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https://github.com/sockspls/badfish
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Introduce elapsed_time()
And reformat a bit time manager code. Note that now we set starting search time in think() and no more in ThreadPool::start_thinking(), the added delay is less than 1 msec, so below timer resolution (5msec) and should not affect time lossses ratio. No functional change.
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5 changed files with 26 additions and 26 deletions
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@ -41,7 +41,6 @@ namespace Search {
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LimitsType Limits;
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RootMoveVector RootMoves;
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Position RootPos;
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TimePoint SearchTime;
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StateStackPtr SetupStates;
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}
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@ -219,7 +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());
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TimeMgr.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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@ -402,7 +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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&& now() - SearchTime > 3000)
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&& TimeMgr.elapsed_time() > 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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@ -433,9 +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 " << now() - SearchTime << sync_endl;
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<< " time " << TimeMgr.elapsed_time() << sync_endl;
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else if (PVIdx + 1 == multiPV || now() - SearchTime > 3000)
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else if (PVIdx + 1 == multiPV || TimeMgr.elapsed_time() > 3000)
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sync_cout << UCI::pv(pos, depth, alpha, beta) << sync_endl;
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}
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@ -462,10 +461,10 @@ namespace {
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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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|| now() - SearchTime > TimeMgr.available_time()
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|| TimeMgr.elapsed_time() > TimeMgr.available_time()
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|| ( RootMoves[0].pv[0] == easyMove
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&& BestMoveChanges < 0.03
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&& now() - SearchTime > TimeMgr.available_time() / 10))
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&& TimeMgr.elapsed_time() > TimeMgr.available_time() / 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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@ -485,7 +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 || now() - SearchTime < TimeMgr.available_time())
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if (EasyMove.stableCnt < 6 || TimeMgr.elapsed_time() < TimeMgr.available_time())
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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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@ -833,7 +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() && now() - SearchTime > 3000)
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if (thisThread == Threads.main() && TimeMgr.elapsed_time() > 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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@ -1482,7 +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 = now() - SearchTime + 1;
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TimePoint elapsed = TimeMgr.elapsed_time() + 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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@ -1726,7 +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 = now() - SearchTime;
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TimePoint elapsed = TimeMgr.elapsed_time();
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if (now() - lastInfoTime >= 1000)
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{
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@ -102,7 +102,6 @@ extern volatile SignalsType Signals;
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extern LimitsType Limits;
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extern RootMoveVector RootMoves;
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extern Position RootPos;
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extern TimePoint SearchTime;
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extern StateStackPtr SetupStates;
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void init();
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@ -356,8 +356,6 @@ void ThreadPool::start_thinking(const Position& pos, const LimitsType& limits,
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StateStackPtr& states) {
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main()->join();
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SearchTime = now(); // As early as possible
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Signals.stopOnPonderhit = Signals.firstRootMove = false;
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Signals.stop = Signals.failedLowAtRoot = false;
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@ -78,15 +78,15 @@ 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)
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void TimeManager::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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int slowMover = Options["Slow Mover"];
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// Initialize unstablePvFactor to 1 and search times to maximum values
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start = now;
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unstablePvFactor = 1;
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optimumSearchTime = maximumSearchTime = std::max(limits.time[us], minThinkingTime);
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optimumTime = maximumTime = std::max(limits.time[us], minThinkingTime);
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const int MaxMTG = limits.movestogo ? std::min(limits.movestogo, MoveHorizon) : MoveHorizon;
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@ -105,12 +105,12 @@ void TimeManager::init(const Search::LimitsType& limits, Color us, int ply)
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int t1 = minThinkingTime + remaining<OptimumTime>(hypMyTime, hypMTG, ply, slowMover);
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int t2 = minThinkingTime + remaining<MaxTime >(hypMyTime, hypMTG, ply, slowMover);
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optimumSearchTime = std::min(t1, optimumSearchTime);
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maximumSearchTime = std::min(t2, maximumSearchTime);
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optimumTime = std::min(t1, optimumTime);
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maximumTime = std::min(t2, maximumTime);
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}
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if (Options["Ponder"])
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optimumSearchTime += optimumSearchTime / 4;
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optimumTime += optimumTime / 4;
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optimumSearchTime = std::min(optimumSearchTime, maximumSearchTime);
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optimumTime = std::min(optimumTime, maximumTime);
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}
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@ -20,19 +20,23 @@
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#ifndef TIMEMAN_H_INCLUDED
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#define TIMEMAN_H_INCLUDED
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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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class TimeManager {
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public:
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void init(const Search::LimitsType& limits, Color us, int ply);
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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(optimumSearchTime * unstablePvFactor * 0.76); }
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int maximum_time() const { return maximumSearchTime; }
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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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private:
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int optimumSearchTime;
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int maximumSearchTime;
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TimePoint start;
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int optimumTime;
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int maximumTime;
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double unstablePvFactor;
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};
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