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Simplify other checks #1334
Simplify the other check penalty computation. Compared to current master, a) it uses a 143 kingDanger penalty instead of S(10, 10) for the "otherCheck" (credits to ElbertoOne for finding a suitable kingDanger range to replace the score and to Guardian for showing this could also be a neutral change at LTC). This makes our king safety model more consistent and simpler. b) it might also score more than one "otherCheck" penalty for a given piece type instead of just one c) it might score many pinned penalties instead of just one. d) It also remove 3 conditionals and uses simpler expressions. So it was tested as a SPRT[-3, 1] Passed STC http://tests.stockfishchess.org/tests/view/5a2b560b0ebc590ccbb8ba6b LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 11705 W: 2217 L: 2080 D: 7408 And LTC http://tests.stockfishchess.org/tests/view/5a2bfd0d0ebc590ccbb8bab0 LLR: 2.94 (-2.94,2.94) [-3.00,1.00] Total: 26812 W: 3575 L: 3463 D: 19774 Trying to improve on b) another attempt was made to score also the "otherchecks" for piece types which had some safe checks, but this failed STC http://tests.stockfishchess.org/tests/view/5a2c79e60ebc590ccbb8badd bench: 5149133
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1 changed files with 37 additions and 41 deletions
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@ -111,7 +111,8 @@ namespace {
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Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
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Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type (can be also ALL_PIECES).
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// attacked by a given color and piece type. Special "piece types" which are
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// also calculated are QUEEN_DIAGONAL and ALL_PIECES.
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Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
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Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
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// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
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// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
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@ -217,7 +218,6 @@ namespace {
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const Score RookOnPawn = S( 8, 24);
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const Score RookOnPawn = S( 8, 24);
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const Score TrappedRook = S( 92, 0);
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const Score TrappedRook = S( 92, 0);
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const Score WeakQueen = S( 50, 10);
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const Score WeakQueen = S( 50, 10);
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const Score OtherCheck = S( 10, 10);
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const Score CloseEnemies = S( 7, 0);
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const Score CloseEnemies = S( 7, 0);
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const Score PawnlessFlank = S( 20, 80);
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const Score PawnlessFlank = S( 20, 80);
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const Score ThreatByHangingPawn = S( 71, 61);
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const Score ThreatByHangingPawn = S( 71, 61);
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@ -237,10 +237,10 @@ namespace {
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const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
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const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
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// Penalties for enemy's safe checks
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// Penalties for enemy's safe checks
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const int QueenCheck = 780;
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const int QueenSafeCheck = 780;
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const int RookCheck = 880;
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const int RookSafeCheck = 880;
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const int BishopCheck = 435;
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const int BishopSafeCheck = 435;
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const int KnightCheck = 790;
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const int KnightSafeCheck = 790;
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// Threshold for lazy and space evaluation
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// Threshold for lazy and space evaluation
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const Value LazyThreshold = Value(1500);
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const Value LazyThreshold = Value(1500);
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@ -428,7 +428,7 @@ namespace {
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: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
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: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
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const Square ksq = pos.square<KING>(Us);
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const Square ksq = pos.square<KING>(Us);
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Bitboard weak, b, b1, b2, safe, other;
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Bitboard weak, b, b1, b2, safe, unsafeChecks;
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int kingDanger;
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int kingDanger;
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// King shelter and enemy pawns storm
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// King shelter and enemy pawns storm
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@ -442,18 +442,7 @@ namespace {
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& ~attackedBy2[Us]
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& ~attackedBy2[Us]
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& (attackedBy[Us][KING] | attackedBy[Us][QUEEN] | ~attackedBy[Us][ALL_PIECES]);
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& (attackedBy[Us][KING] | attackedBy[Us][QUEEN] | ~attackedBy[Us][ALL_PIECES]);
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// Initialize the 'kingDanger' variable, which will be transformed
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kingDanger = unsafeChecks = 0;
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// later into a king danger score. The initial value is based on the
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// number and types of the enemy's attacking pieces, the number of
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// attacked and weak squares around our king, the absence of queen and
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// the quality of the pawn shelter (current 'score' value).
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kingDanger = kingAttackersCount[Them] * kingAttackersWeight[Them]
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+ 102 * kingAdjacentZoneAttacksCount[Them]
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+ 191 * popcount(kingRing[Us] & weak)
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+ 143 * bool(pos.pinned_pieces(Us))
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- 848 * !pos.count<QUEEN>(Them)
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- 9 * mg_value(score) / 8
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+ 40;
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// Analyse the safe enemy's checks which are possible on next move
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// Analyse the safe enemy's checks which are possible on next move
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safe = ~pos.pieces(Them);
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safe = ~pos.pieces(Them);
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@ -464,35 +453,42 @@ namespace {
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// Enemy queen safe checks
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// Enemy queen safe checks
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if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
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if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
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kingDanger += QueenCheck;
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kingDanger += QueenSafeCheck;
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// Some other potential checks are also analysed, even from squares
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b1 &= attackedBy[Them][ROOK];
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// currently occupied by the opponent own pieces, as long as the square
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b2 &= attackedBy[Them][BISHOP];
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// is not attacked by our pawns, and is not occupied by a blocked pawn.
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other = ~( attackedBy[Us][PAWN]
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| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
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// Enemy rooks safe and other checks
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// Enemy rooks checks
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if (b1 & attackedBy[Them][ROOK] & safe)
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if (b1 & safe)
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kingDanger += RookCheck;
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kingDanger += RookSafeCheck;
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else
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unsafeChecks |= b1;
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else if (b1 & attackedBy[Them][ROOK] & other)
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// Enemy bishops checks
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score -= OtherCheck;
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if (b2 & safe)
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kingDanger += BishopSafeCheck;
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else
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unsafeChecks |= b2;
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// Enemy bishops safe and other checks
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// Enemy knights checks
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if (b2 & attackedBy[Them][BISHOP] & safe)
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kingDanger += BishopCheck;
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else if (b2 & attackedBy[Them][BISHOP] & other)
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score -= OtherCheck;
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// Enemy knights safe and other checks
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b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
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b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
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if (b & safe)
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if (b & safe)
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kingDanger += KnightCheck;
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kingDanger += KnightSafeCheck;
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else
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unsafeChecks |= b;
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else if (b & other)
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// Unsafe or occupied checking squares will also be considered, as long as
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score -= OtherCheck;
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// the square is not defended by our pawns or occupied by a blocked pawn.
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unsafeChecks &= ~( attackedBy[Us][PAWN]
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| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
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kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
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+ 102 * kingAdjacentZoneAttacksCount[Them]
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+ 191 * popcount(kingRing[Us] & weak)
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+ 143 * popcount(pos.pinned_pieces(Us) | unsafeChecks)
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- 848 * !pos.count<QUEEN>(Them)
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- 9 * mg_value(score) / 8
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+ 40;
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// Transform the kingDanger units into a Score, and substract it from the evaluation
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// Transform the kingDanger units into a Score, and substract it from the evaluation
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if (kingDanger > 0)
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if (kingDanger > 0)
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