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.
These two changes go in opposite directions and it
seems that the combination is stronger than original.
Here are the positive tests at various TC:
15+0.05
LLR: 2.96 (-2.94,2.94) [-1.50,4.50]
Total: 24561 W: 4946 L: 4772 D: 14843
60+0.05
LLR: 2.96 (-2.94,2.94) [0.00,6.00]
Total: 15259 W: 2598 L: 2423 D: 10238
40/30
LLR: 2.96 (-2.94,2.94) [-3.00,3.00]
Total: 2570 W: 527 L: 422 D: 1621
Unfortunately there is also a bad result
with one sec time increment that needs
to be further investigated:
12+1
LLR: -2.97 (-2.94,2.94) [-3.00,3.00]
Total: 2694 W: 438 L: 543 D: 1713
bench: 8340585
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.
The ideal setting for super-blitz might be something like:
"Emergency Base Time" = 50
"Emergency Move Time" = 5
This would give a total emergency time buffer of:
50 + 40 * 5 = 250 ms
This setup replaces the previous half cooked hack
"Don't blunder under extreme time pressure".
Test results are very good at super blitz, but keep good even
at 60 secs.
At 5+0.05
ELO: 24.30 +-2.4 (95%) LOS: 100.0%
Total: 37802 W: 10060 L: 7420 D: 20322
At 15+0.05
ELO: 13.41 +-2.9 (95%) LOS: 100.0%
Total: 22271 W: 4853 L: 3994 D: 13424
At 60+0.05
ELO: 5.30 +-3.2 (95%) LOS: 99.9%
Total: 16000 W: 2897 L: 2653 D: 10450
No functional change.
Now that we use pre-increment on enums, it
make sense, for code style uniformity, to
swith to pre-increment also for native types,
although there is no speed difference.
No functional change.
We always attempt to keep at least this emergencyBaseTime
at clock. But if available time is very low it means that
we will force ourself to play immediately to satisfy the
emergencyBaseTime constrain and so leading to blunders.
Patch is good at short and very short TC (15secs and 5secs respectively)
LLR: 2.96 (-2.94,2.94) [-1.50,4.50]
Total: 26590 W: 5426 L: 5245 D: 15919
LLR: 2.96 (-2.94,2.94) [-1.50,4.50]
Total: 5767 W: 1397 L: 1268 D: 3102
Instead seems has no influence at longer TC (60 secs)
LLR: -2.96 (-2.94,2.94) [0.00,6.00]
Total: 79862 W: 13623 L: 13339 D: 52900
So it is committed to have a broader testing but is
to be consider still EXPERIMENTAL and can be reverted
easily.
No functional change.
Increase MaxRatio to use more time when in trouble.
After 16000 games at 60+0.05
ELO: 4.89 +-5.4 (95%) LOS: 99.9%
Total: 16000 W: 2700 L: 2475 D: 10825
No functional change.
There is no need to "invent" different names
from the original UCI parameters.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
With default value of 100 no change in regard of current
behaviour. Increasing the value makes SF to think a
longer time for each move. Decreasing the value makes SF
to move faster.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Greatly improves the usage. User defined conversions
are a novelity for SF, another amazing C++ facility
at work !
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Move global search-related variables under "Search" namespace.
As a side effect we can move uci_async_command() and
wait_for_stop_or_ponderhit() away from search.cpp
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
The timer will be fired asynchronously to handle
time management flags, while other threads are
searching.
This implementation uses a thread waiting on a
timed condition variable instead of real timers.
This approach allow to reduce platform dependant
code to a minimum and also is the most portable given
that timers libraries are very different among platforms
and also the best ones are not compatible with olds
Windows.
Also retire the now unused polling code.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
And pass correct currentPly to TimeManager::init().
This restores old behaviour, in particular now black has
a different timing than white becuase is no more:
currentPly = 2 * fullMoveNumber;
but becomes
2 * (fullMoves - 1) + int(sideToMove == BLACK)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
And also tolerate a 0 value for full move number.
Revert BUG_41 patch, now we set initial King file only
if a castling is possible, so we don't need the fix
anymore in case of correct FEN.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Mostly suggested by Justin (UncombedCoconut), the 0ULL -> 0 conversion
is mine.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We can now set member data as private because is no more
directly accessed.
Should be more clear now.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Move OptimumSearchTime, MaximumSearchTime and
ExtraSearchTime in TimeManager.
Note that we remove an useless initialization to 0 because
these variables are used only with time management.
Also introduce and use TimeManager::available_time()
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Firt step in unifying all time management under
a single umbrella. Just introduced the class without
even member data.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Renamed in OptimumSearchTime and MaximumSearchTime,
should be more clear now.
Suggested by Joona.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>