From: Benjamin Auder Date: Mon, 10 Dec 2018 15:58:42 +0000 (+0100) Subject: Fix thinking time cap for computer (5 seconds) X-Git-Url: https://git.auder.net/doc/html/assets/pieces/app_dev.php/DESCRIPTION?a=commitdiff_plain;h=e82cd97976a6c7707467a384f7d6ca1daa9a0772;p=vchess.git Fix thinking time cap for computer (5 seconds) --- diff --git a/public/javascripts/base_rules.js b/public/javascripts/base_rules.js index 5c1ef97c..a8f24893 100644 --- a/public/javascripts/base_rules.js +++ b/public/javascripts/base_rules.js @@ -824,7 +824,6 @@ class ChessRules // NOTE: works also for extinction chess because depth is 3... getComputerMove() { - this.shouldReturn = false; const maxeval = VariantRules.INFINITY; const color = this.turn; // Some variants may show a bigger moves list to the human (Switching), @@ -889,14 +888,17 @@ class ChessRules candidates.push(j); let currentBest = moves1[_.sample(candidates, 1)]; + // From here, depth >= 3: may take a while, so we control time + const timeStart = Date.now(); + // Skip depth 3+ if we found a checkmate (or if we are checkmated in 1...) if (VariantRules.SEARCH_DEPTH >= 3 && Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE) { for (let i=0; i= 5000) //more than 5 seconds + return currentBest; //depth 2 at least this.play(moves1[i]); // 0.1 * oldEval : heuristic to avoid some bad moves (not all...) moves1[i].eval = 0.1*moves1[i].eval + diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 7b238f5c..44786ff9 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -18,7 +18,6 @@ Vue.component('my-game', { incheck: [], pgnTxt: "", expert: (getCookie("expert") === "1" ? true : false), - gameId: "", //used to limit computer moves' time }; }, render(h) { @@ -855,7 +854,6 @@ Vue.component('my-game', { } return; } - this.gameId = getRandString(); this.vr = new VariantRules(fen, moves || []); this.score = "*"; this.pgnTxt = ""; //redundant with this.score = "*", but cleaner @@ -895,17 +893,6 @@ Vue.component('my-game', { }, playComputerMove: function() { const timeStart = Date.now(); - // We use moves' count to know if search finished: - const nbMoves = this.vr.moves.length; - const gameId = this.gameId; //to know if game was reset before timer end - setTimeout( - () => { - if (gameId != this.gameId) - return; //game stopped - const L = this.vr.moves.length; - if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish - this.vr.shouldReturn = true; - }, 5000); const compMove = this.vr.getComputerMove(); // (first move) HACK: avoid selecting elements before they appear on page: const delay = Math.max(500-(Date.now()-timeStart), 0);