14 #define MAX_NET_LAG 2.0 /* Max net lag in seconds. TODO: estimate dynamically. */
15 #define RESERVED_BYOYOMI_PERCENT 15 /* Reserve 15% of byoyomi time as safety margin if risk of losing on time */
17 /* For safety, use at most 3 times the desired time on a single move
18 * in main time, and 1.1 times in byoyomi. */
19 #define MAX_MAIN_TIME_EXTENSION 3.0
20 #define MAX_BYOYOMI_TIME_EXTENSION 1.1
23 time_parse(struct time_info
*ti
, char *s
)
26 case '_': ti
->period
= TT_TOTAL
; s
++; break;
27 default: ti
->period
= TT_MOVE
; break;
32 ti
->len
.games
= atoi(++s
);
37 ti
->dim
= TD_WALLTIME
;
38 ti
->len
.t
.timer_start
= 0;
39 if (ti
->period
== TT_TOTAL
) {
40 ti
->len
.t
.main_time
= atof(s
);
41 ti
->len
.t
.byoyomi_time
= 0.0;
42 ti
->len
.t
.byoyomi_time_max
= 0.0;
43 ti
->len
.t
.byoyomi_periods
= 0;
44 ti
->len
.t
.byoyomi_stones
= 0;
45 ti
->len
.t
.byoyomi_stones_max
= 0;
46 } else { assert(ti
->period
== TT_MOVE
);
47 ti
->len
.t
.main_time
= 0.0;
48 ti
->len
.t
.byoyomi_time
= atof(s
);
49 ti
->len
.t
.byoyomi_time_max
= ti
->len
.t
.byoyomi_time
;
50 ti
->len
.t
.byoyomi_periods
= 1;
51 ti
->len
.t
.byoyomi_stones
= 1;
52 ti
->len
.t
.byoyomi_stones_max
= 1;
59 /* Update time settings according to gtp time_settings or kgs-time_settings command. */
61 time_settings(struct time_info
*ti
, int main_time
, int byoyomi_time
, int byoyomi_stones
, int byoyomi_periods
)
64 ti
->period
= TT_NULL
; // no time limit, rely on engine default
66 ti
->period
= main_time
> 0 ? TT_TOTAL
: TT_MOVE
;
67 ti
->dim
= TD_WALLTIME
;
68 ti
->len
.t
.timer_start
= 0;
69 ti
->len
.t
.main_time
= (double) main_time
;
70 ti
->len
.t
.byoyomi_time
= (double) byoyomi_time
;
71 ti
->len
.t
.byoyomi_periods
= byoyomi_periods
;
72 ti
->len
.t
.byoyomi_stones
= byoyomi_stones
;
73 ti
->len
.t
.canadian
= byoyomi_stones
> 0;
74 if (byoyomi_time
> 0) {
75 /* Normally, only one of byoyomi_periods and
76 * byoyomi_stones arguments will be > 0. However,
77 * our data structure uses generalized byoyomi
78 * specification that will assume "1 byoyomi period
79 * of N stones" for Canadian byoyomi and "N byoyomi
80 * periods of 1 stone" for Japanese byoyomi. */
81 if (ti
->len
.t
.byoyomi_periods
< 1)
82 ti
->len
.t
.byoyomi_periods
= 1;
83 if (ti
->len
.t
.byoyomi_stones
< 1)
84 ti
->len
.t
.byoyomi_stones
= 1;
86 assert(!ti
->len
.t
.byoyomi_periods
&& !ti
->len
.t
.byoyomi_stones
);
88 ti
->len
.t
.byoyomi_time_max
= ti
->len
.t
.byoyomi_time
;
89 ti
->len
.t
.byoyomi_stones_max
= ti
->len
.t
.byoyomi_stones
;
93 /* Update time information according to gtp time_left command.
