#include <cmath>
#include "misc.h"
+#include "timeman.h"
#include "ucioption.h"
////
/// Constants
- const int MaxMoveHorizon = 50; // Plan time management at most this many moves ahead
- const float MaxRatio = 3.0; // When in trouble, we can step over reserved time with this ratio
- const float MaxStealRatio = 0.33; // However we must not steal time from remaining moves over this ratio
+ const int MoveHorizon = 50; // Plan time management at most this many moves ahead
+ const float MaxRatio = 3.0f; // When in trouble, we can step over reserved time with this ratio
+ const float StealRatio = 0.33f; // However we must not steal time from remaining moves over this ratio
// MoveImportance[] is based on naive statistical analysis of "how many games are still undecided
/// Function Prototypes
- int min_time_for_MTG(int myTime, int movesToGo, int currentPly);
- int max_time_for_MTG(int myTime, int movesToGo, int currentPly);
+ enum TimeType { OptimumTime, MaxTime };
+
+ template<TimeType>
+ int remaining(int myTime, int movesToGo, int currentPly);
}
//// Functions
////
-void get_search_times(int myTime, int myInc, int movesToGo, int currentPly,
- int* maxSearchTime, int* absoluteMaxSearchTime)
+void TimeManager::pv_instability(int curChanges, int prevChanges) {
+
+ unstablePVExtraTime = curChanges * (optimumSearchTime / 2)
+ + prevChanges * (optimumSearchTime / 3);
+}
+
+void TimeManager::init(int myTime, int myInc, int movesToGo, int currentPly)
{
/* We support four different kind of time controls:
minThinkingTime :No matter what, use at least this much thinking before doing the move
*/
- int hypMTG, hypMyTime;
+ int hypMTG, hypMyTime, t1, t2;
// Read uci parameters
- int emergencyMoveHorizon = get_option_value_int("Emergency Move Horizon");
- int emergencyBaseTime = get_option_value_int("Emergency Base Time");
- int emergencyMoveTime = get_option_value_int("Emergency Move Time");
- int minThinkingTime = get_option_value_int("Minimum Thinking Time");
+ int emergencyMoveHorizon = Options["Emergency Move Horizon"].value<int>();
+ int emergencyBaseTime = Options["Emergency Base Time"].value<int>();
+ int emergencyMoveTime = Options["Emergency Move Time"].value<int>();
+ int minThinkingTime = Options["Minimum Thinking Time"].value<int>();
- // Initialize variables to maximum values
- *maxSearchTime = *absoluteMaxSearchTime = myTime;
+ // Initialize to maximum values but unstablePVExtraTime that is reset
+ unstablePVExtraTime = 0;
+ optimumSearchTime = maximumSearchTime = myTime;
// We calculate optimum time usage for different hypothetic "moves to go"-values and choose the
// minimum of calculated search time values. Usually the greatest hypMTG gives the minimum values.
- for (hypMTG = 1; hypMTG <= (movesToGo ? Min(movesToGo, MaxMoveHorizon) : MaxMoveHorizon); hypMTG++)
+ for (hypMTG = 1; hypMTG <= (movesToGo ? Min(movesToGo, MoveHorizon) : MoveHorizon); hypMTG++)
{
// Calculate thinking time for hypothetic "moves to go"-value
hypMyTime = Max(myTime + (hypMTG - 1) * myInc - emergencyBaseTime - Min(hypMTG, emergencyMoveHorizon) * emergencyMoveTime, 0);
- *maxSearchTime = Min(*maxSearchTime, minThinkingTime + min_time_for_MTG(hypMyTime, hypMTG, currentPly));
- *absoluteMaxSearchTime = Min(*absoluteMaxSearchTime, minThinkingTime + max_time_for_MTG(hypMyTime, hypMTG, currentPly));
+ t1 = minThinkingTime + remaining<OptimumTime>(hypMyTime, hypMTG, currentPly);
+ t2 = minThinkingTime + remaining<MaxTime>(hypMyTime, hypMTG, currentPly);
+
+ optimumSearchTime = Min(optimumSearchTime, t1);
+ maximumSearchTime = Min(maximumSearchTime, t2);
}
+ if (Options["Ponder"].value<bool>())
+ optimumSearchTime += optimumSearchTime / 4;
+
// Make sure that maxSearchTime is not over absoluteMaxSearchTime
- *maxSearchTime = Min(*maxSearchTime, *absoluteMaxSearchTime);
+ optimumSearchTime = Min(optimumSearchTime, maximumSearchTime);
}
////
namespace {
- int min_time_for_MTG(int myTime, int movesToGo, int currentPly)
+ template<TimeType T>
+ int remaining(int myTime, int movesToGo, int currentPly)
{
- float thisMoveImportance = move_importance(currentPly);
- float otherMovesImportance = 0;
-
- for (int i = 1; i < movesToGo; i++)
- otherMovesImportance += move_importance(currentPly + 2 * i);
+ const float TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
+ const float TStealRatio = (T == OptimumTime ? 0 : StealRatio);
- float ratio = thisMoveImportance / (thisMoveImportance + otherMovesImportance);
-
- return int(floor(myTime * ratio));
- }
-
- int max_time_for_MTG(int myTime, int movesToGo, int currentPly)
- {
- float thisMoveImportance = move_importance(currentPly);
- float otherMovesImportance = 0;
+ int thisMoveImportance = move_importance(currentPly);
+ int otherMovesImportance = 0;
for (int i = 1; i < movesToGo; i++)
otherMovesImportance += move_importance(currentPly + 2 * i);
- float ratio1 = (MaxRatio * thisMoveImportance) / (MaxRatio * thisMoveImportance + otherMovesImportance);
- float ratio2 = (thisMoveImportance + MaxStealRatio * otherMovesImportance) / (thisMoveImportance + otherMovesImportance);
+ float ratio1 = (TMaxRatio * thisMoveImportance) / float(TMaxRatio * thisMoveImportance + otherMovesImportance);
+ float ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / float(thisMoveImportance + otherMovesImportance);
return int(floor(myTime * Min(ratio1, ratio2)));
}
}
-