mirror of
https://github.com/sockspls/badfish
synced 2025-07-12 03:59:15 +00:00
King safety tuning with values obtained by SPSA.
Part I: LTC: LLR: 2.96 (-2.94,2.94) [0.00,4.00] Total: 11529 W: 2075 L: 1882 D: 7572 Part II: LTC: ELO: 2.07 +-2.1 (95%) LOS: 97.3% Total: 34859 W: 5967 L: 5759 D: 23133 Bench: 7374604 Resolves #228
This commit is contained in:
parent
9f0d5241bf
commit
7837fb2aca
2 changed files with 36 additions and 36 deletions
|
@ -91,7 +91,7 @@ namespace {
|
||||||
// Evaluation weights, indexed by evaluation term
|
// Evaluation weights, indexed by evaluation term
|
||||||
enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
|
enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
|
||||||
const struct Weight { int mg, eg; } Weights[] = {
|
const struct Weight { int mg, eg; } Weights[] = {
|
||||||
{289, 344}, {233, 201}, {221, 273}, {46, 0}, {321, 0}
|
{289, 344}, {233, 201}, {221, 273}, {46, 0}, {324, 0}
|
||||||
};
|
};
|
||||||
|
|
||||||
#define V(v) Value(v)
|
#define V(v) Value(v)
|
||||||
|
@ -186,15 +186,15 @@ namespace {
|
||||||
// index to KingDanger[].
|
// index to KingDanger[].
|
||||||
//
|
//
|
||||||
// KingAttackWeights[PieceType] contains king attack weights by piece type
|
// KingAttackWeights[PieceType] contains king attack weights by piece type
|
||||||
const int KingAttackWeights[] = { 0, 0, 6, 2, 5, 5 };
|
const int KingAttackWeights[] = { 0, 0, 8, 4, 4, 1 };
|
||||||
|
|
||||||
// Bonuses for enemy's safe checks
|
// Bonuses for enemy's safe checks
|
||||||
const int QueenContactCheck = 92;
|
const int QueenContactCheck = 89;
|
||||||
const int RookContactCheck = 68;
|
const int RookContactCheck = 72;
|
||||||
const int QueenCheck = 50;
|
const int QueenCheck = 51;
|
||||||
const int RookCheck = 36;
|
const int RookCheck = 38;
|
||||||
const int BishopCheck = 7;
|
const int BishopCheck = 5;
|
||||||
const int KnightCheck = 14;
|
const int KnightCheck = 16;
|
||||||
|
|
||||||
// KingDanger[attackUnits] contains the actual king danger weighted
|
// KingDanger[attackUnits] contains the actual king danger weighted
|
||||||
// scores, indexed by a calculated integer number.
|
// scores, indexed by a calculated integer number.
|
||||||
|
@ -411,11 +411,11 @@ namespace {
|
||||||
// number and types of the enemy's attacking pieces, the number of
|
// number and types of the enemy's attacking pieces, the number of
|
||||||
// attacked and undefended squares around our king and the quality of
|
// attacked and undefended squares around our king and the quality of
|
||||||
// the pawn shelter (current 'score' value).
|
// the pawn shelter (current 'score' value).
|
||||||
attackUnits = std::min(77, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
|
attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
|
||||||
+ 10 * ei.kingAdjacentZoneAttacksCount[Them]
|
+ 9 * ei.kingAdjacentZoneAttacksCount[Them]
|
||||||
+ 19 * popcount<Max15>(undefended)
|
+ 25 * popcount<Max15>(undefended)
|
||||||
+ 9 * (ei.pinnedPieces[Us] != 0)
|
+ 10 * (ei.pinnedPieces[Us] != 0)
|
||||||
- mg_value(score) * 63 / 512
|
- mg_value(score) / 8
|
||||||
- !pos.count<QUEEN>(Them) * 60;
|
- !pos.count<QUEEN>(Them) * 60;
|
||||||
|
|
||||||
// Analyse the enemy's safe queen contact checks. Firstly, find the
|
// Analyse the enemy's safe queen contact checks. Firstly, find the
|
||||||
|
@ -891,13 +891,13 @@ namespace Eval {
|
||||||
|
|
||||||
void init() {
|
void init() {
|
||||||
|
|
||||||
const double MaxSlope = 7.5;
|
const double MaxSlope = 8.5;
|
||||||
const double Peak = 1280;
