};
size_t PVIdx;
- TimeManager TimeMgr;
EasyMoveManager EasyMove;
double BestMoveChanges;
Value DrawValue[COLOR_NB];
void Search::think() {
- TimeMgr.init(Limits, RootPos.side_to_move(), RootPos.game_ply(), now());
+ Color us = RootPos.side_to_move();
+ Time.init(Limits, us, RootPos.game_ply(), now());
int contempt = Options["Contempt"] * PawnValueEg / 100; // From centipawns
- DrawValue[ RootPos.side_to_move()] = VALUE_DRAW - Value(contempt);
- DrawValue[~RootPos.side_to_move()] = VALUE_DRAW + Value(contempt);
+ DrawValue[ us] = VALUE_DRAW - Value(contempt);
+ DrawValue[~us] = VALUE_DRAW + Value(contempt);
TB::Hits = 0;
TB::RootInTB = false;
Threads.timer->run = false;
}
+ // When playing in 'nodes as time' mode, subtract the searched nodes from
+ // the available ones before to exit.
+ if (Limits.npmsec)
+ Time.availableNodes += Limits.inc[us] - RootPos.nodes_searched();
+
// When we reach the maximum depth, we can arrive here without a raise of
// Signals.stop. However, if we are pondering or in an infinite search,
// the UCI protocol states that we shouldn't print the best move before the
// the UI) before a re-search.
if ( multiPV == 1
&& (bestValue <= alpha || bestValue >= beta)
- && TimeMgr.elapsed_time() > 3000)
+ && Time.elapsed() > 3000)
sync_cout << UCI::pv(pos, depth, alpha, beta) << sync_endl;
// In case of failing low/high increase aspiration window and
if (Signals.stop)
sync_cout << "info nodes " << RootPos.nodes_searched()
- << " time " << TimeMgr.elapsed_time() << sync_endl;
+ << " time " << Time.elapsed() << sync_endl;
- else if (PVIdx + 1 == multiPV || TimeMgr.elapsed_time() > 3000)
+ else if (PVIdx + 1 == multiPV || Time.elapsed() > 3000)
sync_cout << UCI::pv(pos, depth, alpha, beta) << sync_endl;
}
{
// Take some extra time if the best move has changed
if (depth > 4 * ONE_PLY && multiPV == 1)
- TimeMgr.pv_instability(BestMoveChanges);
+ Time.pv_instability(BestMoveChanges);
// Stop the search if only one legal move is available or all
// of the available time has been used or we matched an easyMove
// from the previous search and just did a fast verification.
if ( RootMoves.size() == 1
- || TimeMgr.elapsed_time() > TimeMgr.available_time()
+ || Time.elapsed() > Time.available()
|| ( RootMoves[0].pv[0] == easyMove
&& BestMoveChanges < 0.03
- && TimeMgr.elapsed_time() > TimeMgr.available_time() / 10))
+ && Time.elapsed() > Time.available() / 10))
{
// If we are allowed to ponder do not stop the search now but
// keep pondering until the GUI sends "ponderhit" or "stop".
// Clear any candidate easy move that wasn't stable for the last search
// iterations; the second condition prevents consecutive fast moves.
- if (EasyMove.stableCnt < 6 || TimeMgr.elapsed_time() < TimeMgr.available_time())
+ if (EasyMove.stableCnt < 6 || Time.elapsed() < Time.available())
EasyMove.clear();
// If skill level is enabled, swap best PV line with the sub-optimal one
{
Signals.firstRootMove = (moveCount == 1);
- if (thisThread == Threads.main() && TimeMgr.elapsed_time() > 3000)
+ if (thisThread == Threads.main() && Time.elapsed() > 3000)
sync_cout << "info depth " << depth / ONE_PLY
<< " currmove " << UCI::move(move, pos.is_chess960())
<< " currmovenumber " << moveCount + PVIdx << sync_endl;
string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) {
std::stringstream ss;
- TimePoint elapsed = TimeMgr.elapsed_time() + 1;
+ int elapsed = Time.elapsed() + 1;
size_t multiPV = std::min((size_t)Options["MultiPV"], RootMoves.size());
int selDepth = 0;
void check_time() {
static TimePoint lastInfoTime = now();
- TimePoint elapsed = TimeMgr.elapsed_time();
+ int elapsed = Time.elapsed();
if (now() - lastInfoTime >= 1000)
{
{
bool stillAtFirstMove = Signals.firstRootMove
&& !Signals.failedLowAtRoot
- && elapsed > TimeMgr.available_time() * 75 / 100;
+ && elapsed > Time.available() * 75 / 100;
if ( stillAtFirstMove
- || elapsed > TimeMgr.maximum_time() - 2 * TimerThread::Resolution)
+ || elapsed > Time.maximum() - 2 * TimerThread::Resolution)
Signals.stop = true;
}
else if (Limits.movetime && elapsed >= Limits.movetime)