Rename of TimeMgr and friends
More natural naming IMO. No functional change.pull/323/head
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5d1b92e8f9
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df722521ba
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@ -129,7 +129,7 @@ namespace {
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};
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size_t PVIdx;
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TimeManager TimeMgr;
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TimeManagement Time;
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EasyMoveManager EasyMove;
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double BestMoveChanges;
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Value DrawValue[COLOR_NB];
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@ -218,7 +218,7 @@ template uint64_t Search::perft<true>(Position& pos, Depth depth);
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void Search::think() {
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TimeMgr.init(Limits, RootPos.side_to_move(), RootPos.game_ply(), now());
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Time.init(Limits, RootPos.side_to_move(), RootPos.game_ply(), now());
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int contempt = Options["Contempt"] * PawnValueEg / 100; // From centipawns
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DrawValue[ RootPos.side_to_move()] = VALUE_DRAW - Value(contempt);
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@ -401,7 +401,7 @@ namespace {
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// the UI) before a re-search.
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if ( multiPV == 1
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&& (bestValue <= alpha || bestValue >= beta)
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&& TimeMgr.elapsed_time() > 3000)
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&& Time.elapsed() > 3000)
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sync_cout << UCI::pv(pos, depth, alpha, beta) << sync_endl;
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// In case of failing low/high increase aspiration window and
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@ -432,9 +432,9 @@ namespace {
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if (Signals.stop)
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sync_cout << "info nodes " << RootPos.nodes_searched()
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<< " time " << TimeMgr.elapsed_time() << sync_endl;
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<< " time " << Time.elapsed() << sync_endl;
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else if (PVIdx + 1 == multiPV || TimeMgr.elapsed_time() > 3000)
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else if (PVIdx + 1 == multiPV || Time.elapsed() > 3000)
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sync_cout << UCI::pv(pos, depth, alpha, beta) << sync_endl;
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}
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@ -455,16 +455,16 @@ namespace {
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{
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// Take some extra time if the best move has changed
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if (depth > 4 * ONE_PLY && multiPV == 1)
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TimeMgr.pv_instability(BestMoveChanges);
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Time.pv_instability(BestMoveChanges);
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// Stop the search if only one legal move is available or all
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// of the available time has been used or we matched an easyMove
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// from the previous search and just did a fast verification.
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if ( RootMoves.size() == 1
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|| TimeMgr.elapsed_time() > TimeMgr.available_time()
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|| Time.elapsed() > Time.available()
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|| ( RootMoves[0].pv[0] == easyMove
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&& BestMoveChanges < 0.03
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&& TimeMgr.elapsed_time() > TimeMgr.available_time() / 10))
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&& Time.elapsed() > Time.available() / 10))
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{
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// If we are allowed to ponder do not stop the search now but
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// keep pondering until the GUI sends "ponderhit" or "stop".
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@ -484,7 +484,7 @@ namespace {
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// Clear any candidate easy move that wasn't stable for the last search
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// iterations; the second condition prevents consecutive fast moves.
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if (EasyMove.stableCnt < 6 || TimeMgr.elapsed_time() < TimeMgr.available_time())
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if (EasyMove.stableCnt < 6 || Time.elapsed() < Time.available())
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EasyMove.clear();
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// If skill level is enabled, swap best PV line with the sub-optimal one
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@ -832,7 +832,7 @@ moves_loop: // When in check and at SpNode search starts from here
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{
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Signals.firstRootMove = (moveCount == 1);
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if (thisThread == Threads.main() && TimeMgr.elapsed_time() > 3000)
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if (thisThread == Threads.main() && Time.elapsed() > 3000)
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sync_cout << "info depth " << depth / ONE_PLY
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<< " currmove " << UCI::move(move, pos.is_chess960())
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<< " currmovenumber " << moveCount + PVIdx << sync_endl;
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@ -1481,7 +1481,7 @@ moves_loop: // When in check and at SpNode search starts from here
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string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) {
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std::stringstream ss;
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TimePoint elapsed = TimeMgr.elapsed_time() + 1;
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int elapsed = Time.elapsed() + 1;
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size_t multiPV = std::min((size_t)Options["MultiPV"], RootMoves.size());
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int selDepth = 0;
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@ -1725,7 +1725,7 @@ void Thread::idle_loop() {
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void check_time() {
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static TimePoint lastInfoTime = now();
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TimePoint elapsed = TimeMgr.elapsed_time();
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int elapsed = Time.elapsed();
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if (now() - lastInfoTime >= 1000)
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{
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@ -1741,10 +1741,10 @@ void check_time() {
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{
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bool stillAtFirstMove = Signals.firstRootMove
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&& !Signals.failedLowAtRoot
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&& elapsed > TimeMgr.available_time() * 75 / 100;
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&& elapsed > Time.available() * 75 / 100;
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if ( stillAtFirstMove
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|| elapsed > TimeMgr.maximum_time() - 2 * TimerThread::Resolution)
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|| elapsed > Time.maximum() - 2 * TimerThread::Resolution)
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Signals.stop = true;
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}
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else if (Limits.movetime && elapsed >= Limits.movetime)
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@ -78,7 +78,7 @@ namespace {
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/// inc > 0 && movestogo == 0 means: x basetime + z increment
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/// inc > 0 && movestogo != 0 means: x moves in y minutes + z increment
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void TimeManager::init(const Search::LimitsType& limits, Color us, int ply, TimePoint now)
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void TimeManagement::init(const Search::LimitsType& limits, Color us, int ply, TimePoint now)
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{
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int minThinkingTime = Options["Minimum Thinking Time"];
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int moveOverhead = Options["Move Overhead"];
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@ -22,16 +22,16 @@
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#include "misc.h"
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/// The TimeManager class computes the optimal time to think depending on the
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/// maximum available time, the game move number and other parameters.
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/// The TimeManagement class computes the optimal time to think depending on
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/// the maximum available time, the game move number and other parameters.
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class TimeManager {
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class TimeManagement {
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public:
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void init(const Search::LimitsType& limits, Color us, int ply, TimePoint now);
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void pv_instability(double bestMoveChanges) { unstablePvFactor = 1 + bestMoveChanges; }
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int available_time() const { return int(optimumTime * unstablePvFactor * 0.76); }
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int maximum_time() const { return maximumTime; }
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int elapsed_time() const { return now() - start; }
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int available() const { return int(optimumTime * unstablePvFactor * 0.76); }
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int maximum() const { return maximumTime; }
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int elapsed() const { return now() - start; }
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private:
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TimePoint start;
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