Remove all concurrency code
Muddled the code too much, and only gave a marginal performance improvement in the grand scheme of things. Other ways to parallelize MCTS will be nicer to implement and could yield better results.
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@@ -11,41 +11,20 @@ public struct ArenaBuffer<T> where T : struct
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// The benchmark reaches 20 at most, but here we have a little leeway just in case.
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private const int MaxSize = 24;
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private static int BatchSize = Vector<float>.Count;
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private static int BatchSizeBits = int.Log2(BatchSize);
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private static int BatchSizeMask = BatchSize - 1;
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private static readonly int BatchSize = Vector<float>.Count;
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private static readonly int BatchSizeBits = int.Log2(BatchSize);
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private static readonly int BatchSizeMask = BatchSize - 1;
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private static int BatchCount = MaxSize / BatchSize;
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private static readonly int BatchCount = MaxSize / BatchSize;
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public ArenaNode<T>[][] Data;
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private int index; // Unused in single threaded workload
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private int count;
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public readonly int Count => count;
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public void AddConcurrent(ArenaNode<T> node)
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{
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if (Data == null)
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Interlocked.CompareExchange(ref Data, new ArenaNode<T>[BatchCount][], null);
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var idx = Interlocked.Increment(ref index) - 1;
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var (arrayIdx, subIdx) = GetArrayIndex(idx);
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if (Data[arrayIdx] == null)
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Interlocked.CompareExchange(ref Data[arrayIdx], new ArenaNode<T>[BatchSize], null);
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node.ChildIdx = (arrayIdx, subIdx);
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Data[arrayIdx][subIdx] = node;
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Interlocked.Increment(ref count);
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}
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public int Count { get; private set; }
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public void Add(ArenaNode<T> node)
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{
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Data ??= new ArenaNode<T>[BatchCount][];
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var idx = count++;
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var idx = Count++;
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var (arrayIdx, subIdx) = GetArrayIndex(idx);
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