- return pow((1 + exp((ply - xshift) / xscale)), -skewfactor) + DBL_MIN; // Ensure non-zero
- }
-
-
- /// Function Prototypes
-
- enum TimeType { OptimumTime, MaxTime };
-
- template<TimeType>
- int remaining(int myTime, int movesToGo, int fullMoveNumber, int slowMover);
-}
-
-
-void TimeManager::pv_instability(double bestMoveChanges) {
-
- unstablePvFactor = 1 + bestMoveChanges;
-}
-
-
-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 UCI 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
- */
-
- int hypMTG, hypMyTime, t1, t2;
-
- // Read uci parameters
- int emergencyMoveHorizon = Options["Emergency Move Horizon"];
- int emergencyBaseTime = Options["Emergency Base Time"];
- int emergencyMoveTime = Options["Emergency Move Time"];
- int minThinkingTime = Options["Minimum Thinking Time"];
- int slowMover = Options["Slow Mover"];
-
- // Initialize unstablePvFactor to 1 and search times to maximum values
- unstablePvFactor = 1;
- optimumSearchTime = maximumSearchTime = std::max(limits.time[us], minThinkingTime);
-
- // 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 (hypMTG = 1; hypMTG <= (limits.movestogo ? std::min(limits.movestogo, MoveHorizon) : MoveHorizon); ++hypMTG)
+ // 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)