+// Called at the beginning of the search and calculates
+// the bounds of time allowed for the current game ply. We currently support:
+// 1) x basetime (+ z increment)
+// 2) x moves in y seconds (+ z increment)
+void TimeManagement::init(Search::LimitsType& limits,
+ Color us,
+ int ply,
+ const OptionsMap& options,
+ double& originalTimeAdjust) {
+ TimePoint npmsec = TimePoint(options["nodestime"]);
+
+ // If we have no time, we don't need to fully initialize TM.
+ // startTime is used by movetime and useNodesTime is used in elapsed calls.
+ startTime = limits.startTime;
+ useNodesTime = npmsec != 0;
+
+ if (limits.time[us] == 0)
+ return;
+
+ TimePoint moveOverhead = TimePoint(options["Move Overhead"]);
+
+ // optScale is a percentage of available time to use for the current move.
+ // maxScale is a multiplier applied to optimumTime.
+ double optScale, maxScale;
+
+ // 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 (useNodesTime)
+ {
+ if (availableNodes == -1) // Only once at game start
+ availableNodes = npmsec * limits.time[us]; // Time is in msec
+
+ // Convert from milliseconds to nodes
+ limits.time[us] = TimePoint(availableNodes);
+ limits.inc[us] *= npmsec;
+ limits.npmsec = npmsec;
+ moveOverhead *= npmsec;
+ }
+
+ // These numbers are used where multiplications, divisions or comparisons
+ // with constants are involved.
+ const int64_t scaleFactor = useNodesTime ? npmsec : 1;
+ const TimePoint scaledTime = limits.time[us] / scaleFactor;
+ const TimePoint scaledInc = limits.inc[us] / scaleFactor;
+
+ // Maximum move horizon of 50 moves
+ int mtg = limits.movestogo ? std::min(limits.movestogo, 50) : 50;
+
+ // If less than one second, gradually reduce mtg
+ if (scaledTime < 1000 && double(mtg) / scaledInc > 0.05)
+ {
+ mtg = scaledTime * 0.05;
+ }
+
+ // Make sure timeLeft is > 0 since we may use it as a divisor
+ TimePoint timeLeft = std::max(TimePoint(1), limits.time[us] + limits.inc[us] * (mtg - 1)
+ - moveOverhead * (2 + mtg));
+
+ // x basetime (+ z increment)
+ // If there is a healthy increment, timeLeft can exceed the actual available
+ // game time for the current move, so also cap to a percentage of available game time.
+ if (limits.movestogo == 0)
+ {
+ // Extra time according to timeLeft
+ if (originalTimeAdjust < 0)
+ originalTimeAdjust = 0.3285 * std::log10(timeLeft) - 0.4830;
+
+ // Calculate time constants based on current time left.
+ double logTimeInSec = std::log10(scaledTime / 1000.0);
+ double optConstant = std::min(0.00308 + 0.000319 * logTimeInSec, 0.00506);
+ double maxConstant = std::max(3.39 + 3.01 * logTimeInSec, 2.93);
+
+ optScale = std::min(0.0122 + std::pow(ply + 2.95, 0.462) * optConstant,
+ 0.213 * limits.time[us] / timeLeft)
+ * originalTimeAdjust;
+
+ maxScale = std::min(6.64, maxConstant + ply / 12.0);
+ }
+
+ // x moves in y seconds (+ z increment)
+ else
+ {
+ optScale = std::min((0.88 + ply / 116.4) / mtg, 0.88 * limits.time[us] / timeLeft);
+ maxScale = std::min(6.3, 1.5 + 0.11 * mtg);
+ }
+
+ // Limit the maximum possible time for this move
+ optimumTime = TimePoint(optScale * timeLeft);
+ maximumTime =
+ TimePoint(std::min(0.825 * limits.time[us] - moveOverhead, maxScale * optimumTime)) - 10;
+
+ if (options["Ponder"])
+ optimumTime += optimumTime / 4;