|
const double Peak = 1280;
|
||||||
double t = 0.0;
|
double t = 0.0;
|
||||||
|
|
||||||
for (int i = 1; i < 400; ++i)
|
for (int i = 1; i < 400; ++i)
|
||||||
{
|
{
|
||||||
t = std::min(Peak, std::min(0.025 * i * i, t + MaxSlope));
|
t = std::min(Peak, std::min(0.027 * i * i, t + MaxSlope));
|
||||||
KingDanger[i] = apply_weight(make_score(int(t), 0), Weights[KingSafety]);
|
KingDanger[i] = apply_weight(make_score(int(t), 0), Weights[KingSafety]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -63,33 +63,33 @@ namespace {
|
||||||
|
|
||||||
// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
|
// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
|
||||||
const Value ShelterWeakness[][RANK_NB] = {
|
const Value ShelterWeakness[][RANK_NB] = {
|
||||||
{ V(100), V(13), V(24), V(64), V(89), V( 93), V(104) },
|
{ V( 99), V(23), V(24), V(54), V(85), V( 93), V(107) },
|
||||||
{ V(110), V( 1), V(29), V(75), V(96), V(102), V(107) },
|
{ V(119), V( 2), V(28), V(72), V(96), V(104), V(114) },
|
||||||
{ V(102), V( 0), V(39), V(74), V(88), V(101), V( 98) },
|
{ V(103), V( 6), V(47), V(74), V(84), V(103), V( 94) },
|
||||||
{ V( 88), V( 4), V(33), V(67), V(92), V( 94), V(107) } };
|
{ V( 78), V(10), V(41), V(64), V(88), V( 92), V(115) } };
|
||||||
|
|
||||||
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
|
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
|
||||||
const Value StormDanger[][4][RANK_NB] = {
|
const Value StormDanger[][4][RANK_NB] = {
|
||||||
{ { V( 0), V( 63), V( 128), V(43), V(27) },
|
{ { V( 0), V( 65), V( 125), V(37), V(30) },
|
||||||
{ V( 0), V( 62), V( 131), V(44), V(26) },
|
{ V( 0), V( 57), V( 136), V(39), V(24) },
|
||||||
{ V( 0), V( 59), V( 121), V(50), V(28) },
|
{ V( 0), V( 50), V( 114), V(45), V(29) },
|
||||||
{ V( 0), V( 62), V( 127), V(54), V(28) } },
|
{ V( 0), V( 58), V( 129), V(56), V(34) } },
|
||||||
{ { V(24), V( 40), V( 93), V(42), V(22) },
|
{ { V(20), V( 45), V( 91), V(47), V(20) },
|
||||||
{ V(24), V( 28), V( 101), V(38), V(20) },
|
{ V(25), V( 23), V( 105), V(38), V(14) },
|
||||||
{ V(24), V( 32), V( 95), V(36), V(23) },
|
{ V(21), V( 37), V( 99), V(35), V(21) },
|
||||||
{ V(27), V( 24), V( 99), V(36), V(24) } },
|
{ V(30), V( 18), V( 105), V(38), V(28) } },
|
||||||
{ { V( 0), V( 0), V( 81), V(16), V( 6) },
|
{ { V( 0), V( 0), V( 81), V(13), V( 4) },
|
||||||
{ V( 0), V( 0), V( 165), V(29), V( 9) },
|
{ V( 0), V( 0), V( 169), V(30), V( 4) },
|
||||||
{ V( 0), V( 0), V( 163), V(23), V(12) },
|
{ V( 0), V( 0), V( 166), V(24), V( 6) },
|
||||||
{ V( 0), V( 0), V( 161), V(28), V(13) } },
|
{ V( 0), V( 0), V( 164), V(24), V(11) } },
|
||||||
{ { V( 0), V(-296), V(-299), V(55), V(25) },
|
{ { V( 0), V(-289), V(-297), V(57), V(29) },
|
||||||
{ V( 0), V( 67), V( 131), V(46), V(21) },
|
{ V( 0), V( 66), V( 136), V(43), V(16) },
|
||||||
{ V( 0), V( 65), V( 135), V(50), V(31) },
|
{ V( 0), V( 66), V( 141), V(50), V(31) },
|
||||||
{ V( 0), V( 62), V( 128), V(51), V(24) } } };
|
{ V( 0), V( 63), V( 126), V(52), V(23) } } };
|
||||||
|
|
||||||
// Max bonus for king safety. Corresponds to start position with all the pawns
|
// Max bonus for king safety. Corresponds to start position with all the pawns
|
||||||
// in front of the king and no enemy pawn on the horizon.
|
// in front of the king and no enemy pawn on the horizon.
|
||||||
const Value MaxSafetyBonus = V(257);
|
const Value MaxSafetyBonus = V(252);
|
||||||
|
|
||||||
#undef S
|
#undef S
|
||||||
#undef V
|
#undef V
|
||||||
|
|
Loading…
Add table
Reference in a new issue