X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Ftimeman.cpp;h=c3d27dee1cee449d62865d8c62212027b8c144ac;hp=dfa6c1cb6e394c1c428a3066f3c28a181068ec3d;hb=cf0295f1ad2902badeaf9ccf6cb433314465595c;hpb=391cd57b52a18166f90202f01f28be1f3bf24d4c diff --git a/src/timeman.cpp b/src/timeman.cpp index dfa6c1cb..c3d27dee 100644 --- a/src/timeman.cpp +++ b/src/timeman.cpp @@ -35,9 +35,9 @@ namespace { /// Constants - const int MaxMoveHorizon = 50; // Plan time management at most this many moves ahead - const float MaxRatio = 3.0; // When in trouble, we can step over reserved time with this ratio - const float MaxStealRatio = 0.33; // However we must not steal time from remaining moves over this ratio + const int MoveHorizon = 50; // Plan time management at most this many moves ahead + const float MaxRatio = 3.0f; // When in trouble, we can step over reserved time with this ratio + const float StealRatio = 0.33f; // However we must not steal time from remaining moves over this ratio // MoveImportance[] is based on naive statistical analysis of "how many games are still undecided @@ -76,8 +76,10 @@ namespace { /// Function Prototypes - int min_time_for_MTG(int myTime, int movesToGo, int currentPly); - int max_time_for_MTG(int myTime, int movesToGo, int currentPly); + enum TimeType { MaxTime, AbsTime }; + + template + int remaining(int myTime, int movesToGo, int currentPly); } @@ -103,7 +105,7 @@ void get_search_times(int myTime, int myInc, int movesToGo, int currentPly, minThinkingTime :No matter what, use at least this much thinking before doing the move */ - int hypMTG, hypMyTime; + int hypMTG, hypMyTime, mTime, aTime; // Read uci parameters int emergencyMoveHorizon = get_option_value_int("Emergency Move Horizon"); @@ -116,13 +118,16 @@ void get_search_times(int myTime, int myInc, int movesToGo, int currentPly, // We calculate optimum time usage for different hypothetic "moves to go"-values and choose the // minimum of calculated search time values. Usually the greatest hypMTG gives the minimum values. - for (hypMTG = 1; hypMTG <= (movesToGo ? Min(movesToGo, MaxMoveHorizon) : MaxMoveHorizon); hypMTG++) + for (hypMTG = 1; hypMTG <= (movesToGo ? Min(movesToGo, MoveHorizon) : MoveHorizon); hypMTG++) { // Calculate thinking time for hypothetic "moves to go"-value hypMyTime = Max(myTime + (hypMTG - 1) * myInc - emergencyBaseTime - Min(hypMTG, emergencyMoveHorizon) * emergencyMoveTime, 0); - *maxSearchTime = Min(*maxSearchTime, minThinkingTime + min_time_for_MTG(hypMyTime, hypMTG, currentPly)); - *absoluteMaxSearchTime = Min(*absoluteMaxSearchTime, minThinkingTime + max_time_for_MTG(hypMyTime, hypMTG, currentPly)); + mTime = minThinkingTime + remaining(hypMyTime, hypMTG, currentPly); + aTime = minThinkingTime + remaining(hypMyTime, hypMTG, currentPly); + + *maxSearchTime = Min(*maxSearchTime, mTime); + *absoluteMaxSearchTime = Min(*absoluteMaxSearchTime, aTime); } // Make sure that maxSearchTime is not over absoluteMaxSearchTime @@ -135,31 +140,21 @@ void get_search_times(int myTime, int myInc, int movesToGo, int currentPly, namespace { - int min_time_for_MTG(int myTime, int movesToGo, int currentPly) + template + int remaining(int myTime, int movesToGo, int currentPly) { - float thisMoveImportance = move_importance(currentPly); - float otherMovesImportance = 0; - - for (int i = 1; i < movesToGo; i++) - otherMovesImportance += move_importance(currentPly + 2 * i); + const float TMaxRatio = (T == MaxTime ? 1 : MaxRatio); + const float TStealRatio = (T == MaxTime ? 0 : StealRatio); - float ratio = thisMoveImportance / (thisMoveImportance + otherMovesImportance); - - return int(floor(myTime * ratio)); - } - - int max_time_for_MTG(int myTime, int movesToGo, int currentPly) - { - float thisMoveImportance = move_importance(currentPly); - float otherMovesImportance = 0; + int thisMoveImportance = move_importance(currentPly); + int otherMovesImportance = 0; for (int i = 1; i < movesToGo; i++) otherMovesImportance += move_importance(currentPly + 2 * i); - float ratio1 = (MaxRatio * thisMoveImportance) / (MaxRatio * thisMoveImportance + otherMovesImportance); - float ratio2 = (thisMoveImportance + MaxStealRatio * otherMovesImportance) / (thisMoveImportance + otherMovesImportance); + float ratio1 = (TMaxRatio * thisMoveImportance) / float(TMaxRatio * thisMoveImportance + otherMovesImportance); + float ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / float(thisMoveImportance + otherMovesImportance); return int(floor(myTime * Min(ratio1, ratio2))); } } -