-void TimeManager::init(const Search::LimitsType& limits, int currentPly, Color us)
-{
- /* We support four different kinds of time controls:
-
- increment == 0 && movesToGo == 0 means: x basetime [sudden death!]
- increment == 0 && movesToGo != 0 means: x moves in y minutes
- increment > 0 && movesToGo == 0 means: x basetime + z increment
- increment > 0 && movesToGo != 0 means: x moves in y minutes + z increment
-
- Time management is adjusted by following parameters:
-
- emergencyMoveHorizon: Be prepared to always play at least this many moves
- emergencyBaseTime : Always attempt to keep at least this much time (in ms) at clock
- emergencyMoveTime : Plus attempt to keep at least this much time for each remaining emergency move
- minThinkingTime : No matter what, use at least this much thinking before doing the move
- */
+/// init() is called at the beginning of the search and calculates the allowed
+/// thinking time out of the time control and current game ply. We support four
+/// different kinds of time controls, passed in 'limits':
+///
+/// inc == 0 && movestogo == 0 means: x basetime [sudden death!]
+/// inc == 0 && movestogo != 0 means: x moves in y minutes
+/// inc > 0 && movestogo == 0 means: x basetime + z increment
+/// inc > 0 && movestogo != 0 means: x moves in y minutes + z increment
+
+void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
+
+ 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: 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