13 #include "distributed/distributed.h"
17 #include "uct/dynkomi.h"
18 #include "uct/internal.h"
19 #include "uct/search.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
= {
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
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:
49 * | main(), GTP communication, ...
50 * | starts and stops the search managed by thread_manager
53 * | spawns and collects worker threads
59 * uct_playouts() loop, doing descend-playout until uct_halt
61 * Another way to look at it is by functions (lines denote thread boundaries):
64 * | uct_search() (uct_search_start() .. uct_search_stop())
65 * | -----------------------
66 * | spawn_thread_manager()
67 * | -----------------------
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
;
85 spawn_worker(void *ctx_
)
87 struct uct_thread_ctx
*ctx
= ctx_
;
89 fast_srandom(ctx
->seed
);
92 ctx
->games
= uct_playouts(ctx
->u
, ctx
->b
, ctx
->color
, ctx
->t
);
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
);
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. */
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
];
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
);
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. */
151 /* ...and gather its remnants. */
152 struct uct_thread_ctx
*ctx
;
153 pthread_join(threads
[finish_thread
], (void **) &ctx
);
154 played_games
+= ctx
->games
;
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
;
169 /*** THREAD MANAGER end */
171 /*** Search infrastructure: */
175 uct_search_games(struct uct_search_state
*s
)
177 return s
->ctx
->t
->root
->u
.playouts
;
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
;
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) };
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
);
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
);
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
) {
254 fprintf(stderr
, "memory limit hit (%lu > %lu)\n",
255 ctx
->t
->nodes_size
, u
->max_tree_size
);
261 /* Determine whether we should terminate the search early. */
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
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
) {
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
);
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
) {
306 /* Determine whether we should terminate the search later than expected. */
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
)
315 fprintf(stderr
, "Did not find best move, still trying...\n");
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
) {
335 fprintf(stderr
, "Best2 ratio %f < threshold %f\n",
336 (double)best
->u
.playouts
/ best2
->u
.playouts
,
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
) {
349 fprintf(stderr
, "Bestr delta %f > threshold %f\n",
350 fabs((double)best
->u
.value
- bestr
->u
.value
),
356 if (winner
&& winner
!= best
) {
357 /* Keep simulating if best explored
358 * does not have also highest value. */
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
));
368 /* No reason to keep simulating, bye. */
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. */
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
))
400 /* Check against time settings. */
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. */
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
;
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
))
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)? */
434 uct_search_result(struct uct
*u
, struct board
*b
, enum stone color
,
435 bool pass_all_alive
, int played_games
, int base_playouts
,
438 /* Choose the best move from the tree. */
439 struct tree_node
*best
= u
->policy
->choose(u
->policy
, u
->t
->root
, b
, color
, resign
);
444 *best_coord
= best
->coord
;
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
,
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
;
464 /* If the opponent just passed and we win counting, always
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
)) {
472 fprintf(stderr
, "<Will rather pass, looks safe enough; score %f>\n",
473 board_official_score(b
, NULL
) / 2);
475 best
= u
->t
->root
->children
; // pass is the first child
476 assert(is_pass(best
->coord
));