94 * kgs doesn't give time_left for the first move, so make sure
95 * that just time_settings + time_stop_conditions still work. */
97 time_left(struct time_info
*ti
, int time_left
, int stones_left
)
99 assert(ti
->period
!= TT_NULL
);
100 ti
->dim
= TD_WALLTIME
;
102 if (!time_left
&& !stones_left
) {
103 /* Some GTP peers send time_left 0 0 at the end of main time. */
104 ti
->period
= TT_MOVE
;
105 ti
->len
.t
.main_time
= 0;
106 /* byoyomi_time kept fully charged. */
108 } else if (!stones_left
) {
110 ti
->period
= TT_TOTAL
;
111 ti
->len
.t
.main_time
= time_left
;
112 /* byoyomi_time kept fully charged. */
116 ti
->period
= TT_MOVE
;
117 ti
->len
.t
.main_time
= 0;
118 ti
->len
.t
.byoyomi_time
= time_left
;
119 if (ti
->len
.t
.canadian
) {
120 ti
->len
.t
.byoyomi_stones
= stones_left
;
122 // field misused by kgs
123 ti
->len
.t
.byoyomi_periods
= stones_left
;
128 /* Start our timer. kgs does this (correctly) on "play" not "genmove"
129 * unless we are making the first move of the game. */
131 time_start_timer(struct time_info
*ti
)
133 if (ti
->period
!= TT_NULL
&& ti
->dim
== TD_WALLTIME
)
134 ti
->len
.t
.timer_start
= time_now();
138 time_sub(struct time_info
*ti
, double interval
)
140 assert(ti
->dim
== TD_WALLTIME
&& ti
->period
!= TT_NULL
);
142 if (ti
->period
== TT_TOTAL
) {
143 ti
->len
.t
.main_time
-= interval
;
144 if (ti
->len
.t
.main_time
>= 0)
146 if (ti
->len
.t
.byoyomi_time
<= 0) {
147 /* No byoyomi to save us. */
148 fprintf(stderr
, "*** LOST ON TIME internally! (%0.2f, spent %0.2fs on last move)\n",
149 ti
->len
.t
.main_time
, interval
);
150 /* What can we do? Pretend this didn't happen. */
151 ti
->len
.t
.main_time
= 1.0f
;
154 /* Fall-through to byoyomi. */
155 ti
->period
= TT_MOVE
;
156 interval
= -ti
->len
.t
.main_time
;
157 ti
->len
.t
.main_time
= 0;
160 ti
->len
.t
.byoyomi_time
-= interval
;
161 if (ti
->len
.t
.byoyomi_time
< 0) {
163 if (--ti
->len
.t
.byoyomi_periods
< 1) {
164 fprintf(stderr
, "*** LOST ON TIME internally! (%0.2f, spent %0.2fs on last move)\n",
165 ti
->len
.t
.byoyomi_time
, interval
);
166 /* Well, what can we do? Pretend this didn't happen. */
167 ti
->len
.t
.byoyomi_periods
= 1;
169 ti
->len
.t
.byoyomi_time
= ti
->len
.t
.byoyomi_time_max
;
170 ti
->len
.t
.byoyomi_stones
= ti
->len
.t
.byoyomi_stones_max
;
173 if (--ti
->len
.t
.byoyomi_stones
< 1) {
174 /* Finished a period. */
175 ti
->len
.t
.byoyomi_time
= ti
->len
.t
.byoyomi_time_max
;
176 ti
->len
.t
.byoyomi_stones
= ti
->len
.t
.byoyomi_stones_max
;
180 /* Returns the current time. */
185 clock_gettime(CLOCK_REALTIME
, &now
);
186 return now
.tv_sec
+ now
.tv_nsec
/1000000000.0;
189 /* Sleep for a given interval (in seconds). Return immediately if interval < 0. */
191 time_sleep(double interval
)
195 ts
.tv_nsec
= (int)(modf(interval
, &sec
)*1000000000.0);
196 ts
.tv_sec
= (int)sec
;
197 nanosleep(&ts
, NULL
); /* ignore error if interval was < 0 */
201 /* Returns true if we are in byoyomi (or should play as if in byo yomi
202 * because remaining time per move in main time is less than byoyomi time
205 time_in_byoyomi(struct time_info
*ti
) {
206 assert(ti
->dim
== TD_WALLTIME
);
207 if (!ti
->len
.t
.byoyomi_time
)
208 return false; // there is no byoyomi!
