/// Constants
const int MoveHorizon = 50; // Plan time management at most this many moves ahead
- const float MaxRatio = 7.0f; // When in trouble, we can step over reserved time with this ratio
- const float StealRatio = 0.33f; // However we must not steal time from remaining moves over this ratio
+ const double MaxRatio = 7.0; // When in trouble, we can step over reserved time with this ratio
+ const double StealRatio = 0.33; // However we must not steal time from remaining moves over this ratio
// MoveImportance[] is based on naive statistical analysis of "how many games are still undecided
}
-void TimeManager::pv_instability(float bestMoveChanges) {
+void TimeManager::pv_instability(double bestMoveChanges) {
- unstablePVExtraTime = int(bestMoveChanges * optimumSearchTime);
+ unstablePVExtraTime = int(bestMoveChanges * optimumSearchTime / 1.4);
}
int minThinkingTime = Options["Minimum Thinking Time"];
int slowMover = Options["Slow Mover"];
- // Initialize to maximum values but unstablePVExtraTime that is reset
+ // Initialize all to maximum values but unstablePVExtraTime that is reset
unstablePVExtraTime = 0;
optimumSearchTime = maximumSearchTime = limits.time[us];
- // We calculate optimum time usage for different hypothetic "moves to go"-values and choose the
+ // 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)
{
- // Calculate thinking time for hypothetic "moves to go"-value
+ // Calculate thinking time for hypothetical "moves to go"-value
hypMyTime = limits.time[us]
+ limits.inc[us] * (hypMTG - 1)
- emergencyBaseTime
template<TimeType T>
int remaining(int myTime, int movesToGo, int currentPly, int slowMover)
{
- const float TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
- const float TStealRatio = (T == OptimumTime ? 0 : StealRatio);
+ const double TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
+ const double TStealRatio = (T == OptimumTime ? 0 : StealRatio);
- int thisMoveImportance = move_importance(currentPly) * slowMover / 100;
+ double thisMoveImportance = double(move_importance(currentPly) * slowMover) / 100;
int otherMovesImportance = 0;
for (int i = 1; i < movesToGo; ++i)
otherMovesImportance += move_importance(currentPly + 2 * i);
- float ratio1 = (TMaxRatio * thisMoveImportance) / float(TMaxRatio * thisMoveImportance + otherMovesImportance);
- float ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / float(thisMoveImportance + otherMovesImportance);
+ double ratio1 = (TMaxRatio * thisMoveImportance) / (TMaxRatio * thisMoveImportance + otherMovesImportance);
+ double ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / (thisMoveImportance + otherMovesImportance);
return int(floor(myTime * std::min(ratio1, ratio2)));
}