2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
5 Copyright (C) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
7 Stockfish is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version.
12 Stockfish is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program. If not, see <http://www.gnu.org/licenses/>.
29 TimeManagement Time; // Our global time management object
31 /// init() is called at the beginning of the search and calculates the bounds
32 /// of time allowed for the current game ply. We currently support:
33 // 1) x basetime (+z increment)
34 // 2) x moves in y seconds (+z increment)
36 void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
38 TimePoint minThinkingTime = Options["Minimum Thinking Time"];
39 TimePoint moveOverhead = Options["Move Overhead"];
40 TimePoint slowMover = Options["Slow Mover"];
41 TimePoint npmsec = Options["nodestime"];
43 // opt_scale is a percentage of available time to use for the current move.
44 // max_scale is a multiplier applied to optimumTime.
45 double opt_scale, max_scale;
47 // If we have to play in 'nodes as time' mode, then convert from time
48 // to nodes, and use resulting values in time management formulas.
49 // WARNING: to avoid time losses, the given npmsec (nodes per millisecond)
50 // must be much lower than the real engine speed.
53 if (!availableNodes) // Only once at game start
54 availableNodes = npmsec * limits.time[us]; // Time is in msec
56 // Convert from milliseconds to nodes
57 limits.time[us] = TimePoint(availableNodes);
58 limits.inc[us] *= npmsec;
59 limits.npmsec = npmsec;
62 startTime = limits.startTime;
64 //Maximum move horizon of 50 moves
65 int mtg = limits.movestogo ? std::min(limits.movestogo, 50) : 50;
67 // Make sure timeLeft is > 0 since we may use it as a divisor
68 TimePoint timeLeft = std::max(TimePoint(1),
69 limits.time[us] + limits.inc[us] * (mtg - 1) - moveOverhead * (2 + mtg));
71 // A user may scale time usage by setting UCI option "Slow Mover"
72 // Default is 100 and changing this value will probably lose elo.
73 timeLeft = slowMover * timeLeft / 100;
75 // x basetime (+ z increment)
76 // If there is a healthy increment, timeLeft can exceed actual available
77 // game time for the current move, so also cap to 20% of available game time.
78 if (limits.movestogo == 0)
80 opt_scale = std::min(0.008 + std::pow(ply + 3.0, 0.5) / 250.0,
81 0.2 * limits.time[us] / double(timeLeft));
82 max_scale = 4 + std::min(36, ply) / 12.0;
85 // x moves in y seconds (+ z increment)
88 opt_scale = std::min((0.8 + ply / 128.0) / mtg,
89 0.8 * limits.time[us] / double(timeLeft));
90 max_scale = std::min(6.3, 1.5 + 0.11 * mtg);
93 // Never use more than 80% of the available time for this move
94 optimumTime = std::max<int>(minThinkingTime, opt_scale * timeLeft);
95 maximumTime = std::min(0.8 * limits.time[us] - moveOverhead, max_scale * optimumTime);
97 if (Options["Ponder"])
98 optimumTime += optimumTime / 4;