- // if we have no time, no need to initialize TM, except for the start time,
- // which is used by movetime.
- startTime = limits.startTime;
- if (limits.time[us] == 0)
- return;
-
- TimePoint moveOverhead = TimePoint(Options["Move Overhead"]);
- TimePoint slowMover = TimePoint(Options["Slow Mover"]);
- TimePoint npmsec = TimePoint(Options["nodestime"]);
-
- // 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 (npmsec)
- {
- if (!availableNodes) // 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;
- }
-
- // Maximum move horizon of 50 moves
- int mtg = limits.movestogo ? std::min(limits.movestogo, 50) : 50;
-
- // 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));
-
- // Use extra time with larger increments
- double optExtra = std::clamp(1.0 + 12.0 * limits.inc[us] / limits.time[us], 1.0, 1.12);
-
- // A user may scale time usage by setting UCI option "Slow Mover"
- // Default is 100 and changing this value will probably lose elo.
- timeLeft = slowMover * timeLeft / 100;
-
- // x basetime (+ z increment)
- // If there is a healthy increment, timeLeft can exceed actual available
- // game time for the current move, so also cap to 20% of available game time.
- if (limits.movestogo == 0)
- {
- optScale = std::min(0.0120 + std::pow(ply + 3.0, 0.45) * 0.0039,
- 0.2 * limits.time[us] / double(timeLeft))
+ // If we have no time, no need to initialize TM, except for the start time,
+ // which is used by movetime.
+ startTime = limits.startTime;
+ if (limits.time[us] == 0)
+ return;
+
+ TimePoint moveOverhead = TimePoint(Options["Move Overhead"]);
+ TimePoint npmsec = TimePoint(Options["nodestime"]);
+
+ // 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 (npmsec)
+ {
+ if (!availableNodes) // 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;
+ }
+
+ // Maximum move horizon of 50 moves
+ int mtg = limits.movestogo ? std::min(limits.movestogo, 50) : 50;
+
+ // 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));
+
+ // Use extra time with larger increments
+ double optExtra = std::clamp(1.0 + 12.5 * limits.inc[us] / limits.time[us], 1.0, 1.11);
+
+ // Calculate time constants based on current time left.
+ double optConstant = std::min(0.00334 + 0.0003 * std::log10(limits.time[us] / 1000.0), 0.0049);
+ double maxConstant = std::max(3.4 + 3.0 * std::log10(limits.time[us] / 1000.0), 2.76);
+
+ // x basetime (+ z increment)
+ // If there is a healthy increment, timeLeft can exceed actual available
+ // game time for the current move, so also cap to 20% of available game time.
+ if (limits.movestogo == 0)
+ {
+ optScale = std::min(0.0120 + std::pow(ply + 3.1, 0.44) * optConstant,
+ 0.21 * limits.time[us] / double(timeLeft))