1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-30 08:43:09 +00:00

A combo of 3 successful tuning patches

Shelter Weakness by Fauzi Akram Dabat
Threats by Alain Savard
Passed Pawns by Alain Savard

STC:
LLR: 2.95 (-2.94,2.94) [0.00,4.00]
Total: 51378 W: 11592 L: 11223 D: 28563
http://tests.stockfishchess.org/tests/view/5a79e2fe0ebc5902971a99d1

LTC:
LLR: 2.95 (-2.94,2.94) [0.00,4.00]
Total: 21631 W: 3888 L: 3661 D: 14082
http://tests.stockfishchess.org/tests/view/5a7aefe80ebc5902971a9a39

Bench: 4983414
This commit is contained in:
FauziAkram 2018-02-08 15:13:26 +01:00 committed by Stéphane Nicolet
parent 69067e1988
commit 917fe69f84
2 changed files with 20 additions and 20 deletions

View file

@ -185,22 +185,22 @@ namespace {
// which piece type attacks which one. Attacks on lesser pieces which are
// pawn-defended are not considered.
const Score ThreatByMinor[PIECE_TYPE_NB] = {
S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48, 118)
S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120)
};
const Score ThreatByRook[PIECE_TYPE_NB] = {
S(0, 0), S(0, 25), S(40, 62), S(40, 59), S(0, 34), S(35, 48)
S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38)
};
// ThreatByKing[on one/on many] contains bonuses for king attacks on
// pawns or pieces which are not pawn-defended.
const Score ThreatByKing[] = { S(3, 62), S(9, 138) };
const Score ThreatByKing[] = { S(3, 65), S(9, 145) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
const Value Passed[][RANK_NB] = {
{ V(0), V(5), V( 5), V(31), V(73), V(166), V(252) },
{ V(0), V(7), V(14), V(38), V(73), V(166), V(252) }
{ V(0), V(5), V( 5), V(32), V(70), V(172), V(217) },
{ V(0), V(7), V(13), V(42), V(70), V(170), V(269) }
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
@ -210,7 +210,7 @@ namespace {
};
// Rank factor applied on some bonus for passed pawn on rank 4 or beyond
const int RankFactor[RANK_NB] = {0, 0, 0, 2, 6, 11, 16};
const int RankFactor[RANK_NB] = {0, 0, 0, 2, 7, 12, 19};
// KingProtector[PieceType-2] contains a bonus according to distance from king
const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
@ -224,13 +224,13 @@ namespace {
const Score WeakQueen = S( 50, 10);
const Score CloseEnemies = S( 7, 0);
const Score PawnlessFlank = S( 20, 80);
const Score ThreatBySafePawn = S(192,175);
const Score ThreatBySafePawn = S(175,168);
const Score ThreatByRank = S( 16, 3);
const Score Hanging = S( 48, 27);
const Score Hanging = S( 52, 30);
const Score WeakUnopposedPawn = S( 5, 25);
const Score ThreatByPawnPush = S( 38, 22);
const Score ThreatByAttackOnQueen = S( 38, 22);
const Score HinderPassedPawn = S( 7, 0);
const Score ThreatByPawnPush = S( 47, 26);
const Score ThreatByAttackOnQueen = S( 42, 21);
const Score HinderPassedPawn = S( 8, 1);
const Score TrappedBishopA1H1 = S( 50, 50);
#undef S
@ -690,7 +690,7 @@ namespace {
// If there aren't any enemy attacks, assign a big bonus. Otherwise
// assign a smaller bonus if the block square isn't attacked.
int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0;
int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0;
// If the path to the queen is fully defended, assign a big bonus.
// Otherwise assign a smaller bonus if the block square is defended.

View file

@ -46,14 +46,14 @@ namespace {
// Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank].
// RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king.
const Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = {
{ { V( 97), V(17), V( 9), V(44), V( 84), V( 87), V( 99) }, // Not On King file
{ V(106), V( 6), V(33), V(86), V( 87), V(104), V(112) },
{ V(101), V( 2), V(65), V(98), V( 58), V( 89), V(115) },
{ V( 73), V( 7), V(54), V(73), V( 84), V( 83), V(111) } },
{ { V(104), V(20), V( 6), V(27), V( 86), V( 93), V( 82) }, // On King file
{ V(123), V( 9), V(34), V(96), V(112), V( 88), V( 75) },
{ V(120), V(25), V(65), V(91), V( 66), V( 78), V(117) },
{ V( 81), V( 2), V(47), V(63), V( 94), V( 93), V(104) } }
{ { V( 98), V(20), V(11), V(42), V( 83), V( 84), V(101) }, // Not On King file
{ V(103), V( 8), V(33), V(86), V( 87), V(105), V(113) },
{ V(100), V( 2), V(65), V(95), V( 59), V( 89), V(115) },
{ V( 72), V( 6), V(52), V(74), V( 83), V( 84), V(112) } },
{ { V(105), V(19), V( 3), V(27), V( 85), V( 93), V( 84) }, // On King file
{ V(121), V( 7), V(33), V(95), V(112), V( 86), V( 72) },
{ V(121), V(26), V(65), V(90), V( 65), V( 76), V(117) },
{ V( 79), V( 0), V(45), V(65), V( 94), V( 92), V(105) } }
};
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank].