Files
Stockfish/src/timeman.cpp
Marco Costalba d58176bfea Use a timer to avoid polling
The timer will be fired asynchronously to handle
time management flags, while other threads are
searching.

This implementation uses a thread waiting on a
timed condition variable instead of real timers.
This approach allow to reduce platform dependant
code to a minimum and also is the most portable given
that timers libraries are very different among platforms
and also the best ones are not compatible with olds
Windows.

Also retire the now unused polling code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2011-11-05 18:19:38 +01:00

163 lines
7.6 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, 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 <cmath>
#include <algorithm>
#include "misc.h"
#include "search.h"
#include "timeman.h"
#include "ucioption.h"
namespace {
/// Constants
const int MoveHorizon = 50; // Plan time management at most this many moves ahead
const float MaxRatio = 3.0f; // 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
// MoveImportance[] is based on naive statistical analysis of "how many games are still undecided
// after n half-moves". Game is considered "undecided" as long as neither side has >275cp advantage.
// Data was extracted from CCRL game database with some simple filtering criteria.
const int MoveImportance[512] = {
7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780, 7780,
7780, 7780, 7780, 7780, 7778, 7778, 7776, 7776, 7776, 7773, 7770, 7768, 7766, 7763, 7757, 7751,
7743, 7735, 7724, 7713, 7696, 7689, 7670, 7656, 7627, 7605, 7571, 7549, 7522, 7493, 7462, 7425,
7385, 7350, 7308, 7272, 7230, 7180, 7139, 7094, 7055, 7010, 6959, 6902, 6841, 6778, 6705, 6651,
6569, 6508, 6435, 6378, 6323, 6253, 6152, 6085, 5995, 5931, 5859, 5794, 5717, 5646, 5544, 5462,
5364, 5282, 5172, 5078, 4988, 4901, 4831, 4764, 4688, 4609, 4536, 4443, 4365, 4293, 4225, 4155,
4085, 4005, 3927, 3844, 3765, 3693, 3634, 3560, 3479, 3404, 3331, 3268, 3207, 3146, 3077, 3011,
2947, 2894, 2828, 2776, 2727, 2676, 2626, 2589, 2538, 2490, 2442, 2394, 2345, 2302, 2243, 2192,
2156, 2115, 2078, 2043, 2004, 1967, 1922, 1893, 1845, 1809, 1772, 1736, 1702, 1674, 1640, 1605,
1566, 1536, 1509, 1479, 1452, 1423, 1388, 1362, 1332, 1304, 1289, 1266, 1250, 1228, 1206, 1180,
1160, 1134, 1118, 1100, 1080, 1068, 1051, 1034, 1012, 1001, 980, 960, 945, 934, 916, 900, 888,
878, 865, 852, 828, 807, 787, 770, 753, 744, 731, 722, 706, 700, 683, 676, 671, 664, 652, 641,
634, 627, 613, 604, 591, 582, 568, 560, 552, 540, 534, 529, 519, 509, 495, 484, 474, 467, 460,
450, 438, 427, 419, 410, 406, 399, 394, 387, 382, 377, 372, 366, 359, 353, 348, 343, 337, 333,
328, 321, 315, 309, 303, 298, 293, 287, 284, 281, 277, 273, 265, 261, 255, 251, 247, 241, 240,
235, 229, 218, 217, 213, 212, 208, 206, 197, 193, 191, 189, 185, 184, 180, 177, 172, 170, 170,
170, 166, 163, 159, 158, 156, 155, 151, 146, 141, 138, 136, 132, 130, 128, 125, 123, 122, 118,
118, 118, 117, 115, 114, 108, 107, 105, 105, 105, 102, 97, 97, 95, 94, 93, 91, 88, 86, 83, 80,
80, 79, 79, 79, 78, 76, 75, 72, 72, 71, 70, 68, 65, 63, 61, 61, 59, 59, 59, 58, 56, 55, 54, 54,
52, 49, 48, 48, 48, 48, 45, 45, 45, 44, 43, 41, 41, 41, 41, 40, 40, 38, 37, 36, 34, 34, 34, 33,
31, 29, 29, 29, 28, 28, 28, 28, 28, 28, 28, 27, 27, 27, 27, 27, 24, 24, 23, 23, 22, 21, 20, 20,
