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BadFish/src/timeman.cpp
Joost VandeVondele 4b2979760f Check clock more often
This patch changes the frequency with which the time is checked, changing
frequency from every 1024 counted nodes to every 512 counted nodes. The
master value was tuned for the old classical eval, the patch takes the
roughly 2x slowdown in nps with SFNNUEv7 into account. This could reduce
a bit the losses on time on fishtest, but they are probably unrelated.

passed STC:
https://tests.stockfishchess.org/tests/view/64bb8ae5dc56e1650abb1b11
LLR: 2.95 (-2.94,2.94) <-1.75,0.25>
Total: 76576 W: 19677 L: 19501 D: 37398
Ptnml(0-2): 274, 8592, 20396, 8736, 290

closes https://github.com/official-stockfish/Stockfish/pull/4704

No functional change
2023-07-24 01:56:20 +02:00

109 lines
3.9 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2023 The Stockfish developers (see AUTHORS file)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <cfloat>
#include <cmath>
#include "search.h"
#include "timeman.h"
#include "uci.h"
namespace Stockfish {
TimeManagement Time; // Our global time management object
/// TimeManagement::init() is called at the beginning of the search and calculates
/// the bounds of time allowed for the current game ply. We currently support:
// 1) x basetime (+ z increment)
// 2) x moves in y seconds (+ z increment)
void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
// if we have no time, no need to initialize TM, except for the start time,
// which is used by movetime.
startTime = limits.startTime;
if (limits.time[us] == 0)
return;
TimePoint moveOverhead = TimePoint(Options["Move Overhead"]);
TimePoint slowMover = TimePoint(Options["Slow Mover"]);
TimePoint npmsec = TimePoint(Options["nodestime"]);
// optScale is a percentage of available time to use for the current move.
// maxScale is a multiplier applied to optimumTime.
double optScale, maxScale;
// If we have to play in 'nodes as time' mode, then convert from time
// to nodes, and use resulting values in time management formulas.
// WARNING: to avoid time losses, the given npmsec (nodes per millisecond)
// must be much lower than the real engine speed.
if (npmsec)
{
if (!availableNodes) // Only once at game start
availableNodes = npmsec * limits.time[us]; // Time is in msec
// Convert from milliseconds to nodes
limits.time[us] = TimePoint(availableNodes);
limits.inc[us] *= npmsec;
limits.npmsec = npmsec;
}
// Maximum move horizon of 50 moves
int mtg = limits.movestogo ? std::min(limits.movestogo, 50) : 50;
// Make sure timeLeft is > 0 since we may use it as a divisor
TimePoint timeLeft = std::max(TimePoint(1),
limits.time[us] + limits.inc[us] * (mtg - 1) - moveOverhead * (2 + mtg));
// Use extra time with larger increments
double optExtra = std::clamp(1.0 + 12.0 * limits.inc[us] / limits.time[us], 1.0, 1.12);
// A user may scale time usage by setting UCI option "Slow Mover"
// Default is 100 and changing this value will probably lose elo.
timeLeft = slowMover * timeLeft / 100;
// x basetime (+ z increment)
// If there is a healthy increment, timeLeft can exceed actual available
// game time for the current move, so also cap to 20% of available game time.
if (limits.movestogo == 0)
{
optScale = std::min(0.0120 + std::pow(ply + 3.0, 0.45) * 0.0039,
0.2 * limits.time[us] / double(timeLeft))
* optExtra;
maxScale = std::min(7.0, 4.0 + ply / 12.0);
}
// x moves in y seconds (+ z increment)
else
{
optScale = std::min((0.88 + ply / 116.4) / mtg,
0.88 * limits.time[us] / double(timeLeft));
maxScale = std::min(6.3, 1.5 + 0.11 * mtg);
}
// Never use more than 80% of the available time for this move
optimumTime = TimePoint(optScale * timeLeft);
maximumTime = TimePoint(std::min(0.8 * limits.time[us] - moveOverhead, maxScale * optimumTime)) - 10;
if (Options["Ponder"])
optimumTime += optimumTime / 4;
}
} // namespace Stockfish