Use double everywhere

Rationale:

- Speed of double and float is about the same (not on the hot path anyway)

- Double makes code prettier (no need to write 1.0f, just 1.0)

- Only practical advantage of float is to use less memory, but since we never
  store large arrays of double, we don't care.

No functional change.
This commit is contained in:
Lucas Braesch
2013-10-03 12:05:58 +08:00
committed by Marco Costalba
parent 7f142d6817
commit a0cc15ccbc
5 changed files with 12 additions and 12 deletions

View File

@@ -29,8 +29,8 @@ namespace {
/// 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
@@ -76,7 +76,7 @@ namespace {
}
void TimeManager::pv_instability(float bestMoveChanges) {
void TimeManager::pv_instability(double bestMoveChanges) {
unstablePVExtraTime = int(bestMoveChanges * optimumSearchTime);
}
@@ -144,8 +144,8 @@ namespace {
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;
int otherMovesImportance = 0;
@@ -153,8 +153,8 @@ namespace {
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) / double(TMaxRatio * thisMoveImportance + otherMovesImportance);
double ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / double(thisMoveImportance + otherMovesImportance);
return int(floor(myTime * std::min(ratio1, ratio2)));
}