19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 15, 15, 14, 14, 14, 12, 12, 11,
9, 9, 9, 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 7, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 5, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 2, 2, 2, 2,
2, 1, 1, 1, 1, 1, 1, 1 };
int move_importance(int ply) { return MoveImportance[std::min(ply, 511)]; }
/// Function Prototypes
enum TimeType { OptimumTime, MaxTime };
template<TimeType>
int remaining(int myTime, int movesToGo, int fullMoveNumber);
}
void TimeManager::pv_instability(int curChanges, int prevChanges) {
unstablePVExtraTime = curChanges * (optimumSearchTime / 2)
+ prevChanges * (optimumSearchTime / 3);
}
void TimeManager::init(const SearchLimits& limits, int currentPly)
{
/* We support four different kind of time controls:
increment == 0 && movesToGo == 0 means: x basetime [sudden death!]
increment == 0 && movesToGo != 0 means: x moves in y minutes
increment > 0 && movesToGo == 0 means: x basetime + z increment
increment > 0 && movesToGo != 0 means: x moves in y minutes + z increment
Time management is adjusted by following UCI parameters:
emergencyMoveHorizon: Be prepared to always play at least this many moves
emergencyBaseTime : Always attempt to keep at least this much time (in ms) at clock
emergencyMoveTime : Plus attempt to keep at least this much time for each remaining emergency move
minThinkingTime : No matter what, use at least this much thinking before doing the move
*/
int hypMTG, hypMyTime, t1, t2;
// Read uci parameters
int emergencyMoveHorizon = Options["Emergency Move Horizon"].value<int>();
int emergencyBaseTime = Options["Emergency Base Time"].value<int>();
int emergencyMoveTime = Options["Emergency Move Time"].value<int>();
int minThinkingTime = Options["Minimum Thinking Time"].value<int>();
// Initialize to maximum values but unstablePVExtraTime that is reset
unstablePVExtraTime = 0;
optimumSearchTime = maximumSearchTime = limits.time;
// We calculate optimum time usage for different hypothetic "moves to go"-values and choose the
// minimum of calculated search time values. Usually the greatest hypMTG gives the minimum values.
for (hypMTG = 1; hypMTG <= (limits.movesToGo ? std::min(limits.movesToGo, MoveHorizon) : MoveHorizon); hypMTG++)
{
// Calculate thinking time for hypothetic "moves to go"-value
hypMyTime = limits.time
+ limits.increment * (hypMTG - 1)
- emergencyBaseTime
- emergencyMoveTime * std::min(hypMTG, emergencyMoveHorizon);
hypMyTime = std::max(hypMyTime, 0);
t1 = minThinkingTime + remaining<OptimumTime>(hypMyTime, hypMTG, currentPly);
t2 = minThinkingTime + remaining<MaxTime>(hypMyTime, hypMTG, currentPly);
optimumSearchTime = std::min(optimumSearchTime, t1);
maximumSearchTime = std::min(maximumSearchTime, t2);
}
if (Options["Ponder"].value<bool>())
optimumSearchTime += optimumSearchTime / 4;
// Make sure that maxSearchTime is not over absoluteMaxSearchTime
optimumSearchTime = std::min(optimumSearchTime, maximumSearchTime);
}
namespace {
template<TimeType T>
int remaining(int myTime, int movesToGo, int currentPly)
{
const float TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
const float TStealRatio = (T == OptimumTime ? 0 : StealRatio);
int thisMoveImportance = move_importance(currentPly);
int otherMovesImportance = 0;
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);
return int(floor(myTime * std::min(ratio1, ratio2)));
}
}