Files
Stockfish/src/timeman.cpp
MinetaS 2dbb44e28d Fix nodestime
1. The current time management system utilizes limits.inc and
limits.time, which can represent either milliseconds or node count,
depending on whether the nodestime option is active. There have been
several modifications which brought Elo gain for typical uses (i.e.
real-time matches), however some of these changes overlooked such
distinction. This patch adjusts constants and multiplication/division to
more accurately simulate real TC conditions when nodestime is used.

2. The advance_nodes_time function has a bug that can extend the time
limit when availableNodes reaches exact zero. This patch fixes the bug
by initializing the variable to -1 and make sure it does not go below
zero.

3. elapsed_time function is newly introduced to print PV in the UCI
output based on real time. This makes PV output more consistent with the
behavior of trivial use cases.

closes https://github.com/official-stockfish/Stockfish/pull/5186

No functional changes
2024-05-09 08:42:56 +02:00

138 lines
5.1 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2024 The Stockfish developers (see AUTHORS file)
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 "timeman.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstdint>
#include "search.h"
#include "ucioption.h"
namespace Stockfish {
TimePoint TimeManagement::optimum() const { return optimumTime; }
TimePoint TimeManagement::maximum() const { return maximumTime; }
void TimeManagement::clear() {
availableNodes = -1; // When in 'nodes as time' mode
}
void TimeManagement::advance_nodes_time(std::int64_t nodes) {
assert(useNodesTime);
availableNodes = std::max(int64_t(0), availableNodes - nodes);
}
// 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,
const OptionsMap& options) {
TimePoint npmsec = TimePoint(options["nodestime"]);
// If we have no time, we don't need to fully initialize TM.
// startTime is used by movetime and useNodesTime is used in elapsed calls.
startTime = limits.startTime;
useNodesTime = npmsec != 0;
if (limits.time[us] == 0)
return;
TimePoint moveOverhead = TimePoint(options["Move Overhead"]);
// 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 (useNodesTime)
{
if (availableNodes == -1) // 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;
moveOverhead *= npmsec;
}
// These numbers are used where multiplications, divisions or comparisons
// with constants are involved.
const int64_t scaleFactor = useNodesTime ? npmsec : 1;
const TimePoint scaledTime = limits.time[us] / scaleFactor;
const TimePoint scaledInc = limits.inc[us] / scaleFactor;
// Maximum move horizon of 50 moves
int mtg = limits.movestogo ? std::min(limits.movestogo, 50) : 50;
// If less than one second, gradually reduce mtg
if (scaledTime < 1000 && double(mtg) / scaledInc > 0.05)
{
mtg = scaledTime * 0.05;
}
// 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));
// x basetime (+ z increment)
// If there is a healthy increment, timeLeft can exceed the actual available
// game time for the current move, so also cap to a percentage of available game time.
if (limits.movestogo == 0)
{
// Use extra time with larger increments
double optExtra = scaledInc < 500 ? 1.0 : 1.13;
// Calculate time constants based on current time left.
double logTimeInSec = std::log10(scaledTime / 1000.0);
double optConstant = std::min(0.00308 + 0.000319 * logTimeInSec, 0.00506);
double maxConstant = std::max(3.39 + 3.01 * logTimeInSec, 2.93);
optScale = std::min(0.0122 + std::pow(ply + 2.95, 0.462) * optConstant,
0.213 * limits.time[us] / timeLeft)
* optExtra;
maxScale = std::min(6.64, maxConstant + ply / 12.0);
}
// x moves in y seconds (+ z increment)
else
{
optScale = std::min((0.88 + ply / 116.4) / mtg, 0.88 * limits.time[us] / timeLeft);
maxScale = std::min(6.3, 1.5 + 0.11 * mtg);
}
// Limit the maximum possible time for this move
optimumTime = TimePoint(optScale * timeLeft);
maximumTime =
TimePoint(std::min(0.825 * limits.time[us] - moveOverhead, maxScale * optimumTime)) - 10;
if (options["Ponder"])
optimumTime += optimumTime / 4;
}
} // namespace Stockfish