/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2021 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 . */ #include #include #include #include "search.h" #include "timeman.h" #include "uci.h" namespace Stockfish { TimeManagement Time; // Our global time management object /// TimeManagement::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"]); // 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 (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)); // Use extra time with larger increments double optExtra = std::clamp(1.0 + 12.0 * limits.inc[us] / limits.time[us], 1.0, 1.12); // 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) { optScale = std::min(0.0084 + std::pow(ply + 3.0, 0.5) * 0.0042, 0.2 * limits.time[us] / double(timeLeft)) * optExtra; maxScale = std::min(7.0, 4.0 + 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] / double(timeLeft)); maxScale = std::min(6.3, 1.5 + 0.11 * mtg); } // Never use more than 80% of the available time for this move optimumTime = TimePoint(optScale * timeLeft); maximumTime = TimePoint(std::min(0.8 * limits.time[us] - moveOverhead, maxScale * optimumTime)); if (Options["Ponder"]) optimumTime += optimumTime / 4; } } // namespace Stockfish