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#include "phalanx.h"
long T1, T2;
long Time = 600*100;
long Otim = 100;
/* return time in centiseconds */
long ptime(void)
{
if( Flag.cpu ) return ((double)clock())*100/CLOCKS_PER_SEC;
else
{
#ifdef _WIN32
return GetTickCount()/10;
#else
struct timeval t;
gettimeofday( &t, NULL );
return t.tv_sec*100 + t.tv_usec/10000;
#endif
}
}
void l_level( char * l )
{
int moves, seconds, minutes, increment;
while( *l == ' ' ) l++;
moves = atoi(l);
while( isdigit((int)*l) ) l++;
while( *l == ' ' ) l++;
if( *l == '\n' || *l == '\0' )
{
printfl("fixed time %i seconds\n", moves );
Flag.level = fixedtime; Flag.centiseconds = moves*100;
return;
}
minutes = atoi(l);
while( isdigit((int)*l) ) l++;
if( *l == ':' )
{
l++;
seconds = atoi(l);
while( isdigit((int)*l) ) l++;
}
else seconds = 0;
while( isdigit((int)*l) ) l++;
while( *l == ' ' ) l++;
increment = atoi(l);
if( moves==0 )
printfl(
"level: all moves in %i:%02i, increment %i seconds\n",
minutes, seconds, increment );
else
printfl(
"level: %i moves in %i:%02i, increment %i seconds\n",
moves, minutes, seconds, increment );
Flag.level = timecontrol;
Flag.moves = moves;
Flag.centiseconds = minutes*6000+seconds*100;
Flag.increment = increment;
Time = Flag.centiseconds;
}
void l_startsearch(void)
{
int moves;
T1 = ptime();
/* Adjust the DrawScore to avoid long boring drawish endgames.
* The default DrawScore is -10; Phalanx tries to avoid draws.
* That's good, but I have observed too many games that ended
* with the 50 moves rule draw, where the engine played
* an KR vs KR endgame. The code below fixes that behaviour. */
if(
Counter>=80 /* Counter==80 is move #40 */
&&
(
( DrawScore < 0 && G[Counter].mtrl <= 3*R_VALUE )
|| ( DrawScore < 10 && G[Counter].mtrl <= R_VALUE )
)
) DrawScore++;
switch( Flag.level )
{
case timecontrol:
if( Flag.moves > 0 ) moves = 2*Flag.moves;
else
{
moves = Counter +
(G[Counter].mtrl+G[Counter].xmtrl)/800;
if( Counter < 120 )
moves += 60 - Counter/4;
else moves += 30;
}
if( Flag.increment == 0 ) T2 = 0;
else
if( Time/Flag.increment >= 1600 )
T2 = Flag.increment * 60;
else
if( Time/Flag.increment <= 400 )
T2 = Flag.increment * 10;
else
T2 = Flag.increment * (Time/Flag.increment/8-20)/3;
if( Flag.post && T2 && Flag.xboard<2 )
printfl( " -> increment adds %g s to soft time limit\n",
((float)T2) / (float)100 );
T2 += Time / ( moves - Counter%moves + 4 );
if( Flag.ponder ) T2 += T2/8;
if( Flag.increment==0 && Flag.level==timecontrol )
{
if( Time<150/*0*/ ) T2 -= T2/2;
else if( Time<600/*0*/ ) T2 -= T2/4;
if( Flag.moves==0 /* all moves TC */
&& Time < Otim /* less time than opponent */
&& Time < 600*100 /* and less than 10 minutes */
&& Flag.ponder != 2 )
{
long Reduction;
Reduction = T2 - T2*(Time+Time)/(Otim+Time);
Reduction = Reduction*(60000-Time)/(60000);
/* printf("telluser Ponder=%i Time=%li Otim=%li reducing %li by %li\n", Flag.ponder, Time, Otim, T2, Reduction); */
T2 -= Reduction;
}
}
if( Flag.post && Flag.xboard<2 )
printfl( " -> soft time limit %g s\n",
((float)T2) / (float)100 );
/*** Now, set up the hard limit ***/
if( Time < 150/*0*/) Flag.centiseconds = Time/(moves+1)*3;
else if( Time < 300/*0*/) Flag.centiseconds = Time/(moves+1)*6;
else if( Time < 600/*0*/) Flag.centiseconds = Time/(moves+1)*12;
else Flag.centiseconds = Time/(moves+1)*18;
Flag.centiseconds += 400*Flag.increment;
if( Flag.centiseconds > Time-Flag.increment*100 )
{
if( Time > 200*Flag.increment )
Flag.centiseconds = Time-100*Flag.increment;
else Flag.centiseconds = Time/2;
}
if( Flag.centiseconds < 25 ) Flag.centiseconds = 25;
if( Flag.post && Flag.xboard<2 )
printfl( " -> hard time limit %g s\n",
((float)Flag.centiseconds) / (float)100 );
break;
case averagetime:
T2 = Flag.centiseconds/3;
break;
default: break;
}
if( T2 < 1 ) T2 = 1;
}
int l_iterate(void)
{
if( Flag.level == fixeddepth )
{
return ( Depth < Flag.depth );
}
else
if( Flag.level == averagetime || Flag.level == timecontrol )
{
long t = ptime();
switch( EasyMove )
{
case 1: return ( t <= T1 + T2/2 );
case 2: return ( t <= T1 + T2/4 );
default:
if( Depth<400 ) /* stabilize low nps levels */
return ( t <= T1 + T2*2/3 );
if( Turns==0 )
return ( t <= T1 + T2 );
else
return ( t <= T1 + T2*(14+Turns)/10 );
}
}
else
return 1;
}
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