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DroidFish: Updated stockfish engine to git version from 2016-05-21.
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@@ -33,20 +33,20 @@ namespace {
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enum TimeType { OptimumTime, MaxTime };
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const int MoveHorizon = 50; // Plan time management at most this many moves ahead
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const double MaxRatio = 6.93; // When in trouble, we can step over reserved time with this ratio
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const double StealRatio = 0.36; // However we must not steal time from remaining moves over this ratio
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const double MaxRatio = 7.09; // When in trouble, we can step over reserved time with this ratio
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const double StealRatio = 0.35; // However we must not steal time from remaining moves over this ratio
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// move_importance() is a skew-logistic function based on naive statistical
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// analysis of "how many games are still undecided after n half-moves". Game
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// is considered "undecided" as long as neither side has >275cp advantage.
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// Data was extracted from CCRL game database with some simple filtering criteria.
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// Data was extracted from the CCRL game database with some simple filtering criteria.
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double move_importance(int ply) {
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const double XScale = 8.27;
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const double XShift = 59.;
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const double Skew = 0.179;
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const double XScale = 7.64;
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const double XShift = 58.4;
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const double Skew = 0.183;
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return pow((1 + exp((ply - XShift) / XScale)), -Skew) + DBL_MIN; // Ensure non-zero
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}
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@@ -66,7 +66,7 @@ namespace {
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double ratio1 = (TMaxRatio * moveImportance) / (TMaxRatio * moveImportance + otherMovesImportance);
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double ratio2 = (moveImportance + TStealRatio * otherMovesImportance) / (moveImportance + otherMovesImportance);
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return int(myTime * std::min(ratio1, ratio2)); // Intel C++ asks an explicit cast
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return int(myTime * std::min(ratio1, ratio2)); // Intel C++ asks for an explicit cast
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}
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} // namespace
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@@ -91,7 +91,7 @@ void TimeManagement::init(Search::LimitsType& limits, Color us, int ply)
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// If we have to play in 'nodes as time' mode, then convert from time
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// to nodes, and use resulting values in time management formulas.
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// WARNING: Given npms (nodes per millisecond) must be much lower then
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// real engine speed to avoid time losses.
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// the real engine speed to avoid time losses.
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if (npmsec)
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{
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if (!availableNodes) // Only once at game start
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@@ -104,7 +104,6 @@ void TimeManagement::init(Search::LimitsType& limits, Color us, int ply)
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}
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startTime = limits.startTime;
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unstablePvFactor = 1;
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optimumTime = maximumTime = std::max(limits.time[us], minThinkingTime);
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const int MaxMTG = limits.movestogo ? std::min(limits.movestogo, MoveHorizon) : MoveHorizon;
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