1 #ifndef ZZGO_TIMEINFO_H
2 #define ZZGO_TIMEINFO_H
4 /* Time-keeping information about time to spend on the next move and/or
5 * rest of the game. This is only a hint, an engine may decide to spend
6 * more or less time on a given move, provided it never forfeits on time. */
8 /* Note that some ways of specifying time (TD_GAMES) may not make sense
16 /* For how long we can spend the time? */
18 TT_NULL
, // No time limit. Other structure elements are undef.
19 TT_MOVE
, // Time for the next move.
20 TT_TOTAL
, // Time for the rest of the game. Never seen by engine.
22 /* How are we counting the time? */
24 TD_GAMES
, // Fixed number of simulations to perform.
25 TD_WALLTIME
, // Wall time to spend performing simulations.
27 /* The actual time count. */
29 int games
; // TD_GAMES
30 struct { // TD_WALLTIME
31 /* Main thinking time. 0 if we are already completely
35 /* Byoyomi time. This time must be remembered to avoid
36 * rushing at the end of the main period. If no byoyomi,
37 * set to 0. Otherwise, both periods and stones are
38 * larger than zero, and initially we have _periods
39 * periods of length _time and have to play _stones
40 * stones in each. If we play in canadian byoyomi,
41 * _time will shrink until we play all stones of the
42 * current period; _max always keeps period length
44 /* (In normal time settings, one of _periods or _stones
49 double byoyomi_time_max
;
50 int byoyomi_stones_max
;
51 bool canadian
; // time_left field meaning changes
53 /* Absolute time at which our timer started for current move,
54 * 0 if not yet known. The engine always sees > 0. */
58 /* If true, this time info is independent from GTP time_left updates,
59 * which will be ignored. This is the case if the time settings were
60 * forced on the command line. */
64 /* Parse time information provided in custom format:
65 * =NUM - fixed number of simulations per move
66 * NUM - number of seconds to spend per move (can be float)
67 * _NUM - number of seconds to spend per game
69 * Returns false on parse error. */
70 bool time_parse(struct time_info
*ti
, char *s
);
72 /* Update time settings according to gtp time_settings command.
73 * main_time < 0 implies no time limit. */
74 void time_settings(struct time_info
*ti
, int main_time
, int byoyomi_time
, int byoyomi_stones
, int byoyomi_periods
);
76 /* Update time information according to gtp time_left command. */
77 void time_left(struct time_info
*ti
, int time_left
, int stones_left
);
79 /* Start our timer. kgs does this (correctly) on "play" not "genmove"
80 * unless we are making the first move of the game. */
81 void time_start_timer(struct time_info
*ti
);
83 /* Subtract given amount of elapsed time from time settings. */
84 void time_sub(struct time_info
*ti
, double interval
, bool new_move
);
86 /* Returns the current time. */
87 double time_now(void);
89 /* Sleep for a given interval (in seconds). Return immediately if interval < 0. */
90 void time_sleep(double interval
);
93 /* Based on existing time information, compute the optimal/maximal time
94 * to be spent on this move. */
95 /* The values can be negative, indicating severe time shortage (less time
96 * available than netlag safety margin) and consequently need to choose
100 /* spend this amount of time if possible */
102 double time
; // TD_WALLTIME
103 int playouts
; // TD_GAMES
105 /* spend no more than this time */
107 double time
; // TD_WALLTIME
108 int playouts
; // TD_GAMES
112 /* fuseki_end and yose_start are percentages of expected game length. */
113 void time_stop_conditions(struct time_info
*ti
, struct board
*b
, int fuseki_end
, int yose_start
, struct time_stop
*stop
);