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Try hard not to lose on time
We try hard not to lose on time even under extreme
time pressure. We achieve this through 3 different but
coordinated steps:
1) Increase max frequency of timer events
2) Quickly return after a stop signal
3) Take in account timer resolution
With these SF played under LittleBlitzer at 1"+0.02 and 3"+0
without losing on time even one game.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
@@ -55,7 +55,7 @@ struct Stack {
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struct LimitsType {
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LimitsType() { memset(this, 0, sizeof(LimitsType)); }
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bool useTimeManagement() const { return !(maxTime | maxDepth | maxNodes | infinite); }
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bool use_time_management() const { return !(maxTime | maxDepth | maxNodes | infinite); }
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int time, increment, movesToGo, maxTime, maxDepth, maxNodes, infinite, ponder;
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};
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