* New version is documented and logic should be easier to follow
* Add extra check to not use LSN with x moves / y seconds time control
* New code fixes some rear cases where old code (still) causes program to lose on time at move 1.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
<< " moves to go: " << movesToGo << std::endl;
<< " moves to go: " << movesToGo << std::endl;
- // We're ready to start thinking. Call the iterative deepening loop function
- //
- // FIXME we really need to cleanup all this LSN ugliness
- if (!loseOnTime)
+ // LSN filtering. Used only for developing purpose. Disabled by default.
+ if (UseLSNFiltering)
- Value v = id_loop(pos, searchMoves);
- loseOnTime = ( UseLSNFiltering
- && myTime < LSNTime
- && myIncrement == 0
- && v < -LSNValue);
+ // Step 2. If after last move we decided to lose on time, do it now!
+ if ( loseOnTime
+ && myTime < LSNTime // double check: catches some very rear false positives!
+ && myIncrement == 0
+ && movesToGo == 0)
+ {
+ while (SearchStartTime + myTime + 1000 > get_system_time())
+ ; // wait here
+ } else if (loseOnTime) // false positive, reset flag
+ loseOnTime = false;
+
+ // We're ready to start thinking. Call the iterative deepening loop function
+ Value v = id_loop(pos, searchMoves);
+
+ // LSN filtering. Used only for developing purpose. Disabled by default.
+ if (UseLSNFiltering)
- loseOnTime = false; // reset for next match
- while (SearchStartTime + myTime + 1000 > get_system_time())
- ; // wait here
- id_loop(pos, searchMoves); // to fail gracefully
+ // Step 1. If this is sudden death game and our position is hopeless, decide to lose on time.
+ if ( !loseOnTime // If we already lost on time, go to step 3.
+ && myTime < LSNTime
+ && myIncrement == 0
+ && movesToGo == 0
+ && v < -LSNValue)
+ {
+ loseOnTime = true;
+ }
+ else if (loseOnTime)
+ {
+ // Step 3. Now after stepping over the time limit, reset flag for next match.
+ loseOnTime = false;
+ }