engine: use DashMap for sharing evaluated nodes

This commit is contained in:
dece 2020-06-14 13:59:28 +02:00
parent 6b34395e5b
commit e1b1642d37
5 changed files with 81 additions and 49 deletions

87
Cargo.lock generated
View file

@ -1,5 +1,13 @@
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@ -42,6 +50,34 @@ dependencies = [
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@ -130,7 +138,7 @@ name = "vatu"
version = "0.1.0" version = "0.1.0"
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@ -163,19 +171,20 @@ version = "0.4.0"
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View file

@ -6,4 +6,4 @@ edition = "2018"
[dependencies] [dependencies]
clap = "2.33" clap = "2.33"
rand = "0.7" dashmap = "3.11"

View file

@ -4,6 +4,8 @@ use std::fmt;
use std::hash::{Hash, Hasher}; use std::hash::{Hash, Hasher};
use std::sync::{Arc, atomic, mpsc}; use std::sync::{Arc, atomic, mpsc};
use dashmap::DashMap;
use crate::board; use crate::board;
use crate::engine; use crate::engine;
use crate::notation; use crate::notation;
@ -71,6 +73,8 @@ impl Hash for Node {
} }
} }
pub type NodeEvalMap = Arc<DashMap<Node, f32>>;
/// Analysis parameters. /// Analysis parameters.
#[derive(Clone)] #[derive(Clone)]
pub struct AnalysisParams { pub struct AnalysisParams {
@ -88,6 +92,7 @@ const MAX_F32: f32 = std::f32::INFINITY;
pub fn analyze( pub fn analyze(
node: &mut Node, node: &mut Node,
_args: &AnalysisParams, _args: &AnalysisParams,
score_map: &NodeEvalMap,
working: Arc<atomic::AtomicBool>, working: Arc<atomic::AtomicBool>,
tx: mpsc::Sender<engine::Cmd>, tx: mpsc::Sender<engine::Cmd>,
debug: bool, debug: bool,
@ -102,7 +107,13 @@ pub fn analyze(
tx.send(engine::Cmd::Log(moves_str)).unwrap(); tx.send(engine::Cmd::Log(moves_str)).unwrap();
} }
let (max_score, best_move) = minimax(node, 0, 2, board::is_white(node.game_state.color)); let (max_score, best_move) = minimax(
node,
0,
3,
board::is_white(node.game_state.color),
&score_map,
);
if best_move.is_some() { if best_move.is_some() {
let log_str = format!( let log_str = format!(
@ -145,12 +156,21 @@ fn minimax(
node: &mut Node, node: &mut Node,
depth: u32, depth: u32,
max_depth: u32, max_depth: u32,
maximizing: bool maximizing: bool,
score_map: &NodeEvalMap,
) -> (f32, Option<rules::Move>) { ) -> (f32, Option<rules::Move>) {
// If the node has already been analysed before, return its previous evaluation.
if let Some(score) = score_map.get(node) {
return (*score.value(), None)
}
// If we reached max depth, evaluate score for this board, store score and stop recursion.
if depth == max_depth { if depth == max_depth {
let stats = stats::compute_stats(&node.board, &node.game_state); let stats = stats::compute_stats(&node.board, &node.game_state);
return (evaluate(&stats), None); let score = evaluate(&stats);
score_map.insert(node.clone(), score);
return (score, None);
} }
// Else, get the minimax score.
let mut minmax = if maximizing { MIN_F32 } else { MAX_F32 }; let mut minmax = if maximizing { MIN_F32 } else { MAX_F32 };
let mut minmax_move = None; let mut minmax_move = None;
let moves = rules::get_player_moves(&node.board, &node.game_state, true); let moves = rules::get_player_moves(&node.board, &node.game_state, true);
@ -158,13 +178,13 @@ fn minimax(
let mut sub_node = node.clone(); let mut sub_node = node.clone();
rules::apply_move_to(&mut sub_node.board, &mut sub_node.game_state, &m); rules::apply_move_to(&mut sub_node.board, &mut sub_node.game_state, &m);
if maximizing { if maximizing {
let (score, _) = minimax(&mut sub_node, depth + 1, max_depth, false); let (score, _) = minimax(&mut sub_node, depth + 1, max_depth, false, score_map);
if score >= minmax { if score >= minmax {
minmax = score; minmax = score;
minmax_move = Some(m); minmax_move = Some(m);
} }
} else { } else {
let (score, _) = minimax(&mut sub_node, depth + 1, max_depth, true); let (score, _) = minimax(&mut sub_node, depth + 1, max_depth, true, score_map);
if score <= minmax { if score <= minmax {
minmax = score; minmax = score;
minmax_move = Some(m); minmax_move = Some(m);

