std::vector<RootMove> RootMoves;
Position RootPos;
Color RootColor;
- Time::point SearchTime;
+ Time::point SearchTime, IterationTime;
StateStackPtr SetupStates;
}
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
+ IterationTime = Time::now() - SearchTime;
+
// If skill levels are enabled and time is up, pick a sub-optimal best move
if (skill.enabled() && skill.time_to_pick(depth))
skill.pick_move();
if (depth > 4 && depth < 50 && PVSize == 1)
TimeMgr.pv_instability(BestMoveChanges);
- // Stop the search if most of the available time has been used. We
- // probably don't have enough time to search the first move at the
- // next iteration anyway.
- if (Time::now() - SearchTime > (TimeMgr.available_time() * 62) / 100)
+ // Stop the search if only one legal move is available or most
+ // of the available time has been used. We probably don't have
+ // enough time to search the first move at the next iteration anyway.
+ if ( RootMoves.size() == 1
+ || IterationTime > (TimeMgr.available_time() * 62) / 100)
stop = true;
- // Stop the search early if one move seems to be much better than others
- if ( depth >= 12
- && BestMoveChanges <= DBL_EPSILON
- && !stop
- && PVSize == 1
- && bestValue > VALUE_MATED_IN_MAX_PLY
- && ( RootMoves.size() == 1
- || Time::now() - SearchTime > (TimeMgr.available_time() * 20) / 100))
- {
- Value rBeta = bestValue - 2 * PawnValueMg;
- ss->excludedMove = RootMoves[0].pv[0];
- ss->skipNullMove = true;
- Value v = search<NonPV>(pos, ss, rBeta - 1, rBeta, (depth - 3) * ONE_PLY, true);
- ss->skipNullMove = false;
- ss->excludedMove = MOVE_NONE;
-
- if (v < rBeta)
- stop = true;
- }
-
if (stop)
{
// If we are allowed to ponder do not stop the search now but
Time::point elapsed = Time::now() - SearchTime;
bool stillAtFirstMove = Signals.firstRootMove
&& !Signals.failedLowAtRoot
- && elapsed > TimeMgr.available_time();
+ && elapsed > (TimeMgr.available_time() * 62) / 100
+ && elapsed > IterationTime * 1.4;
bool noMoreTime = elapsed > TimeMgr.maximum_time() - 2 * TimerThread::Resolution
|| stillAtFirstMove;