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https://github.com/sockspls/badfish
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Evaluation weights cleanup
Use a Weights[] array instead of named variables to store evaluation weights. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 34 additions and 41 deletions
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@ -46,9 +46,11 @@ namespace {
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const int GrainSize = 8;
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// Evaluation weights, initialized from UCI options
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Score WeightMobility, WeightPawnStructure;
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Score WeightPassedPawns, WeightSpace;
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Score WeightKingSafety[2];
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enum { Mobility, PawnStructure, PassedPawns, Space, KingSafetyUs, KingSafetyThem };
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Score Weights[6];
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typedef Value V;
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#define S(mg, eg) make_score(mg, eg)
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// Internal evaluation weights. These are applied on top of the evaluation
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// weights read from UCI parameters. The purpose is to be able to change
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@ -56,19 +58,9 @@ namespace {
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// parameters at 100, which looks prettier.
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//
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// Values modified by Joona Kiiski
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const Score WeightMobilityInternal = make_score(248, 271);
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const Score WeightPawnStructureInternal = make_score(233, 201);
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const Score WeightPassedPawnsInternal = make_score(252, 259);
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const Score WeightSpaceInternal = make_score( 46, 0);
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const Score WeightKingSafetyInternal = make_score(247, 0);
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const Score WeightKingOppSafetyInternal = make_score(259, 0);
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// Mobility and outposts bonus modified by Joona Kiiski
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typedef Value V;
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#define S(mg, eg) make_score(mg, eg)
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CACHE_LINE_ALIGNMENT
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const Score WeightsInternal[] = {
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S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
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};
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// Knight mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly piecess.
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@ -227,9 +219,9 @@ namespace {
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// Bonuses for safe checks
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const int QueenContactCheckBonus = 3;
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const int DiscoveredCheckBonus = 3;
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const int QueenCheckBonus = 2;
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const int QueenCheckBonus = 2;
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const int RookCheckBonus = 1;
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const int BishopCheckBonus = 1;
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const int BishopCheckBonus = 1;
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const int KnightCheckBonus = 1;
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// Scan for queen contact mates?
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@ -338,7 +330,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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// Probe the pawn hash table
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ei.pi = PawnTable[threadID]->get_pawn_info(pos);
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ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure);
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ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
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// Initialize king attack bitboards and king attack zones for both sides
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ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
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@ -404,7 +396,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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}
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// Mobility
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ei.value += apply_weight(ei.mobility, WeightMobility);
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ei.value += apply_weight(ei.mobility, Weights[Mobility]);
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// If we don't already have an unusual scale factor, check for opposite
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// colored bishop endgames, and use a lower scale for those
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@ -487,22 +479,23 @@ void quit_eval() {
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void read_weights(Color us) {
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Color them = opposite_color(us);
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// King safety is asymmetrical. Our king safety is controled by "Cowardice"
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// UCI parameter, instead the opponent one by "Aggressiveness".
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const int kingSafetyUs = (us == WHITE ? KingSafetyUs : KingSafetyThem);
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const int kingSafetyThem = (us == WHITE ? KingSafetyThem : KingSafetyUs);
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WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal);
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WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal);
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WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal);
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WeightSpace = weight_option("Space", "Space", WeightSpaceInternal);
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WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal);
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WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal);
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Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
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Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
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Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
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Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
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Weights[kingSafetyUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingSafetyUs]);
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Weights[kingSafetyThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingSafetyThem]);
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// If running in analysis mode, make sure we use symmetrical king safety. We do this
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// by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
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// by replacing both Weights[kingSafetyUs] and Weights[kingSafetyThem] by their average.
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if (get_option_value_bool("UCI_AnalyseMode"))
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{
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WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2;
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WeightKingSafety[them] = WeightKingSafety[us];
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}
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Weights[kingSafetyUs] = Weights[kingSafetyThem] = (Weights[kingSafetyUs] + Weights[kingSafetyThem]) / 2;
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init_safety();
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}
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@ -863,13 +856,13 @@ namespace {
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attackUnits = Min(99, Max(0, attackUnits));
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// Finally, extract the king safety score from the SafetyTable[] array.
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// Add the score to the evaluation, and also to ei.futilityMargin. The
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// reason for adding the king safety score to the futility margin is
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// that the king safety scores can sometimes be very big, and that
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// Subtract the score from evaluation, and set ei.futilityMargin[].
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// The reason for storing the king safety score to futility margin
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// is that the king safety scores can sometimes be very big, and that
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// capturing a single attacking piece can therefore result in a score
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// change far bigger than the value of the captured piece.
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ei.value -= Sign[Us] * SafetyTable[Us][attackUnits];
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ei.futilityMargin[Us] += mg_value(SafetyTable[Us][attackUnits]);
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ei.futilityMargin[Us] = mg_value(SafetyTable[Us][attackUnits]);
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}
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}
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@ -967,8 +960,8 @@ namespace {
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ebonus -= ebonus / 4;
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}
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// Add the scores for this pawn to the middle game and endgame eval.
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ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns);
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// Add the scores for this pawn to the middle game and endgame eval
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ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]);
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} // while
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}
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@ -1155,7 +1148,7 @@ namespace {
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int space = count_1s_max_15<HasPopCnt>(safeSquares)
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+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
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ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace);
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ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]);
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}
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@ -1233,6 +1226,6 @@ namespace {
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// Then apply the weights and get the final SafetyTable[] array
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for (Color c = WHITE; c <= BLACK; c++)
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for (int i = 0; i < 100; i++)
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SafetyTable[c][i] = apply_weight(make_score(t[i], 0), WeightKingSafety[c]);
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SafetyTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingSafetyUs + c]);
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}
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}
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@ -92,7 +92,7 @@ struct EvalInfo {
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// mateThreat[color] is a move for the given side which gives a direct mate.
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Move mateThreat[2];
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// Middle game and endgame mobility scores.
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// Middle game and endgame mobility scores
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Score mobility;
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// Extra futility margin. This is added to the standard futility margin
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