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Fix divide by zero bug in late game
If the game got late enough that move_importance(currentPly) * slowMover / 100 rounds to 0, then we ended up dividing 0 by 0 when only looking 1 move ahead. This apparently caused the search to almost immediately abort and Stockfish would blunder in long games. So convert thisMoveImportance to a double. No functional change.
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1 changed files with 3 additions and 3 deletions
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@ -147,14 +147,14 @@ namespace {
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const double TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
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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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double thisMoveImportance = double(move_importance(currentPly) * slowMover) / 100;
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int otherMovesImportance = 0;
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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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double ratio1 = (TMaxRatio * thisMoveImportance) / double(TMaxRatio * thisMoveImportance + otherMovesImportance);
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double ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / double(thisMoveImportance + otherMovesImportance);
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double ratio1 = (TMaxRatio * thisMoveImportance) / (TMaxRatio * thisMoveImportance + otherMovesImportance);
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double ratio2 = (thisMoveImportance + TStealRatio * otherMovesImportance) / (thisMoveImportance + otherMovesImportance);
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return int(floor(myTime * std::min(ratio1, ratio2)));
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}
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