Files
Stockfish/src/timeman.cpp
T
Lemmy 23493de082 Sudden Death - Improve TM
Due to the 50 estimated move horizon, once a sudden death game got below
1 second, the time allocation for optimumTime would go into the negative
and SF would start instamoving.

To counter this, once limits.time is below 1 second, the move horizon
will start decreasing, at a rate of 1 move per 20ms. This was just what
seemed a reasonable rate of decay.

Fishtest sudden death TC 5+0
https://tests.stockfishchess.org/tests/live_elo/65ee2cdf0ec64f0526c43bbb
LLR: 2.99 (-2.94,2.94) <0.00,2.00>
Total: 3348 W: 1070 L: 727 D:1551
Ptnml(0-2): 46, 277, 738, 514, 99

Fishtest SD TC 10+0
https://tests.stockfishchess.org/tests/live_elo/65ee401e0ec64f0526c43cf7
LLR: 2.95 (-2.94,2.94) <0.00,2.00>
Total: 3780 W: 1097 L: 808 D: 1875
Ptnml(0-2): 11, 353, 919, 550, 57

Neutral Non-Regression STC 10+0.1
https://tests.stockfishchess.org/tests/live_elo/65ee45ff0ec64f0526c43d68
LLR: 2.95 (-2.94,2.94) <-1.75, 0.25>
Total: 123616 W: 32054 L: 31927 D:59635
Ptnml(0-2): 493, 14323, 32105, 14338, 549

Neutral Non-Regression LTC 60+0.6
https://tests.stockfishchess.org/tests/live_elo/65ef1eec0ec64f0526c44bc4
LLR: 2.95 (-2.94,2.94) <-1.75, 0.25>
Total: 130482 W: 32961 L: 32855 D:64666
Ptnml(0-2): 88, 13412, 38123, 13542, 76

closes https://github.com/official-stockfish/Stockfish/pull/5112

Bench: 2002517
2024-03-14 22:12:53 +01:00

133 lines
4.8 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2024 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 "timeman.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstdint>
#include "search.h"
#include "ucioption.h"
namespace Stockfish {
TimePoint TimeManagement::optimum() const { return optimumTime; }
TimePoint TimeManagement::maximum() const { return maximumTime; }
TimePoint TimeManagement::elapsed(size_t nodes) const {
return useNodesTime ? TimePoint(nodes) : now() - startTime;
}
void TimeManagement::clear() {
availableNodes = 0; // When in 'nodes as time' mode
}
void TimeManagement::advance_nodes_time(std::int64_t nodes) {
assert(useNodesTime);
availableNodes += nodes;
}
// 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,
const OptionsMap& options) {
// 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 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)
{
useNodesTime = true;
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;
// if less than one second, gradually reduce mtg
if (limits.time[us] < 1000 && (double(mtg) / limits.time[us] > 0.05))
{
mtg = limits.time[us] * 0.05;
}
// 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));
// x basetime (+ z increment)
// If there is a healthy increment, timeLeft can exceed the actual available
// game time for the current move, so also cap to a percentage of available game time.
if (limits.movestogo == 0)
{
// Use extra time with larger increments
double optExtra = limits.inc[us] < 500 ? 1.0 : 1.13;
// Calculate time constants based on current time left.
double optConstant =
std::min(0.00308 + 0.000319 * std::log10(limits.time[us] / 1000.0), 0.00506);
double maxConstant = std::max(3.39 + 3.01 * std::log10(limits.time[us] / 1000.0), 2.93);
optScale = std::min(0.0122 + std::pow(ply + 2.95, 0.462) * optConstant,
0.213 * limits.time[us] / double(timeLeft))
* optExtra;
maxScale = std::min(6.64, maxConstant + 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);
}
// Limit the maximum possible time for this move
optimumTime = TimePoint(optScale * timeLeft);
maximumTime =
TimePoint(std::min(0.825 * limits.time[us] - moveOverhead, maxScale * optimumTime)) - 10;
if (options["Ponder"])
optimumTime += optimumTime / 4;
}
} // namespace Stockfish