Added some investigations of another game. Move 61 seems to yield rather random...
[pachi/pachi-r6144.git] / timeinfo.h
blobff7e01fbc16539295545fb7f558fab6705b08627
1 #ifndef PACHI_TIMEINFO_H
2 #define PACHI_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
9 * with all engines. */
11 #include <stdbool.h>
13 #include "board.h"
15 struct time_info {
16 /* For how long we can spend the time? */
17 enum time_period {
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.
21 } period;
22 /* How are we counting the time? */
23 enum time_dimension {
24 TD_GAMES, // Fixed number of simulations to perform.
25 TD_WALLTIME, // Wall time to spend performing simulations.
26 } dim;
27 /* The actual time count. */
28 union {
29 int games; // TD_GAMES
30 struct { // TD_WALLTIME
31 /* Main thinking time. 0 if we are already completely
32 * in byoyomi. */
33 double main_time;
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
43 * for reference. */
44 /* (In normal time settings, one of _periods or _stones
45 * is 1.) */
46 double byoyomi_time;
47 int byoyomi_periods;
48 int byoyomi_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. */
55 double timer_start;
56 } t;
57 } len;
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. */
61 bool ignore_gtp;
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 floating_t)
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
97 * a move ASAP. */
99 struct time_stop {
100 /* spend this amount of time if possible */
101 union {
102 double time; // TD_WALLTIME
103 int playouts; // TD_GAMES
104 } desired;
105 /* spend no more than this time */
106 union {
107 double time; // TD_WALLTIME
108 int playouts; // TD_GAMES
109 } worst;
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,
114 floating_t max_maintime_ratio, struct time_stop *stop);
116 #endif