209 assert(ti
->len
.t
.byoyomi_stones
> 0);
210 if (!ti
->len
.t
.main_time
)
211 return true; // we _are_ in byoyomi
212 if (ti
->len
.t
.main_time
<= ti
->len
.t
.byoyomi_time
/ ti
->len
.t
.byoyomi_stones
+ 0.001)
213 return true; // our basic time left is less than byoyomi time per move
217 /* Set worst.time to all available remaining time (main time plus usable
218 * byoyomi), to be spread over returned number of moves (expected game
219 * length minus moves to be played in final byoyomi - if we would not be
220 * able to spend more time on them in main time anyway). */
222 time_stop_set_remaining(struct time_info
*ti
, struct board
*b
, double net_lag
, struct time_stop
*stop
)
224 int moves_left
= board_estimated_moves_left(b
);
225 stop
->worst
.time
= ti
->len
.t
.main_time
;
227 if (!ti
->len
.t
.byoyomi_time
)
230 /* Time for one move in byoyomi. */
231 assert(ti
->len
.t
.byoyomi_stones
> 0);
232 double move_time
= ti
->len
.t
.byoyomi_time
/ ti
->len
.t
.byoyomi_stones
;
234 /* (i) Plan to extend our thinking time to make use of byoyom. */
236 /* For Japanese byoyomi with N>1 periods, we use N-1 periods
237 * as main time, keeping the last one as insurance against
238 * unexpected net lag. */
239 if (ti
->len
.t
.byoyomi_periods
> 2) {
240 stop
->worst
.time
+= (ti
->len
.t
.byoyomi_periods
- 2) * move_time
;
241 // Will add 1 more byoyomi_time just below
244 /* In case of Canadian byoyomi, include time that can be spent
245 * on its first move. */
246 stop
->worst
.time
+= move_time
;
248 /* (ii) Do not play faster in main time than we would in byoyomi. */
250 /* Maximize the number of moves played uniformly in main time,
251 * while not playing faster in main time than in byoyomi.
252 * At this point, the main time remaining is stop->worst.time and
253 * already includes the first (canadian) or N-1 byoyomi periods. */
254 double real_move_time
= move_time
- net_lag
;
255 if (real_move_time
> 0) {
256 int main_moves
= stop
->worst
.time
/ real_move_time
;
257 if (moves_left
> main_moves
) {
258 /* We plan to do too many moves in main time,
259 * do the rest in byoyomi. */
260 moves_left
= main_moves
;
262 if (moves_left
<= 0) // possible if too much lag
269 /* Adjust the recommended per-move time based on the current game phase.
270 * We expect stop->worst to be total time available, stop->desired the current
271 * per-move time allocation, and set stop->desired to adjusted per-move time. */
273 time_stop_phase_adjust(struct board
*b
, int fuseki_end
, int yose_start
, struct time_stop
*stop
)
275 int bsize
= (board_size(b
)-2)*(board_size(b
)-2);
276 fuseki_end
= fuseki_end
* bsize
/ 100; // move nb at fuseki end
277 yose_start
= yose_start
* bsize
/ 100; // move nb at yose start
278 assert(fuseki_end
< yose_start
);
280 /* No adjustments in yose. */
281 if (b
->moves
>= yose_start
)
283 int moves_to_yose
= (yose_start
- b
->moves
) / 2;
284 // ^- /2 because we only consider the moves we have to play ourselves
285 int left_at_yose_start
= board_estimated_moves_left(b
) - moves_to_yose
;
286 if (left_at_yose_start
< MIN_MOVES_LEFT
)
287 left_at_yose_start
= MIN_MOVES_LEFT
;
289 /* This particular value of middlegame_time will continuously converge
290 * to effective "yose_time" value as we approach yose_start. */
291 double middlegame_time
= stop
->worst
.time
/ left_at_yose_start
;
292 if (middlegame_time
< stop
->desired
.time
)
295 if (b
->moves
< fuseki_end
) {
296 assert(fuseki_end
> 0);
297 /* At the game start, use stop->desired.time (rather
298 * conservative estimate), then gradually prolong it. */
299 double beta
= b
->moves
/ fuseki_end
;
300 stop
->desired
.time
= middlegame_time
* beta
+ stop
->desired
.time
* (1 - beta
);
302 } else { assert(b
->moves
< yose_start
);
303 /* Middlegame, start with relatively large value, then
304 * converge to the uniform-timeslice yose value. */
305 stop
