLY_BREAK_MIN 5000
46 /* Pachi threading structure:
48 * main thread
49 * | main(), GTP communication, ...
50 * | starts and stops the search managed by thread_manager
51 * |
52 * thread_manager
53 * | spawns and collects worker threads
54 * |
55 * worker0
56 * worker1
57 * ...
58 * workerK
59 * uct_playouts() loop, doing descend-playout until uct_halt
61 * Another way to look at it is by functions (lines denote thread boundaries):
63 * | uct_genmove()
64 * | uct_search() (uct_search_start() .. uct_search_stop())
65 * | -----------------------
66 * | spawn_thread_manager()
67 * | -----------------------
68 * | spawn_worker()
69 * V uct_playouts() */
71 /* Set in thread manager in case the workers should stop. */
72 volatile sig_atomic_t uct_halt = 0;
73 /* ID of the running worker thread. */
74 __thread int thread_id = -1;
75 /* ID of the thread manager. */
76 static pthread_t thread_manager;
77 bool thread_manager_running;
79 static pthread_mutex_t finish_mutex = PTHREAD_MUTEX_INITIALIZER;
80 static pthread_cond_t finish_cond = PTHREAD_COND_INITIALIZER;
81 static volatile int finish_thread;
82 static pthread_mutex_t finish_serializer = PTHREAD_MUTEX_INITIALIZER;
84 static void *
85 spawn_worker(void *ctx_)
87 struct uct_thread_ctx *ctx = ctx_;
88 /* Setup */
89 fast_srandom(ctx->seed);
90 thread_id = ctx->tid;
91 /* Run */
92 ctx->games = uct_playouts(ctx->u, ctx->b, ctx->color, ctx->t);
93 /* Finish */
94 pthread_mutex_lock(&finish_serializer);
95 pthread_mutex_lock(&finish_mutex);
96 finish_thread = ctx->tid;
97 pthread_cond_signal(&finish_cond);
98 pthread_mutex_unlock(&finish_mutex);
99 return ctx;
102 /* Thread manager, controlling worker threads. It must be called with
103 * finish_mutex lock held, but it will unlock it itself before exiting;
104 * this is necessary to be completely deadlock-free. */
105 /* The finish_cond can be signalled for it to stop; in that case,
106 * the caller should set finish_thread = -1. */
107 /* After it is started, it will update mctx->t to point at some tree
108 * used for the actual search, on return
109 * it will set mctx->games to the number of performed simulations. */
110 static void *
111 spawn_thread_manager(void *ctx_)
113 /* In thread_manager, we use only some of the ctx fields. */
114 struct uct_thread_ctx *mctx = ctx_;
115 struct uct *u = mctx->u;
116 struct tree *t = mctx->t;
117 fast_srandom(mctx->seed);
119 int played_games = 0;
120 pthread_t threads[u->threads];
121 int joined = 0;
123 uct_halt = 0;
125 /* Garbage collect the tree by preference when pondering. */
126 if (u->pondering && t->nodes && t->nodes_size > t->max_tree_size/2) {
127 unsigned long temp_size = (MIN_FREE_MEM_PERCENT * t->max_tree_size) / 100;
128 t->root = tree_garbage_collect(t, temp_size, t->root);
131 /* Spawn threads... */
132 for (int ti = 0; ti < u->threads; ti++) {
133 struct uct_thread_ctx *ctx = malloc2(sizeof(*ctx));
134 ctx->u = u; ctx->b = mctx->b; ctx->color = mctx->color;
135 mctx->t = ctx->t = t;
136 ctx->tid = ti; ctx->seed = fast_random(65536) + ti;
137 pthread_create(&threads[ti], NULL, spawn_worker, ctx);
138 if (UDEBUGL(3))
139 fprintf(stderr, "Spawned worker %d\n", ti);
142 /* ...and collect them back: */
143 while (joined < u->threads) {
144 /* Wait for some thread to finish... */
145 pthread_cond_wait(&finish_cond, &finish_mutex);
146 if (finish_thread < 0) {
147 /* Stop-by-caller. Tell the workers to wrap up. */
148 uct_halt = 1;
149 continue;
151 /* ...and gather its remnants. */
152 struct uct_thread_ctx *ctx;
153 pthread_join(threads[finish_thread], (void **) &ctx);
154 played_games += ctx->games;
