13 #define MAX_NET_LAG 2.0 /* Max net lag in seconds. TODO: estimate dynamically. */
14 #define RESERVED_BYOYOMI_PERCENT 15 /* Reserve 15% of byoyomi time as safety margin if risk of losing on time */
16 /* For safety, use at most 3 times the desired time on a single move
17 * in main time, and 1.1 times in byoyomi. */
18 #define MAX_MAIN_TIME_EXTENSION 3.0
19 #define MAX_BYOYOMI_TIME_EXTENSION 1.1
22 time_parse(struct time_info
*ti
, char *s
)
25 case '_': ti
->period
= TT_TOTAL
; s
++; break;
26 default: ti
->period
= TT_MOVE
; break;
31 ti
->len
.games
= atoi(++s
);
36 ti
->dim
= TD_WALLTIME
;
37 if (ti
->period
== TT_TOTAL
) {
38 ti
->len
.t
.main_time
= atof(s
);
39 ti
->len
.t
.byoyomi_time
= 0.0;
40 ti
->len
.t
.byoyomi_periods
= 0;
41 ti
->len
.t
.byoyomi_stones
= 0;
42 } else { assert(ti
->period
== TT_MOVE
);
43 ti
->len
.t
.main_time
= 0.0;
44 ti
->len
.t
.byoyomi_time
= atof(s
);
45 ti
->len
.t
.byoyomi_periods
= 1;
46 ti
->len
.t
.byoyomi_stones
= 1;
48 ti
->len
.t
.timer_start
= 0;
54 /* Update time settings according to gtp time_settings or kgs-time_settings command. */
56 time_settings(struct time_info
*ti
, int main_time
, int byoyomi_time
, int byoyomi_stones
, int byoyomi_periods
)
58 if (byoyomi_time
> 0 && byoyomi_stones
== 0) {
59 ti
->period
= TT_NULL
; // no time limit, rely on engine default
61 ti
->period
= TT_TOTAL
;
62 ti
->dim
= TD_WALLTIME
;
63 ti
->len
.t
.main_time
= (double) main_time
;
64 ti
->len
.t
.byoyomi_time
= (double) byoyomi_time
;
65 ti
->len
.t
.byoyomi_periods
= byoyomi_periods
> 1 ? byoyomi_periods
: 1;
66 ti
->len
.t
.byoyomi_stones
= byoyomi_stones
> 1 ? byoyomi_stones
: 1;
67 ti
->len
.t
.canadian
= byoyomi_stones
> 0;
68 ti
->len
.t
.timer_start
= 0;
72 /* Update time information according to gtp time_left command.
73 * kgs doesn't give time_left for the first move, so make sure
74 * that just time_settings + time_stop_conditions still work. */
76 time_left(struct time_info
*ti
, int time_left
, int stones_left
)
78 assert(ti
->period
!= TT_NULL
);
79 ti
->dim
= TD_WALLTIME
;
81 if (stones_left
== 0) {
83 ti
->period
= TT_TOTAL
;
84 ti
->len
.t
.main_time
= time_left
;
85 /* byoyomi_time kept fully charged. */
89 ti
->len
.t
.main_time
= 0;
90 ti
->len
.t
.byoyomi_time
= time_left
;
91 if (ti
->len
.t
.canadian
) {
92 ti
->len
.t
.byoyomi_stones
= stones_left
;
94 // field misused by kgs
95 ti
->len
.t
.byoyomi_periods
= stones_left
;
100 /* Returns true if we are in byoyomi (or should play as if in byo yomi
101 * because remaining time per move in main time is less than byoyomi time
104 time_in_byoyomi(struct time_info
*ti
) {
105 assert(ti
->dim
== TD_WALLTIME
);
106 if (!ti
->len
.t
.byoyomi_time
)
107 return false; // there is no byoyomi!
