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https://github.com/sockspls/badfish
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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.
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7f142d6817
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5 changed files with 12 additions and 12 deletions
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@ -75,7 +75,7 @@ void dbg_print() {
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if (means[0])
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if (means[0])
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cerr << "Total " << means[0] << " Mean "
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cerr << "Total " << means[0] << " Mean "
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<< (float)means[1] / means[0] << endl;
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<< (double)means[1] / means[0] << endl;
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}
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}
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@ -207,7 +207,7 @@ static string score_to_string(Value v) {
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s << "-#" << (VALUE_MATE + v) / 2;
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s << "-#" << (VALUE_MATE + v) / 2;
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else
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else
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s << setprecision(2) << fixed << showpos << float(v) / PawnValueMg;
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s << setprecision(2) << fixed << showpos << double(v) / PawnValueMg;
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return s.str();
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return s.str();
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}
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}
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@ -84,7 +84,7 @@ namespace {
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size_t PVSize, PVIdx;
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size_t PVSize, PVIdx;
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TimeManager TimeMgr;
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TimeManager TimeMgr;
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float BestMoveChanges;
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double BestMoveChanges;
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Value DrawValue[COLOR_NB];
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Value DrawValue[COLOR_NB];
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HistoryStats History;
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HistoryStats History;
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GainsStats Gains;
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GainsStats Gains;
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@ -333,7 +333,7 @@ namespace {
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while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
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while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
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{
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{
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// Age out PV variability metric
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// Age out PV variability metric
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BestMoveChanges *= 0.8f;
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BestMoveChanges *= 0.8;
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// Save last iteration's scores before first PV line is searched and all
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// Save last iteration's scores before first PV line is searched and all
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// the move scores but the (new) PV are set to -VALUE_INFINITE.
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// the move scores but the (new) PV are set to -VALUE_INFINITE.
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@ -29,8 +29,8 @@ namespace {
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/// Constants
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/// Constants
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const int MoveHorizon = 50; // Plan time management at most this many moves ahead
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const int MoveHorizon = 50; // Plan time management at most this many moves ahead
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const float MaxRatio = 7.0f; // When in trouble, we can step over reserved time with this ratio
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const double MaxRatio = 7.0; // When in trouble, we can step over reserved time with this ratio
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const float StealRatio = 0.33f; // However we must not steal time from remaining moves over this ratio
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const double StealRatio = 0.33; // However we must not steal time from remaining moves over this ratio
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// MoveImportance[] is based on naive statistical analysis of "how many games are still undecided
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// MoveImportance[] is based on naive statistical analysis of "how many games are still undecided
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@ -76,7 +76,7 @@ namespace {
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}
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}
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void TimeManager::pv_instability(float bestMoveChanges) {
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void TimeManager::pv_instability(double bestMoveChanges) {
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unstablePVExtraTime = int(bestMoveChanges * optimumSearchTime);
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unstablePVExtraTime = int(bestMoveChanges * optimumSearchTime);
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}
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}
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@ -144,8 +144,8 @@ namespace {
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template<TimeType T>
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template<TimeType T>
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int remaining(int myTime, int movesToGo, int currentPly, int slowMover)
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int remaining(int myTime, int movesToGo, int currentPly, int slowMover)
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{
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{
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const float TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
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const double TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
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const float TStealRatio = (T == OptimumTime ? 0 : StealRatio);
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const double TStealRatio = (T == OptimumTime ? 0 : StealRatio);
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int thisMoveImportance = move_importance(currentPly) * slowMover / 100;
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int thisMoveImportance = move_importance(currentPly) * slowMover / 100;
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int otherMovesImportance = 0;
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int otherMovesImportance = 0;
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@ -153,8 +153,8 @@ namespace {
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for (int i = 1; i < movesToGo; ++i)
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for (int i = 1; i < movesToGo; ++i)
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otherMovesImportance += move_importance(currentPly + 2 * i);
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otherMovesImportance += move_importance(currentPly + 2 * i);
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float ratio1 = (TMaxRatio * thisMoveImportance) / float(TMaxRatio * thisMoveImportance + otherMovesImportance);
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double ratio1 = (TMaxRatio * thisMoveImportance) / double(TMaxRatio * thisMoveImportance + otherMovesImportance);
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float ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / float(thisMoveImportance + otherMovesImportance);
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double ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / double(thisMoveImportance + otherMovesImportance);
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return int(floor(myTime * std::min(ratio1, ratio2)));
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return int(floor(myTime * std::min(ratio1, ratio2)));
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}
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}
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@ -26,7 +26,7 @@
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class TimeManager {
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class TimeManager {
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public:
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public:
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void init(const Search::LimitsType& limits, int currentPly, Color us);
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void init(const Search::LimitsType& limits, int currentPly, Color us);
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void pv_instability(float bestMoveChanges);
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void pv_instability(double bestMoveChanges);
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int available_time() const { return optimumSearchTime + unstablePVExtraTime; }
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int available_time() const { return optimumSearchTime + unstablePVExtraTime; }
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int maximum_time() const { return maximumSearchTime; }
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int maximum_time() const { return maximumSearchTime; }
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