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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>
This commit is contained in:
Marco Costalba 2010-05-06 09:58:04 +02:00
parent 0544d6c8f7
commit 569bc75eb8
2 changed files with 34 additions and 41 deletions

View file

@ -46,9 +46,11 @@ namespace {
const int GrainSize = 8;
// Evaluation weights, initialized from UCI options
Score WeightMobility, WeightPawnStructure;
Score WeightPassedPawns, WeightSpace;
Score WeightKingSafety[2];
enum { Mobility, PawnStructure, PassedPawns, Space, KingSafetyUs, KingSafetyThem };
Score Weights[6];
typedef Value V;
#define S(mg, eg) make_score(mg, eg)
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
@ -56,19 +58,9 @@ namespace {
// parameters at 100, which looks prettier.
//
// Values modified by Joona Kiiski
const Score WeightMobilityInternal = make_score(248, 271);
const Score WeightPawnStructureInternal = make_score(233, 201);
const Score WeightPassedPawnsInternal = make_score(252, 259);
const Score WeightSpaceInternal = make_score( 46, 0);
const Score WeightKingSafetyInternal = make_score(247, 0);
const Score WeightKingOppSafetyInternal = make_score(259, 0);
// Mobility and outposts bonus modified by Joona Kiiski
typedef Value V;
#define S(mg, eg) make_score(mg, eg)
CACHE_LINE_ALIGNMENT
const Score WeightsInternal[] = {
S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
};
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
@ -227,9 +219,9 @@ namespace {
// Bonuses for safe checks
const int QueenContactCheckBonus = 3;
const int DiscoveredCheckBonus = 3;
const int QueenCheckBonus = 2;
const int QueenCheckBonus = 2;
const int RookCheckBonus = 1;
const int BishopCheckBonus = 1;
const int BishopCheckBonus = 1;
const int KnightCheckBonus = 1;
// Scan for queen contact mates?
@ -338,7 +330,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
// Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure);
ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
@ -404,7 +396,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
}
// Mobility
ei.value += apply_weight(ei.mobility, WeightMobility);
ei.value += apply_weight(ei.mobility, Weights[Mobility]);
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
@ -487,22 +479,23 @@ void quit_eval() {
void read_weights(Color us) {
Color them = opposite_color(us);
// King safety is asymmetrical. Our king safety is controled by "Cowardice"
// UCI parameter, instead the opponent one by "Aggressiveness".
const int kingSafetyUs = (us == WHITE ? KingSafetyUs : KingSafetyThem);
const int kingSafetyThem = (us == WHITE ? KingSafetyThem : KingSafetyUs);
WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal);
WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal);
WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal);
WeightSpace = weight_option("Space", "Space", WeightSpaceInternal);
WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal);
WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal);
Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
Weights[kingSafetyUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingSafetyUs]);
Weights[kingSafetyThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingSafetyThem]);
// If running in analysis mode, make sure we use symmetrical king safety. We do this
// by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
// by replacing both Weights[kingSafetyUs] and Weights[kingSafetyThem] by their average.
if (get_option_value_bool("UCI_AnalyseMode"))
{
WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2;
WeightKingSafety[them] = WeightKingSafety[us];
}
Weights[kingSafetyUs] = Weights[kingSafetyThem] = (Weights[kingSafetyUs] + Weights[kingSafetyThem]) / 2;
init_safety();
}
@ -863,13 +856,13 @@ namespace {
attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king safety score from the SafetyTable[] array.
// Add the score to the evaluation, and also to ei.futilityMargin. The
// reason for adding the king safety score to the futility margin is
// that the king safety scores can sometimes be very big, and that
// Subtract the score from evaluation, and set ei.futilityMargin[].
// The reason for storing the king safety score to futility margin
// is that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
ei.value -= Sign[Us] * SafetyTable[Us][attackUnits];
ei.futilityMargin[Us] += mg_value(SafetyTable[Us][attackUnits]);
ei.futilityMargin[Us] = mg_value(SafetyTable[Us][attackUnits]);
}
}
@ -967,8 +960,8 @@ namespace {
ebonus -= ebonus / 4;
}
// Add the scores for this pawn to the middle game and endgame eval.
ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns);
// Add the scores for this pawn to the middle game and endgame eval
ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]);
} // while
}
@ -1155,7 +1148,7 @@ namespace {
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace);
ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]);
}
@ -1233,6 +1226,6 @@ namespace {
// Then apply the weights and get the final SafetyTable[] array
for (Color c = WHITE; c <= BLACK; c++)
for (int i = 0; i < 100; i++)
SafetyTable[c][i] = apply_weight(make_score(t[i], 0), WeightKingSafety[c]);
SafetyTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingSafetyUs + c]);
}
}

View file

@ -92,7 +92,7 @@ struct EvalInfo {
// mateThreat[color] is a move for the given side which gives a direct mate.
Move mateThreat[2];
// Middle game and endgame mobility scores.
// Middle game and endgame mobility scores
Score mobility;
// Extra futility margin. This is added to the standard futility margin