155 joined++;
156 free(ctx);
157 if (UDEBUGL(3))
158 fprintf(stderr, "Joined worker %d\n", finish_thread);
159 pthread_mutex_unlock(&finish_serializer);
162 pthread_mutex_unlock(&finish_mutex);
164 mctx->games = played_games;
165 return mctx;
169 /*** THREAD MANAGER end */
171 /*** Search infrastructure: */
175 uct_search_games(struct uct_search_state *s)
177 return s->ctx->t->root->u.playouts;
180 void
181 uct_search_start(struct uct *u, struct board *b, enum stone color,
182 struct tree *t, struct time_info *ti,
183 struct uct_search_state *s)
185 /* Set up search state. */
186 s->base_playouts = s->last_dynkomi = s->last_print = t->root->u.playouts;
187 s->print_interval = TREE_SIMPROGRESS_INTERVAL * u->threads;
188 s->fullmem = false;
190 if (ti) {
191 if (ti->period == TT_NULL) *ti = default_ti;
192 time_stop_conditions(ti, b, u->fuseki_end, u->yose_start, &s->stop);
195 /* Fire up the tree search thread manager, which will in turn
196 * spawn the searching threads. */
197 assert(u->threads > 0);
198 assert(!thread_manager_running);
199 static struct uct_thread_ctx mctx;
200 mctx = (struct uct_thread_ctx) { .u = u, .b = b, .color = color, .t = t, .seed = fast_random(65536) };
201 s->ctx = &mctx;
202 pthread_mutex_lock(&finish_mutex);
203 pthread_create(&thread_manager, NULL, spawn_thread_manager, s->ctx);
204 thread_manager_running = true;
207 struct uct_thread_ctx *
208 uct_search_stop(void)
210 assert(thread_manager_running);
212 /* Signal thread manager to stop the workers. */
213 pthread_mutex_lock(&finish_mutex);
214 finish_thread = -1;
215 pthread_cond_signal(&finish_cond);
216 pthread_mutex_unlock(&finish_mutex);
218 /* Collect the thread manager. */
219 struct uct_thread_ctx *pctx;
220 thread_manager_running = false;
221 pthread_join(thread_manager, (void **) &pctx);
222 return pctx;
226 void
227 uct_search_progress(struct uct *u, struct board *b, enum stone color,
228 struct tree *t, struct time_info *ti,
229 struct uct_search_state *s, int i)
231 struct uct_thread_ctx *ctx = s->ctx;
233 /* Adjust dynkomi? */
234 int di = u->dynkomi_interval * u->threads;
235 if (ctx->t->use_extra_komi && u->dynkomi->permove
236 && !u->pondering && di
237 && i > s->last_dynkomi + di) {
238 s->last_dynkomi += di;
239 float old_dynkomi = ctx->t->extra_komi;
240 ctx->t->extra_komi = u->dynkomi->permove(u->dynkomi, b, ctx->t);
241 if (UDEBUGL(3) && old_dynkomi != ctx->t->extra_komi)
242 fprintf(stderr, "dynkomi adjusted (%f -> %f)\n",
243 old_dynkomi, ctx->t->extra_komi);
246 /* Print progress? */
247 if (i - s->last_print > s->print_interval) {
248 s->last_print += s->print_interval; // keep the numbers tidy
249 uct_progress_status(u, ctx->t, color, s->last_print);
252 if (!s->fullmem && ctx->t->nodes_size > u->max_tree_size) {
253 if (UDEBUGL(2))
254 fprintf(stderr, "memory limit hit (%lu > %lu)\n",
255 ctx->t->nodes_size, u->max_tree_size);
256 s->fullmem = true;
261 /* Determine whether we should terminate the search early. */
262 static bool
263 uct_search_stop_early(struct uct *u, struct tree *t, struct board *b,
264 struct time_info *ti, struct time_stop *stop,
265 struct tree_node *best, struct tree_node *best2,
266 int played, bool fullmem)
268 /* If the memory is full, stop immediately. Since the tree
269 * cannot grow anymore, some non-well-expanded nodes will
270 * quickly take over with extremely high ratio since the
271 * counters are not properly simulated (just as if we use
272 * non-UCT MonteCarlo). */
273 /* (XXX: A proper solution would be to prune the tree
274 * on the spot.) */
275 if (fullmem)
276 return true;
278 /* Break early if we estimate the second-best move cannot
279 * catch up in assigned time anymore. We use all our time
280 * if we are in byoyomi with single stone remaining in our
281 * period, however - it's better to pre-ponder. */
282 bool time_indulgent = (!ti->len.t.main_time && ti->len.t.byoyomi_stones == 1);
283 if (best2 && ti->dim == TD_WALLTIME && !time_indulgent) {
284 double elapsed = time_now() - ti->len.t.timer_start;
285 double remaining = stop->worst.time - elapsed;
286 double pps = ((double)played) / elapsed;
287 double estplayouts = remaining * pps + PLAYOUT_DELTA_SAFEMARGIN;
288 if (best->u.playouts > best2->u.playouts + estplayouts) {
289 if (UDEBUGL(2))
290 fprintf(stderr, "Early stop, result cannot change: "
291 "best %d, best2 %d, estimated %f simulations to go\n",
292 best->u.playouts, best2->u.playouts, estplayouts);
293 return true;
297 /* Early break in won situation. */
298 if (best->u.playouts >= PLAYOUT_EARLY_BREAK_MIN
299 && tree_node_get_value(t, 1, best->u.value) >= u->loss_threshold) {
300 return true;
303 return false;
306 /* Determine whether we should terminate the search later than expected. */
307 static bool
308 uct_search_keep_looking(struct uct *u, struct tree *t, struct board *b,
309 struct time_info *ti, struct time_stop *stop,
310 struct tree_node *best, struct tree_node *best2,
311 struct tree_node *bestr, struct tree_node *winner, int i)
313 if (!best) {
314 if (UDEBUGL(2))
315 fprintf(stderr, "Did not find best move, still trying...\n");
316 return true;
319 /* Do not waste time if we are winning. Spend up to worst time if
320 * we are unsure, but only desired time if we are sure of winning. */
321 float beta = 2 * (tree_node_get_value(t, 1, best->u.value) - 0.5);
322 if (ti->dim == TD_WALLTIME && beta > 0) {
323 double good_enough = stop->desired.time * beta + stop->worst.time * (1 - beta);
324 double elapsed = time_now() - ti->len.t.timer_start;
325 if (elapsed > good_enough) return false;
328 if (u->best2_ratio > 0) {
329 /* Check best/best2 simulations ratio. If the
330 * two best moves give very similar results,
331 * keep simulating. */
332 if (best2 && best2->u.playouts
333 && (double)best->u.playouts / best2->u.playouts < u->best2_ratio) {
334 if (UDEBUGL(2))
335 fprintf(stderr, "Best2 ratio %f < threshold %f\n",
336 (double)best->u.playouts / best2->u.playouts,
337 u->best2_ratio);
338 return true;
342 if (u->bestr_ratio > 0) {
343 /* Check best, best_best value difference. If the best move
344 * and its best child do not give similar enough results,
345 * keep simulating. */
346 if (bestr && bestr->u.playouts
347 && fabs((double)best->u.value - bestr->u.value) > u->bestr_ratio) {
348 if (UDEBUGL(2))
349 fprintf(stderr, "Bestr delta %f > threshold %f\n",
350 fabs((double)best->u.value - bestr->u.value),
351 u->bestr_ratio);
352 return true;
356 if (winner && winner != best) {
357 /* Keep simulating if best explored
358 * does not have also highest value. */
359 if (UDEBUGL(2))
360 fprintf(stderr, "[%d] best %3s [%d] %f != winner %3s [%d] %f\n", i,
361 coord2sstr(best->coord, t->board),
362 best->u.playouts, tree_node_get_value(t, 1, best->u.value),
363 coord2sstr(winner->coord, t->board),
364 winner->u.playouts, tree_node_get_value(t, 1, winner->u.value));
365 return true;
368 /* No reason to keep simulating, bye. */
369 return false;
372 bool
373 uct_search_check_stop(struct uct *u, struct board *b, enum stone color,
374 struct tree *t, struct time_info *ti,
375 struct uct_search_state *s, int i)
377 struct uct_thread_ctx *ctx = s->ctx;
379 /* Never consider stopping if we played too few simulations.
