X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Ftimeman.cpp;h=c7c19f47cce34a8d53cc15cf61c3f87c5d5755a9;hp=ba0adea527249b38080288907bc500373bca353b;hb=f2f3a06a1acfa14b3054bfd73d6c3966c326a7cc;hpb=9eceb894ac91b9b4a88d1972778705304666ac33 diff --git a/src/timeman.cpp b/src/timeman.cpp index ba0adea5..c7c19f47 100644 --- a/src/timeman.cpp +++ b/src/timeman.cpp @@ -33,14 +33,14 @@ namespace { enum TimeType { OptimumTime, MaxTime }; const int MoveHorizon = 50; // Plan time management at most this many moves ahead - const double MaxRatio = 7.09; // When in trouble, we can step over reserved time with 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) { @@ -66,7 +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 @@ -91,7 +91,7 @@ void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) // 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 - // real engine speed to avoid time losses. + // the real engine speed to avoid time losses. if (npmsec) { if (!availableNodes) // Only once at game start @@ -104,7 +104,6 @@ void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) } startTime = limits.startTime; - unstablePvFactor = 1; optimumTime = maximumTime = std::max(limits.time[us], minThinkingTime); const int MaxMTG = limits.movestogo ? std::min(limits.movestogo, MoveHorizon) : MoveHorizon;