2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
5 Stockfish is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 Stockfish is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
27 TimeManagement Time; // Our global time management object
30 /// TimeManagement::init() is called at the beginning of the search and calculates
31 /// the bounds of time allowed for the current game ply. We currently support:
32 // 1) x basetime (+ z increment)
33 // 2) x moves in y seconds (+ z increment)
35 void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
37 TimePoint moveOverhead = TimePoint(Options["Move Overhead"]);
38 TimePoint slowMover = TimePoint(Options["Slow Mover"]);
39 TimePoint npmsec = TimePoint(Options["nodestime"]);
41 // optScale is a percentage of available time to use for the current move.
42 // maxScale is a multiplier applied to optimumTime.
43 double optScale, maxScale;
45 // If we have to play in 'nodes as time' mode, then convert from time
46 // to nodes, and use resulting values in time management formulas.
47 // WARNING: to avoid time losses, the given npmsec (nodes per millisecond)
48 // must be much lower than the real engine speed.
51 if (!availableNodes) // Only once at game start
52 availableNodes = npmsec * limits.time[us]; // Time is in msec
54 // Convert from milliseconds to nodes
55 limits.time[us] = TimePoint(availableNodes);
56 limits.inc[us] *= npmsec;
57 limits.npmsec = npmsec;
60 startTime = limits.startTime;
62 // Maximum move horizon of 50 moves
63 int mtg = limits.movestogo ? std::min(limits.movestogo, 50) : 50;
65 // Make sure timeLeft is > 0 since we may use it as a divisor
66 TimePoint timeLeft = std::max(TimePoint(1),
67 limits.time[us] + limits.inc[us] * (mtg - 1) - moveOverhead * (2 + mtg));
69 // A user may scale time usage by setting UCI option "Slow Mover"
70 // Default is 100 and changing this value will probably lose elo.
71 timeLeft = slowMover * timeLeft / 100;
73 // x basetime (+ z increment)
74 // If there is a healthy increment, timeLeft can exceed actual available
75 // game time for the current move, so also cap to 20% of available game time.
76 if (limits.movestogo == 0)
78 optScale = std::min(0.008 + std::pow(ply + 3.0, 0.5) / 250.0,
79 0.2 * limits.time[us] / double(timeLeft));
80 maxScale = std::min(7.0, 4.0 + ply / 12.0);
83 // x moves in y seconds (+ z increment)
86 optScale = std::min((0.8 + ply / 128.0) / mtg,
87 0.8 * limits.time[us] / double(timeLeft));
88 maxScale = std::min(6.3, 1.5 + 0.11 * mtg);
91 // Never use more than 80% of the available time for this move
92 optimumTime = TimePoint(optScale * timeLeft);
93 maximumTime = TimePoint(std::min(0.8 * limits.time[us] - moveOverhead, maxScale * optimumTime));
95 if (Options["Ponder"])
96 optimumTime += optimumTime / 4;