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Rename king "safety" to king "danger"
A bigger "safety" value is actually a bigger threat for the king, so it is a bigger "danger" With this renaming "Cowardice" and "Aggressiveness" UCI parameters become easier to understand. It is also easier to understand why the once "safety" value (that is a "danger") is subtracted from evaluation instead of being added. No functional change.
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1 changed files with 26 additions and 26 deletions
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@ -46,7 +46,7 @@ namespace {
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const int GrainSize = 8;
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// Evaluation weights, initialized from UCI options
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enum { Mobility, PawnStructure, PassedPawns, Space, KingSafetyUs, KingSafetyThem };
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enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
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Score Weights[6];
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typedef Value V;
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@ -203,10 +203,10 @@ namespace {
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(1ULL<<SQ_C5) | (1ULL<<SQ_D5) | (1ULL<<SQ_E5) | (1ULL<<SQ_F5)
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};
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/// King safety constants and variables. The king safety scores are taken
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/// from the array SafetyTable[]. Various little "meta-bonuses" measuring
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/// the strength of the attack are added up into an integer, which is used
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/// as an index to SafetyTable[].
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/// King danger constants and variables. The king danger scores are taken
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/// from the KingDangerTable[]. Various little "meta-bonuses" measuring
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/// the strength of the enemy attack are added up into an integer, which
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/// is used as an index to KingDangerTable[].
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// Attack weights for each piece type and table indexed on piece type
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const int QueenAttackWeight = 5;
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@ -243,8 +243,8 @@ namespace {
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15, 15, 15, 15, 15, 15, 15, 15
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};
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// SafetyTable[color][] contains the actual king safety weighted scores
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Score SafetyTable[2][128];
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// KingDangerTable[color][] contains the actual king danger weighted scores
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Score KingDangerTable[2][128];
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// Pawn and material hash tables, indexed by the current thread id.
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// Note that they will be initialized at 0 being global variables.
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@ -479,22 +479,22 @@ void quit_eval() {
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void read_weights(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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// King safety is asymmetrical. Our king danger level is weighted by
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// "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
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const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem);
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const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs);
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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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Weights[kingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
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Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
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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 Weights[kingSafetyUs] and Weights[kingSafetyThem] by their average.
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// by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average.
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if (get_option_value_bool("UCI_AnalyseMode"))
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Weights[kingSafetyUs] = Weights[kingSafetyThem] = (Weights[kingSafetyUs] + Weights[kingSafetyThem]) / 2;
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Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2;
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init_safety();
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}
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@ -736,10 +736,10 @@ namespace {
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| ei.attacked_by(Us, QUEEN));
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// Initialize the 'attackUnits' variable, which is used later on as an
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// index to the SafetyTable[] array. The initial value is based on the
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// number and types of the attacking pieces, the number of attacked and
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// undefended squares around the king, the square of the king, and the
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// quality of the pawn shelter.
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// index to the KingDangerTable[] array. The initial value is based on
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// the number and types of the enemy's attacking pieces, the number of
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// attacked and undefended squares around our king, the square of the
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// king, and the quality of the pawn shelter.
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attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
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+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
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+ InitKingDanger[relative_square(Us, s)]
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@ -855,14 +855,14 @@ namespace {
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// out of bounds errors.
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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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// Finally, extract the king danger score from the KingDangerTable[] array.
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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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// The reason for storing the king danger score to futility margin
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// is that the king danger 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.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
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ei.futilityMargin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
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}
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}
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@ -1223,9 +1223,9 @@ namespace {
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t[i] = Value(peak);
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}
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// Then apply the weights and get the final SafetyTable[] array
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// Then apply the weights and get the final KingDangerTable[] 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), Weights[KingSafetyUs + c]);
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KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]);
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}
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}
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