108 assert(ti
->len
.t
.byoyomi_stones
> 0);
109 if (!ti
->len
.t
.main_time
)
110 return true; // we _are_ in byoyomi
111 if (ti
->len
.t
.main_time
<= ti
->len
.t
.byoyomi_time
/ ti
->len
.t
.byoyomi_stones
+ 0.001)
112 return true; // our basic time left is less than byoyomi time per move
116 /* Start our timer. kgs does this (correctly) on "play" not "genmove"
117 * unless we are making the first move of the game. */
119 time_start_timer(struct time_info
*ti
)
121 if (ti
->period
!= TT_NULL
&& ti
->dim
== TD_WALLTIME
)
122 ti
->len
.t
.timer_start
= time_now();
125 /* Returns the current time. */
130 clock_gettime(CLOCK_REALTIME
, &now
);
131 return now
.tv_sec
+ now
.tv_nsec
/1000000000.0;
134 /* Sleep for a given interval (in seconds). Return immediately if interval < 0. */
136 time_sleep(double interval
)
140 ts
.tv_nsec
= (int)(modf(interval
, &sec
)*1000000000.0);
141 ts
.tv_sec
= (int)sec
;
142 nanosleep(&ts
, NULL
); /* ignore error if interval was < 0 */
146 /* Pre-process time_info for search control and sets the desired stopping conditions. */
148 time_stop_conditions(struct time_info
*ti
, struct board
*b
, int fuseki_end
, int yose_start
, struct time_stop
*stop
)
150 /* We must have _some_ limits by now, be it random default values! */
151 assert(ti
->period
!= TT_NULL
);
153 /* Special-case limit by number of simulations. */
154 if (ti
->dim
== TD_GAMES
) {
155 if (ti
->period
== TT_TOTAL
) {
156 ti
->period
= TT_MOVE
;
157 ti
->len
.games
/= board_estimated_moves_left(b
);
160 stop
->desired
.playouts
= ti
->len
.games
;
161 /* We force worst == desired, so note that we will NOT loop
162 * until best == winner. */
163 stop
->worst
.playouts
= ti
->len
.games
;
167 assert(ti
->dim
== TD_WALLTIME
);
170 /* Minimum net lag (seconds) to be reserved in the time for move. */
171 double net_lag
= MAX_NET_LAG
;
172 /* Make sure timer_start is set up, adjust net_lag. */
173 if (!ti
->len
.t
.timer_start
) {
174 ti
->len
.t
.timer_start
= time_now(); // we're playing the first game move
176 net_lag
+= time_now() - ti
->len
.t
.timer_start
;
177 // TODO: keep statistics to get good estimate of lag not just current move
181 if (ti
->period
== TT_TOTAL
&& time_in_byoyomi(ti
)) {
182 /* Technically, we are still in main time, but we can
183 * effectively switch to byoyomi scheduling since we
184 * have less time available than one byoyomi move takes. */
185 ti
->period
= TT_MOVE
;
189 /* Absolute maximum time possible to spend on the move. */
191 /* Ideal/reasonable time to spend on the move. */
192 double recommended_time
;
194 if (ti
->period
== TT_MOVE
) {
195 /* We are in byoyomi, or almost! */
197 /* The period can still include some tiny remnant of main
198 * time if we are just switching to byoyomi. */
199 double period_len
= ti
->len
.t
.byoyomi_time
+ ti
->len
.t
.main_time
;
201 max_time
= period_len
;
202 assert(ti
->len
.t
.byoyomi_stones
> 0);
203 recommended_time
= period_len
/ ti
->len
.t
.byoyomi_stones
;
205 /* Use a larger safety margin if we risk losing on time on
206 * this move; it makes no sense to have 30s byoyomi and wait
207 * until 28s to play our move). */
208 if (recommended_time
>= period_len
- net_lag
) {
209 double safe_margin
= RESERVED_BYOYOMI_PERCENT
* recommended_time
/ 100;
210 if (safe_margin
> net_lag
)
211 net_lag
= safe_margin
;
214 /* Make recommended_old == average(recommended_new, max) */
215 double max_time2
= recommended_time
* MAX_BYOYOMI_TIME_EXTENSION
;
216 if (max_time2
< max_time
)
217 max_time
= max_time2
;
218 recommended_time
