- return 1 / pow((1 + exp((ply - xshift) / xscale)), skewfactor);
- }
-
-
- /// Function Prototypes
-
- enum TimeType { OptimumTime, MaxTime };
-
- template<TimeType>
- int remaining(int myTime, int movesToGo, int fullMoveNumber, int slowMover);
-}
-
-
-void TimeManager::pv_instability(double bestMoveChanges) {
-
- unstablePVExtraTime = int(bestMoveChanges * optimumSearchTime / 1.4);
-}
-
-
-void TimeManager::init(const Search::LimitsType& limits, int currentPly, Color us)
-{
- /* We support four different kind of time controls:
-
- increment == 0 && movesToGo == 0 means: x basetime [sudden death!]
- increment == 0 && movesToGo != 0 means: x moves in y minutes
- increment > 0 && movesToGo == 0 means: x basetime + z increment
- increment > 0 && movesToGo != 0 means: x moves in y minutes + z increment
+ // If we have to play in 'nodes as time' mode, then convert from time
+ // to nodes, and use resulting values in time management formulas.
+ // WARNING: to avoid time losses, the given npmsec (nodes per millisecond)
+ // must be much lower than the real engine speed.
+ if (npmsec)
+ {
+ if (!availableNodes) // Only once at game start
+ availableNodes = npmsec * limits.time[us]; // Time is in msec