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Score unopposed weak pawns only if majors
Do not use the opposed flag for scoring backward and isolated pawns in pawns.cpp, instead give a S(5,25) bonus for each opponent unopposed weak pawns when we have a rook or a queen on the board. STC run stopped after 113188 games: LLR: 1.63 (-2.94,2.94) [0.00,5.00] Total: 113188 W: 20804 L: 20251 D: 72133 http://tests.stockfishchess.org/tests/view/59b58e4d0ebc5916ff64b12e LTC: LLR: 2.95 (-2.94,2.94) [0.00,5.00] Total: 66673 W: 8672 L: 8341 D: 49660 http://tests.stockfishchess.org/tests/view/59b902580ebc5916ff64b231 This is Alain Savard's idea, just with a different bonus. Original patch there: green STC, http://tests.stockfishchess.org/tests/view/597dcd2b0ebc5916ff64a09b yellow LTC, http://tests.stockfishchess.org/tests/view/597ea69e0ebc5916ff64a0e6 Bench: 6259498
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4 changed files with 17 additions and 10 deletions
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@ -162,8 +162,8 @@ namespace {
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// supported by a pawn. If the minor piece occupies an outpost square
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// then score is doubled.
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const Score Outpost[][2] = {
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{ S(22, 6), S(33, 9) }, // Knight
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{ S( 9, 2), S(14, 4) } // Bishop
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{ S(22, 6), S(36,12) }, // Knight
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{ S( 9, 2), S(15, 5) } // Bishop
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};
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// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
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@ -214,6 +214,7 @@ namespace {
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const Score ThreatBySafePawn = S(182,175);
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const Score ThreatByRank = S( 16, 3);
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const Score Hanging = S( 48, 27);
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const Score WeakUnopposedPawn = S( 5, 25);
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const Score ThreatByPawnPush = S( 38, 22);
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const Score HinderPassedPawn = S( 7, 0);
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const Score TrappedBishopA1H1 = S( 50, 50);
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@ -593,6 +594,10 @@ namespace {
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score += ThreatByKing[more_than_one(b)];
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}
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// Bonus for opponent unopposed weak pawns
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if (pos.pieces(Us, ROOK, QUEEN))
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score += WeakUnopposedPawn * pe->weak_unopposed(Them);
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// Find squares where our pawns can push on the next move
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b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
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b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
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@ -31,11 +31,11 @@ namespace {
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#define V Value
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#define S(mg, eg) make_score(mg, eg)
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// Isolated pawn penalty by opposed flag
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const Score Isolated[] = { S(27, 30), S(13, 18) };
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// Isolated pawn penalty
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const Score Isolated = S(13, 18);
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// Backward pawn penalty by opposed flag
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const Score Backward[] = { S(40, 26), S(24, 12) };
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// Backward pawn penalty
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const Score Backward = S(24, 12);
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// Connected pawn bonus by opposed, phalanx, #support and rank
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Score Connected[2][2][3][RANK_NB];
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@ -109,7 +109,7 @@ namespace {
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Bitboard ourPawns = pos.pieces( Us, PAWN);
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Bitboard theirPawns = pos.pieces(Them, PAWN);
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e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
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e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
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e->semiopenFiles[Us] = 0xFF;
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e->kingSquares[Us] = SQ_NONE;
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e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns);
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@ -177,10 +177,10 @@ namespace {
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score += Connected[opposed][!!phalanx][popcount(supported)][relative_rank(Us, s)];
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else if (!neighbours)
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score -= Isolated[opposed];
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score -= Isolated, e->weakUnopposed[Us] += !opposed;
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else if (backward)
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score -= Backward[opposed];
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score -= Backward, e->weakUnopposed[Us] += !opposed;
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if (doubled && !supported)
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score -= Doubled;
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@ -37,6 +37,7 @@ struct Entry {
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Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
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Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
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Bitboard pawn_attacks_span(Color c) const { return pawnAttacksSpan[c]; }
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int weak_unopposed(Color c) const { return weakUnopposed[c]; }
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int pawn_asymmetry() const { return asymmetry; }
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int open_files() const { return openFiles; }
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@ -71,6 +72,7 @@ struct Entry {
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Bitboard pawnAttacksSpan[COLOR_NB];
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Square kingSquares[COLOR_NB];
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Score kingSafety[COLOR_NB];
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int weakUnopposed[COLOR_NB];
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int castlingRights[COLOR_NB];
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int semiopenFiles[COLOR_NB];
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int pawnsOnSquares[COLOR_NB][COLOR_NB]; // [color][light/dark squares]
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@ -111,7 +111,7 @@ void Thread::idle_loop() {
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/// ThreadPool::init() creates and launches the threads that will go
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/// immediately to sleep in idle_loop. We cannot use the c'tor because
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/// immediately to sleep in idle_loop. We cannot use the constructor because
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/// Threads is a static object and we need a fully initialized engine at
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/// this point due to allocation of Endgames in the Thread constructor.
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