enum TimeType { OptimumTime, MaxTime };
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 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 CCRL game database with some simple filtering criteria.
+ // Data was extracted from the CCRL game database with some simple filtering criteria.
double move_importance(int ply) {
double ratio1 = (TMaxRatio * moveImportance) / (TMaxRatio * moveImportance + otherMovesImportance);
double ratio2 = (moveImportance + TStealRatio * otherMovesImportance) / (moveImportance + otherMovesImportance);
- return int(myTime * std::min(ratio1, ratio2)); // Intel C++ asks an explicit cast
+ return int(myTime * std::min(ratio1, ratio2)); // Intel C++ asks for an explicit cast
}
} // namespace
// 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
- // real engine speed to avoid time losses.
+ // the real engine speed to avoid time losses.
if (npmsec)
{
if (!availableNodes) // Only once at game start
}
startTime = limits.startTime;
- unstablePvFactor = 1;
optimumTime = maximumTime = std::max(limits.time[us], minThinkingTime);
const int MaxMTG = limits.movestogo ? std::min(limits.movestogo, MoveHorizon) : MoveHorizon;