diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6a032fc0..f9754795 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -192,8 +192,7 @@ namespace { // Threshold for lazy and space evaluation constexpr Value LazyThreshold1 = Value(1565); constexpr Value LazyThreshold2 = Value(1102); - constexpr Value SpaceThreshold = Value(11551); - constexpr Value NNUEThreshold1 = Value(800); + constexpr Value SpaceThreshold = Value(11551); // KingAttackWeights[PieceType] contains king attack weights by piece type constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 }; @@ -1103,14 +1102,14 @@ Value Eval::evaluate(const Position& pos) { return nnue; }; - // If there is PSQ imbalance we use the classical eval. + // If there is PSQ imbalance we use the classical eval, but we switch to + // NNUE eval faster when shuffling or if the material on the board is high. + int r50 = pos.rule50_count(); Value psq = Value(abs(eg_value(pos.psq_score()))); - int r50 = 16 + pos.rule50_count(); - bool largePsq = psq * 16 > (NNUEThreshold1 + pos.non_pawn_material() / 64) * r50; - - v = largePsq ? Evaluation(pos).value() // classical - : adjusted_NNUE(); // NNUE + bool classical = psq * 5 > (750 + pos.non_pawn_material() / 64) * (5 + r50); + v = classical ? Evaluation(pos).value() // classical + : adjusted_NNUE(); // NNUE } // Damp down the evaluation linearly when shuffling