->desired
.time
= middlegame_time
;
309 /* Pre-process time_info for search control and sets the desired stopping conditions. */
311 time_stop_conditions(struct time_info
*ti
, struct board
*b
, int fuseki_end
, int yose_start
, struct time_stop
*stop
)
313 /* We must have _some_ limits by now, be it random default values! */
314 assert(ti
->period
!= TT_NULL
);
316 /* Special-case limit by number of simulations. */
317 if (ti
->dim
== TD_GAMES
) {
318 if (ti
->period
== TT_TOTAL
) {
319 ti
->period
= TT_MOVE
;
320 ti
->len
.games
/= board_estimated_moves_left(b
);
323 stop
->desired
.playouts
= ti
->len
.games
;
324 /* We force worst == desired, so note that we will NOT loop
325 * until best == winner. */
326 stop
->worst
.playouts
= ti
->len
.games
;
330 assert(ti
->dim
== TD_WALLTIME
);
333 /* Minimum net lag (seconds) to be reserved in the time for move. */
334 double net_lag
= MAX_NET_LAG
;
335 if (!ti
->len
.t
.timer_start
) {
336 ti
->len
.t
.timer_start
= time_now(); // we're playing the first game move
338 net_lag
+= time_now() - ti
->len
.t
.timer_start
;
339 // TODO: keep statistics to get good estimate of lag not just current move
343 if (ti
->period
== TT_TOTAL
&& time_in_byoyomi(ti
)) {
344 /* Technically, we are still in main time, but we can
345 * effectively switch to byoyomi scheduling since we
346 * have less time available than one byoyomi move takes. */
347 ti
->period
= TT_MOVE
;
351 if (ti
->period
== TT_MOVE
) {
352 /* We are in byoyomi, or almost! */
354 /* The period can still include some tiny remnant of main
355 * time if we are just switching to byoyomi. */
356 double period_len
= ti
->len
.t
.byoyomi_time
+ ti
->len
.t
.main_time
;
358 stop
->worst
.time
= period_len
;
359 assert(ti
->len
.t
.byoyomi_stones
> 0);
360 stop
->desired
.time
= period_len
/ ti
->len
.t
.byoyomi_stones
;
362 /* Use a larger safety margin if we risk losing on time on
363 * this move; it makes no sense to have 30s byoyomi and wait
364 * until 28s to play our move). */
365 if (stop
->desired
.time
>= period_len
- net_lag
) {
366 double safe_margin
= RESERVED_BYOYOMI_PERCENT
* stop
->desired
.time
/ 100;
367 if (safe_margin
> net_lag
)
368 net_lag
= safe_margin
;
371 /* Make recommended_old == average(recommended_new, max) */
372 double worst_time
= stop
->desired
.time
* MAX_BYOYOMI_TIME_EXTENSION
;
373 if (worst_time
< stop
->worst
.time
)
374 stop
->worst
.time
= worst_time
;
375 stop
->desired
.time
*= (2 - MAX_BYOYOMI_TIME_EXTENSION
);
377 } else { assert(ti
->period
== TT_TOTAL
);
378 /* We are in main time. */
380 assert(ti
->len
.t
.main_time
> 0);
381 /* Set worst.time to all available remaining time, to be spread
382 * over returned number of moves. */
383 int moves_left
= time_stop_set_remaining(ti
, b
, net_lag
, stop
);
385 /* Allocate even slice of the remaining time for next move. */
386 stop
->desired
.time
= stop
->worst
.time
/ moves_left
;
387 assert(stop
->desired
.time
> 0 && stop
->worst
.time
> 0);
388 assert(stop
->desired
.time
<= stop
->worst
.time
+ 0.001);
390 /* Furthermore, tweak the slice based on the game phase. */
391 time_stop_phase_adjust(b
, fuseki_end
, yose_start
, stop
);
393 /* Put final upper bound on maximal time spent on the move. */
394 double worst_time
= stop
->desired
.time
* MAX_MAIN_TIME_EXTENSION
;
395 if (worst_time
< stop
->worst
.time
)
396 stop
->worst
.time
= worst_time
;
397 if (stop
->desired
.time
> stop
->worst
.time
)
398 stop
->desired
.time
= stop
->worst
.time
;
402 fprintf(stderr
, "desired %0.2f, worst %0.2f, clock [%d] %0.2f + %0.2f/%d*%d, lag %0.2f\n",
403 stop
->desired
.time
, stop
->worst
.time
,
404 ti
->dim
, ti
->len
.t
.main_time
,
405 ti
->len
.t
.byoyomi_time
, ti
->len
.t
.byoyomi_stones
,
406 ti
->len
.t
.byoyomi_periods
, net_lag
);
408 /* Account for lag. */
409 stop
->desired
.time
-= net_lag
;
410 stop
->worst
.time
-= net_lag
;