380 * Maybe we risk losing on time when playing in super-extreme
381 * time pressure but the tree is going to be just too messed
382 * up otherwise - we might even play invalid suicides or pass
383 * when we mustn't. */
384 if (i < GJ_MINGAMES)
385 return false;
387 struct tree_node *best = NULL;
388 struct tree_node *best2 = NULL; // Second-best move.
389 struct tree_node *bestr = NULL; // best's best child.
390 struct tree_node *winner = NULL;
392 best = u->policy->choose(u->policy, ctx->t->root, b, color, resign);
393 if (best) best2 = u->policy->choose(u->policy, ctx->t->root, b, color, best->coord);
395 /* Possibly stop search early if it's no use to try on. */
396 int played = u->played_all + i - s->base_playouts;
397 if (best && uct_search_stop_early(u, ctx->t, b, ti, &s->stop, best, best2, played, s->fullmem))
398 return true;
400 /* Check against time settings. */
401 bool desired_done;
402 if (ti->dim == TD_WALLTIME) {
403 double elapsed = time_now() - ti->len.t.timer_start;
404 if (elapsed > s->stop.worst.time) return true;
405 desired_done = elapsed > s->stop.desired.time;
407 } else { assert(ti->dim == TD_GAMES);
408 if (i > s->stop.worst.playouts) return true;
409 desired_done = i > s->stop.desired.playouts;
412 /* We want to stop simulating, but are willing to keep trying
413 * if we aren't completely sure about the winner yet. */
414 if (desired_done) {
415 if (u->policy->winner && u->policy->evaluate) {
416 struct uct_descent descent = { .node = ctx->t->root };
417 u->policy->winner(u->policy, ctx->t, &descent);
418 winner = descent.node;
420 if (best)
421 bestr = u->policy->choose(u->policy, best, b, stone_other(color), resign);
422 if (!uct_search_keep_looking(u, ctx->t, b, ti, &s->stop, best, best2, bestr, winner, i))
423 return true;
426 /* TODO: Early break if best->variance goes under threshold
427 * and we already have enough playouts (possibly thanks to book
428 * or to pondering)? */
429 return false;
433 struct tree_node *
434 uct_search_result(struct uct *u, struct board *b, enum stone color,
435 bool pass_all_alive, int played_games, int base_playouts,
436 coord_t *best_coord)
438 /* Choose the best move from the tree. */
439 struct tree_node *best = u->policy->choose(u->policy, u->t->root, b, color, resign);
440 if (!best) {
441 *best_coord = pass;
442 return NULL;
444 *best_coord = best->coord;
445 if (UDEBUGL(1))
446 fprintf(stderr, "*** WINNER is %s (%d,%d) with score %1.4f (%d/%d:%d/%d games), extra komi %f\n",
447 coord2sstr(best->coord, b), coord_x(best->coord, b), coord_y(best->coord, b),
448 tree_node_get_value(u->t, 1, best->u.value), best->u.playouts,
449 u->t->root->u.playouts, u->t->root->u.playouts - base_playouts, played_games,
450 u->t->extra_komi);
452 /* Do not resign if we're so short of time that evaluation of best
453 * move is completely unreliable, we might be winning actually.
454 * In this case best is almost random but still better than resign.
455 * Also do not resign if we are getting bad results while actually
456 * giving away extra komi points (dynkomi). */
457 if (tree_node_get_value(u->t, 1, best->u.value) < u->resign_ratio
458 && !is_pass(best->coord) && best->u.playouts > GJ_MINGAMES
459 && komi_by_color(u->t->extra_komi, color) < 0.5) {
460 *best_coord = resign;
461 return NULL;
464 /* If the opponent just passed and we win counting, always
465 * pass as well. */
466 if (b->moves > 1 && is_pass(b->last_move.coord)) {
467 /* Make sure enough playouts are simulated. */
468 while (u->ownermap.playouts < GJ_MINGAMES)
469 uct_playout(u, b, color, u->t);
470 if (uct_pass_is_safe(u, b, color, u->pass_all_alive || pass_all_alive)) {
471 if (UDEBUGL(0))
472 fprintf(stderr, "<Will rather pass, looks safe enough; score %f>\n",
473 board_official_score(b, NULL) / 2);
474 *best_coord = pass;
475 best = u->t->root->children; // pass is the first child
476 assert(is_pass(best->coord));
477 return best;
481 return best;