- 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 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 the CCRL game database with some simple filtering criteria.
-
- double move_importance(int ply) {
-
- 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
- }
-
- template<TimeType T>
- int remaining(int myTime, int movesToGo, int ply, int slowMover) {
-
- const double TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
- const double TStealRatio = (T == OptimumTime ? 0 : StealRatio);
-
- double moveImportance = (move_importance(ply) * slowMover) / 100;
- double otherMovesImportance = 0;
-
- for (int i = 1; i < movesToGo; ++i)
- otherMovesImportance += move_importance(ply + 2 * i);
-
- double ratio1 = (TMaxRatio * moveImportance) / (TMaxRatio * moveImportance + otherMovesImportance);
- double ratio2 = (moveImportance + TStealRatio * otherMovesImportance) / (moveImportance + otherMovesImportance);
-
- return int(myTime * std::min(ratio1, ratio2)); // Intel C++ asks for an explicit cast
+ int remaining(int myTime, int myInc, int moveOverhead,
+ int movesToGo, int ply, TimeType type) {
+
+ if (myTime <= 0)
+ return 0;
+
+ int moveNumber = (ply + 1) / 2;
+ double ratio; // Which ratio of myTime we are going to use. It is <= 1
+ double sd = 8.5;
+
+ // Usage of increment follows quadratic distribution with the maximum at move 25
+ double inc = myInc * std::max(55.0, 120.0 - 0.12 * (moveNumber - 25) * (moveNumber - 25));
+
+ // In moves-to-go we distribute time according to a quadratic function with
+ // the maximum around move 20 for 40 moves in y time case.
+ if (movesToGo)
+ {
+ ratio = (type == OptimumTime ? 1.0 : 6.0) / std::min(50, movesToGo);
+
+ if (moveNumber <= 40)
+ ratio *= 1.1 - 0.001 * (moveNumber - 20) * (moveNumber - 20);
+ else
+ ratio *= 1.5;
+ }
+ // Otherwise we increase usage of remaining time as the game goes on
+ else
+ {
+ sd = 1 + 20 * moveNumber / (500.0 + moveNumber);
+ ratio = (type == OptimumTime ? 0.017 : 0.07) * sd;
+ }
+
+ ratio = std::min(1.0, ratio * (1 + inc / (myTime * sd)));
+
+ return int(ratio * std::max(0, myTime - moveOverhead));