View file

@ -6,6 +6,8 @@
use std::sync::{Arc, atomic, mpsc}; use std::sync::{Arc, atomic, mpsc};
use std::thread; use std::thread;
use dashmap::DashMap;
use crate::analysis; use crate::analysis;
use crate::board; use crate::board;
use crate::notation; use crate::notation;
@ -19,7 +21,7 @@ pub struct Engine {
/// Current game state, starting point of further analysis. /// Current game state, starting point of further analysis.
node: analysis::Node, node: analysis::Node,
/// Store already evaluated nodes with their score. /// Store already evaluated nodes with their score.
// score_map: Arc<RwLock<HashMap<Node, f32>>>, score_map: Arc<DashMap<analysis::Node, f32>>,
/// Communication mode. /// Communication mode.
mode: Mode, mode: Mode,
/// If true, the engine is currently listening to incoming cmds. /// If true, the engine is currently listening to incoming cmds.
@ -77,7 +79,7 @@ impl Engine {
Engine { Engine {
debug: false, debug: false,
node: analysis::Node::new(), node: analysis::Node::new(),
// score_map: HashMap::with_capacity(2usize.pow(10)), score_map: Arc::new(DashMap::with_capacity(2usize.pow(10))),
mode: Mode::No, mode: Mode::No,
listening: false, listening: false,
working: Arc::new(atomic::AtomicBool::new(false)), working: Arc::new(atomic::AtomicBool::new(false)),
@ -179,11 +181,12 @@ impl Engine {
self.working.store(true, atomic::Ordering::Relaxed); self.working.store(true, atomic::Ordering::Relaxed);
let mut node = self.node.clone(); let mut node = self.node.clone();
let args = args.clone(); let args = args.clone();
let score_map = self.score_map.clone();
let working = self.working.clone(); let working = self.working.clone();
let tx = match &self.mode { Mode::Uci(_, _, tx) => tx.clone(), _ => return }; let tx = match &self.mode { Mode::Uci(_, _, tx) => tx.clone(), _ => return };
let debug = self.debug; let debug = self.debug;
thread::spawn(move || { thread::spawn(move || {
analysis::analyze(&mut node, &args, working, tx, debug); analysis::analyze(&mut node, &args, &score_map, working, tx, debug);
}); });
} }

View file

@ -220,7 +220,7 @@ pub fn get_castle_move(castle: u8) -> Move {
/// see if P's king can be taken. Consider a call with true `commit` as /// see if P's king can be taken. Consider a call with true `commit` as
/// a collection of attacked squares instead of legal move collection. /// a collection of attacked squares instead of legal move collection.
pub fn get_player_moves(board: &Board, game_state: &GameState, commit: bool) -> Vec<Move> { pub fn get_player_moves(board: &Board, game_state: &GameState, commit: bool) -> Vec<Move> {
let mut moves = vec!(); let mut moves = Vec::with_capacity(256);
for r in 0..8 { for r in 0..8 {
for f in 0..8 { for f in 0..8 {
let p = (f, r); let p = (f, r);