}
template<TimeType T>
- int remaining(int myTime, int movesToGo, int ply, int slowMover) {
+ TimePoint remaining(TimePoint myTime, int movesToGo, int ply, TimePoint slowMover) {
- constexpr double TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
- constexpr double TStealRatio = (T == OptimumTime ? 0 : StealRatio);
+ constexpr double TMaxRatio = (T == OptimumTime ? 1.0 : MaxRatio);
+ constexpr double TStealRatio = (T == OptimumTime ? 0.0 : StealRatio);
- double moveImportance = (move_importance(ply) * slowMover) / 100;
- double otherMovesImportance = 0;
+ double moveImportance = (move_importance(ply) * slowMover) / 100.0;
+ double otherMovesImportance = 0.0;
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
+ return TimePoint(myTime * std::min(ratio1, ratio2)); // Intel C++ asks for an explicit cast
}
} // namespace
void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
- int minThinkingTime = Options["Minimum Thinking Time"];
- int moveOverhead = Options["Move Overhead"];
- int slowMover = Options["Slow Mover"];
- int npmsec = Options["nodestime"];
+ TimePoint minThinkingTime = Options["Minimum Thinking Time"];
+ TimePoint moveOverhead = Options["Move Overhead"];
+ TimePoint slowMover = Options["Slow Mover"];
+ TimePoint npmsec = Options["nodestime"];
+ TimePoint hypMyTime;
// 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
- // the real engine speed to avoid time losses.
+ // WARNING: to avoid time losses, the given npmsec (nodes per millisecond)
+ // must be much lower than the real engine speed.
if (npmsec)
{
if (!availableNodes) // Only once at game start
availableNodes = npmsec * limits.time[us]; // Time is in msec
- // Convert from millisecs to nodes
- limits.time[us] = (int)availableNodes;
+ // Convert from milliseconds to nodes
+ limits.time[us] = TimePoint(availableNodes);
limits.inc[us] *= npmsec;
limits.npmsec = npmsec;
}
const int maxMTG = limits.movestogo ? std::min(limits.movestogo, MoveHorizon) : MoveHorizon;
- // We calculate optimum time usage for different hypothetical "moves to go"-values
+ // We calculate optimum time usage for different hypothetical "moves to go" values
// and choose the minimum of calculated search time values. Usually the greatest
// hypMTG gives the minimum values.
for (int hypMTG = 1; hypMTG <= maxMTG; ++hypMTG)
{
// Calculate thinking time for hypothetical "moves to go"-value
- int hypMyTime = limits.time[us]
- + limits.inc[us] * (hypMTG - 1)
- - moveOverhead * (2 + std::min(hypMTG, 40));
+ hypMyTime = limits.time[us]
+ + limits.inc[us] * (hypMTG - 1)
+ - moveOverhead * (2 + std::min(hypMTG, 40));
- hypMyTime = std::max(hypMyTime, 0);
+ hypMyTime = std::max(hypMyTime, TimePoint(0));
- int t1 = minThinkingTime + remaining<OptimumTime>(hypMyTime, hypMTG, ply, slowMover);
- int t2 = minThinkingTime + remaining<MaxTime >(hypMyTime, hypMTG, ply, slowMover);
+ TimePoint t1 = minThinkingTime + remaining<OptimumTime>(hypMyTime, hypMTG, ply, slowMover);
+ TimePoint t2 = minThinkingTime + remaining<MaxTime >(hypMyTime, hypMTG, ply, slowMover);
optimumTime = std::min(t1, optimumTime);
maximumTime = std::min(t2, maximumTime);