{
double fallingEval = (66 + 14 * (mainThread->bestPreviousAverageScore - bestValue)
+ 6 * (mainThread->iterValue[iterIdx] - bestValue))
- / 583.0;
- fallingEval = std::clamp(fallingEval, 0.5, 1.5);
+ / 616.6;
+ fallingEval = std::clamp(fallingEval, 0.51, 1.51);
// If the bestMove is stable over several iterations, reduce time accordingly
timeReduction = lastBestMoveDepth + 8 < completedDepth ? 1.56 : 0.69;
- double reduction = (1.4 + mainThread->previousTimeReduction) / (2.03 * timeReduction);
+ double reduction = (1.4 + mainThread->previousTimeReduction) / (2.17 * timeReduction);
double bestMoveInstability = 1 + 1.79 * totBestMoveChanges / Threads.size();
double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability;
- moveOverhead * (2 + mtg));
// Use extra time with larger increments
- double optExtra = std::clamp(1.0 + 12.5 * limits.inc[us] / limits.time[us], 1.0, 1.12);
+ double optExtra = std::clamp(1.0 + 12.5 * limits.inc[us] / limits.time[us], 1.0, 1.11);
// Calculate time constants based on current time left.
- double optConstant = std::min(0.00335 + 0.0003 * std::log10(limits.time[us] / 1000.0), 0.0048);
- double maxConstant = std::max(3.6 + 3.0 * std::log10(limits.time[us] / 1000.0), 2.7);
+ double optConstant = std::min(0.00334 + 0.0003 * std::log10(limits.time[us] / 1000.0), 0.0049);
+ double maxConstant = std::max(3.4 + 3.0 * std::log10(limits.time[us] / 1000.0), 2.76);
// x basetime (+ z increment)
// If there is a healthy increment, timeLeft can exceed actual available
// game time for the current move, so also cap to 20% of available game time.
if (limits.movestogo == 0)
{
- optScale = std::min(0.0120 + std::pow(ply + 3.3, 0.44) * optConstant,
- 0.2 * limits.time[us] / double(timeLeft))
+ optScale = std::min(0.0120 + std::pow(ply + 3.1, 0.44) * optConstant,
+ 0.21 * limits.time[us] / double(timeLeft))
* optExtra;
- maxScale = std::min(6.8, maxConstant + ply / 12.2);
+ maxScale = std::min(6.9, maxConstant + ply / 12.2);
}
// x moves in y seconds (+ z increment)