X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Ftimeman.cpp;h=c7c19f47cce34a8d53cc15cf61c3f87c5d5755a9;hp=4763671a845edf6805e03a62a668816dc59732b1;hb=ace8e951d70c2986a0af83effcc0d2b2312d29e3;hpb=df722521ba7027df394ed6370571cb5dc2ed6da1 diff --git a/src/timeman.cpp b/src/timeman.cpp index 4763671a..c7c19f47 100644 --- a/src/timeman.cpp +++ b/src/timeman.cpp @@ -2,6 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -25,25 +26,27 @@ #include "timeman.h" #include "uci.h" +TimeManagement Time; // Our global time management object + namespace { enum TimeType { OptimumTime, MaxTime }; const int MoveHorizon = 50; // Plan time management at most this many moves ahead - const double MaxRatio = 7.0; // When in trouble, we can step over reserved time with this ratio - const double StealRatio = 0.33; // However we must not steal time from remaining moves over this ratio + const double MaxRatio = 7.09; // When in trouble, we can step over reserved time with this ratio + const double StealRatio = 0.35; // However we must not steal time from remaining moves over this ratio // move_importance() is a skew-logistic function based on naive statistical // analysis of "how many games are still undecided after n half-moves". Game // is considered "undecided" as long as neither side has >275cp advantage. - // Data was extracted from CCRL game database with some simple filtering criteria. + // Data was extracted from the CCRL game database with some simple filtering criteria. double move_importance(int ply) { - const double XScale = 9.3; - const double XShift = 59.8; - const double Skew = 0.172; + const double XScale = 7.64; + const double XShift = 58.4; + const double Skew = 0.183; return pow((1 + exp((ply - XShift) / XScale)), -Skew) + DBL_MIN; // Ensure non-zero } @@ -63,7 +66,7 @@ namespace { double ratio1 = (TMaxRatio * moveImportance) / (TMaxRatio * moveImportance + otherMovesImportance); double ratio2 = (moveImportance + TStealRatio * otherMovesImportance) / (moveImportance + otherMovesImportance); - return int(myTime * std::min(ratio1, ratio2)); // Intel C++ asks an explicit cast + return int(myTime * std::min(ratio1, ratio2)); // Intel C++ asks for an explicit cast } } // namespace @@ -78,14 +81,29 @@ namespace { /// inc > 0 && movestogo == 0 means: x basetime + z increment /// inc > 0 && movestogo != 0 means: x moves in y minutes + z increment -void TimeManagement::init(const Search::LimitsType& limits, Color us, int ply, TimePoint now) +void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) { int minThinkingTime = Options["Minimum Thinking Time"]; int moveOverhead = Options["Move Overhead"]; int slowMover = Options["Slow Mover"]; + int npmsec = Options["nodestime"]; + + // 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: Given npms (nodes per millisecond) must be much lower then + // the real engine speed to avoid time losses. + if (npmsec) + { + if (!availableNodes) // Only once at game start + availableNodes = npmsec * limits.time[us]; // Time is in msec - start = now; - unstablePvFactor = 1; + // Convert from millisecs to nodes + limits.time[us] = (int)availableNodes; + limits.inc[us] *= npmsec; + limits.npmsec = npmsec; + } + + startTime = limits.startTime; optimumTime = maximumTime = std::max(limits.time[us], minThinkingTime); const int MaxMTG = limits.movestogo ? std::min(limits.movestogo, MoveHorizon) : MoveHorizon; @@ -111,6 +129,4 @@ void TimeManagement::init(const Search::LimitsType& limits, Color us, int ply, T if (Options["Ponder"]) optimumTime += optimumTime / 4; - - optimumTime = std::min(optimumTime, maximumTime); }