*= (2 - MAX_BYOYOMI_TIME_EXTENSION
);
220 } else { assert(ti
->period
== TT_TOTAL
);
221 /* We are in main time. */
223 assert(ti
->len
.t
.main_time
> 0);
224 max_time
= recommended_time
= ti
->len
.t
.main_time
;
226 int moves_left
= board_estimated_moves_left(b
);
227 /* If we have byoyomi available, plan to extend our thinking
228 * time to make use of it. */
229 if (ti
->len
.t
.byoyomi_time
> 0) {
230 assert(ti
->len
.t
.byoyomi_stones
> 0);
231 /* Time for one move in byoyomi. */
232 double move_time
= ti
->len
.t
.byoyomi_time
/ ti
->len
.t
.byoyomi_stones
;
234 /* For Japanese byoyomi with N>1 periods, we use N-1 periods as main time,
235 * keeping the last one as insurance against unexpected net lag. */
236 if (ti
->len
.t
.byoyomi_periods
> 2) {
237 max_time
+= (ti
->len
.t
.byoyomi_periods
- 2) * move_time
;
238 // Will add 1 more byoyomi_time just below
240 max_time
+= move_time
;
241 recommended_time
= max_time
;
243 /* Maximize the number of moves played uniformly in main time, while
244 * not playing faster in main time than in byoyomi. At this point,
245 * the main time remaining is ti->len.t.max_time and already includes
246 * the first (canadian) or N-1 byoyomi periods.
247 * main_speed = max_time / main_moves >= move_time
248 * => main_moves <= max_time / move_time */
249 double actual_byoyomi
= move_time
- net_lag
;
250 if (actual_byoyomi
> 0) {
251 int main_moves
= (int)(max_time
/ actual_byoyomi
);
252 if (moves_left
> main_moves
)
253 moves_left
= main_moves
; // will do the rest in byoyomi
254 if (moves_left
<= 0) // possible if too much lag
259 /* Allocate even slice of the remaining time for next move. */
260 recommended_time
/= moves_left
;
261 assert(recommended_time
> 0 && max_time
> 0);
262 assert(recommended_time
<= max_time
+ 0.001);
264 /* Furthermore, tweak the slice based on the game phase. */
266 int bsize
= (board_size(b
)-2)*(board_size(b
)-2);
267 fuseki_end
= fuseki_end
* bsize
/ 100; // move nb at fuseki end
268 yose_start
= yose_start
* bsize
/ 100; // move nb at yose start
269 assert(fuseki_end
< yose_start
);
271 /* Before yose, spend some extra. */
272 if (b
->moves
< yose_start
) {
273 int moves_to_yose
= (yose_start
- b
->moves
) / 2;
274 // ^- /2 because we only consider the moves we have to play ourselves
275 int left_at_yose_start
= board_estimated_moves_left(b
) - moves_to_yose
;
276 if (left_at_yose_start
< MIN_MOVES_LEFT
)
277 left_at_yose_start
= MIN_MOVES_LEFT
;
278 double longest_time
= max_time
/ left_at_yose_start
;
279 if (longest_time
< recommended_time
) {
280 // Should rarely happen, but keep recommended_time anyway
281 } else if (b
->moves
< fuseki_end
) {
282 assert(fuseki_end
> 0);
283 recommended_time
+= ((longest_time
- recommended_time
) * b
->moves
) / fuseki_end
;
284 } else { assert(b
->moves
< yose_start
);
285 recommended_time
= longest_time
;
289 /* Put final upper bound on maximal time spent on the move. */
290 double max_time2
= recommended_time
* MAX_MAIN_TIME_EXTENSION
;
291 if (max_time2
< max_time
)
292 max_time
= max_time2
;
293 if (recommended_time
> max_time
)
294 recommended_time
= max_time
;
298 fprintf(stderr
, "recommended_time %0.2f, max_time %0.2f, byoyomi %0.2f/%d, lag %0.2f\n",
299 recommended_time
, max_time
,
300 ti
->len
.t
.byoyomi_time
, ti
->len
.t
.byoyomi_stones
,
303 stop
->desired
.time
= ti
->len
.t
.timer_start
+ recommended_time
- net_lag
;
304 stop
->worst
.time
= ti
->len
.t
.timer_start
+ max_time
- net_lag
;
305 // Both stop points may be in the past if too much lag.