char *array, fenArray[4000], *reason;\r
int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws;\r
int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
-int nodes, startTime, tlim1, tlim2, repCnt, comp;\r
+int nodes, startTime, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
+Move ponderMove;\r
Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];\r
\r
int maxDepth; // used by search\r
if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2];\r
}\r
\r
+void TerminationCheck();\r
+\r
#define QSdepth 0\r
\r
int\r
int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr;\r
int resDep;\r
int myPV = pvPtr;\r
- int score, bestScore, curEval, iterAlpha;\r
+ int score, bestScore, oldBest, curEval, iterAlpha;\r
Move move, nullMove;\r
UndoInfo tb;\r
#ifdef HASH\r
alpha -= (alpha < curEval);\r
beta -= (beta <= curEval);\r
\r
- nodes++;\r
+ if(!(nodes++ & 4095)) TerminationCheck();\r
pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent\r
\r
\r
repetition:\r
UnMake(&tb);\r
xstm = stm; stm ^= WHITE;\r
+ if(abortFlag > 0) { // unwind search\r
+printf("# abort (%d) @ %d\n", abortFlag, level);\r
+ if(curMove == firstMove) bestScore = oldBest, bestMoveNr = firstMove; // none searched yet\r
+ goto leave;\r
+ }\r
#if 1\r
if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore);\r
\r
} else hashTable[index].move[hit] = 0;\r
#endif\r
} // next depth\r
+leave:\r
retMSP = msp;\r
retFirst = firstMove;\r
msp = oldMSP; // pop move list\r
int i;\r
for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i];\r
MapFromScratch(attacks);\r
- postThinking--; repCnt = 0; tlim1 = tlim2 = 1e8; msp = 0;\r
+ postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0;\r
Search(-INF-1, INF+1, 0, 1, sup1 & ~PROMOTE, sup2);\r
postThinking++;\r
listStart = retFirst; listEnd = msp = retMSP;\r
if(timePerMove > 0) targetTime = 0.5*timeLeft, movesLeft = 1;\r
tlim1 = 0.2*targetTime;\r
tlim2 = 1.9*targetTime;\r
+ tlim3 = 5*timeLeft / (movesLeft + 4.1);\r
}\r
\r
int\r
}\r
}\r
\r
+ void\r
+ TerminationCheck()\r
+ {\r
+ if(GetTickCount() - startTime > tlim3) abortFlag = 2;\r
+ }\r
+\r
main()\r
{\r
int engineSide=NONE; // side played by engine\r
\r
if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position\r
\r
+ abortFlag = 0;\r
if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move\r
\r
pboard(board);\r