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Use double everywhere

Rationale:

- Speed of double and float is about the same (not on the hot path anyway)

- Double makes code prettier (no need to write 1.0f, just 1.0)

- Only practical advantage of float is to use less memory, but since we never
  store large arrays of double, we don't care.

No functional change.
This commit is contained in:
Lucas Braesch 2013-10-03 12:05:58 +08:00 committed by Marco Costalba
parent 7f142d6817
commit a0cc15ccbc
5 changed files with 12 additions and 12 deletions

View file

@ -75,7 +75,7 @@ void dbg_print() {
if (means[0]) if (means[0])
cerr << "Total " << means[0] << " Mean " cerr << "Total " << means[0] << " Mean "
<< (float)means[1] / means[0] << endl; << (double)means[1] / means[0] << endl;
} }

View file

@ -207,7 +207,7 @@ static string score_to_string(Value v) {
s << "-#" << (VALUE_MATE + v) / 2; s << "-#" << (VALUE_MATE + v) / 2;
else else
s << setprecision(2) << fixed << showpos << float(v) / PawnValueMg; s << setprecision(2) << fixed << showpos << double(v) / PawnValueMg;
return s.str(); return s.str();
} }

View file

@ -84,7 +84,7 @@ namespace {
size_t PVSize, PVIdx; size_t PVSize, PVIdx;
TimeManager TimeMgr; TimeManager TimeMgr;
float BestMoveChanges; double BestMoveChanges;
Value DrawValue[COLOR_NB]; Value DrawValue[COLOR_NB];
HistoryStats History; HistoryStats History;
GainsStats Gains; GainsStats Gains;
@ -333,7 +333,7 @@ namespace {
while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth)) while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
{ {
// Age out PV variability metric // Age out PV variability metric
BestMoveChanges *= 0.8f; BestMoveChanges *= 0.8;
// Save last iteration's scores before first PV line is searched and all // Save last iteration's scores before first PV line is searched and all
// the move scores but the (new) PV are set to -VALUE_INFINITE. // the move scores but the (new) PV are set to -VALUE_INFINITE.

View file

@ -29,8 +29,8 @@ namespace {
/// Constants /// Constants
const int MoveHorizon = 50; // Plan time management at most this many moves ahead const int MoveHorizon = 50; // Plan time management at most this many moves ahead
const float MaxRatio = 7.0f; // When in trouble, we can step over reserved time with this ratio const double MaxRatio = 7.0; // 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 const double StealRatio = 0.33; // 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 // MoveImportance[] is based on naive statistical analysis of "how many games are still undecided
@ -76,7 +76,7 @@ namespace {
} }
void TimeManager::pv_instability(float bestMoveChanges) { void TimeManager::pv_instability(double bestMoveChanges) {
unstablePVExtraTime = int(bestMoveChanges * optimumSearchTime); unstablePVExtraTime = int(bestMoveChanges * optimumSearchTime);
} }
@ -144,8 +144,8 @@ namespace {
template<TimeType T> template<TimeType T>
int remaining(int myTime, int movesToGo, int currentPly, int slowMover) int remaining(int myTime, int movesToGo, int currentPly, int slowMover)
{ {
const float TMaxRatio = (T == OptimumTime ? 1 : MaxRatio); const double TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
const float TStealRatio = (T == OptimumTime ? 0 : StealRatio); const double TStealRatio = (T == OptimumTime ? 0 : StealRatio);
int thisMoveImportance = move_importance(currentPly) * slowMover / 100; int thisMoveImportance = move_importance(currentPly) * slowMover / 100;
int otherMovesImportance = 0; int otherMovesImportance = 0;
@ -153,8 +153,8 @@ namespace {
for (int i = 1; i < movesToGo; ++i) for (int i = 1; i < movesToGo; ++i)
otherMovesImportance += move_importance(currentPly + 2 * i); otherMovesImportance += move_importance(currentPly + 2 * i);
float ratio1 = (TMaxRatio * thisMoveImportance) / float(TMaxRatio * thisMoveImportance + otherMovesImportance); double ratio1 = (TMaxRatio * thisMoveImportance) / double(TMaxRatio * thisMoveImportance + otherMovesImportance);
float ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / float(thisMoveImportance + otherMovesImportance); double ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / double(thisMoveImportance + otherMovesImportance);
return int(floor(myTime * std::min(ratio1, ratio2))); return int(floor(myTime * std::min(ratio1, ratio2)));
} }

View file

@ -26,7 +26,7 @@
class TimeManager { class TimeManager {
public: public:
void init(const Search::LimitsType& limits, int currentPly, Color us); void init(const Search::LimitsType& limits, int currentPly, Color us);
void pv_instability(float bestMoveChanges); void pv_instability(double bestMoveChanges);
int available_time() const { return optimumSearchTime + unstablePVExtraTime; } int available_time() const { return optimumSearchTime + unstablePVExtraTime; }
int maximum_time() const { return maximumSearchTime; } int maximum_time() const { return maximumSearchTime; }