Files
Stockfish/src/timeman.cpp
Joost VandeVondele 208c53df0f Remove 'Minimum Thinking Time' UCI option.
the option was, since at least 2014, not correctly implemented,
ignoring all dynamic adjustments to optimum time in search.
Instead of fixing it, remove it, no need to expose an option that
will influence time management negatively.

closes https://github.com/official-stockfish/Stockfish/pull/2765

No functional change.
2020-06-24 22:02:17 +02:00

99 lines
3.7 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <cfloat>
#include <cmath>
#include "search.h"
#include "timeman.h"
#include "uci.h"
TimeManagement Time; // Our global time management object
/// init() is called at the beginning of the search and calculates the bounds
/// of time allowed for the current game ply. We currently support:
// 1) x basetime (+z increment)
// 2) x moves in y seconds (+z increment)
void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
TimePoint moveOverhead = TimePoint(Options["Move Overhead"]);
TimePoint slowMover = TimePoint(Options["Slow Mover"]);
TimePoint npmsec = TimePoint(Options["nodestime"]);
// opt_scale is a percentage of available time to use for the current move.
// max_scale is a multiplier applied to optimumTime.
double opt_scale, max_scale;
// 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;
}
startTime = limits.startTime;
//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));
// 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)
{
opt_scale = std::min(0.008 + std::pow(ply + 3.0, 0.5) / 250.0,
0.2 * limits.time[us] / double(timeLeft));
max_scale = std::min(7.0, 4.0 + ply / 12.0);
}
// x moves in y seconds (+ z increment)
else
{
opt_scale = std::min((0.8 + ply / 128.0) / mtg,
0.8 * limits.time[us] / double(timeLeft));
max_scale = std::min(6.3, 1.5 + 0.11 * mtg);
}
// Never use more than 80% of the available time for this move
optimumTime = TimePoint(opt_scale * timeLeft);
maximumTime = TimePoint(std::min(0.8 * limits.time[us] - moveOverhead, max_scale * optimumTime));
if (Options["Ponder"])
optimumTime += optimumTime / 4;
}