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https://github.com/sockspls/badfish
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Symmetric King Safety: take 2
Another attempt at retiring current asymmetric king evaluation and use a much simpler symmetric one. As a good side effect we can avoid recalculating eval after a null move. Tested in no-regression mode and passed STC LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 21580 W: 3752 L: 3632 D: 14196 LTC LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 18253 W: 2593 L: 2469 D: 13191 And a LTC regression test against SF DD to verify we don't have regression against weaker engines due to some kind of 'contempt' effect: ELO: 54.69 +-2.1 (95%) LOS: 100.0% Total: 40000 W: 11072 L: 4827 D: 24101 bench: 8205159
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4 changed files with 36 additions and 47 deletions
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@ -90,9 +90,9 @@ namespace {
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}
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// Evaluation weights, indexed by evaluation term
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enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
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enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
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const struct Weight { int mg, eg; } Weights[] = {
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{289, 344}, {233, 201}, {221, 273}, {46, 0}, {271, 0}, {307, 0}
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{289, 344}, {233, 201}, {221, 273}, {46, 0}, {318, 0}
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};
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typedef Value V;
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@ -150,12 +150,11 @@ namespace {
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S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
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};
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// Hanging[side to move] contains a bonus for each enemy hanging piece
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const Score Hanging[2] = { S(23, 20) , S(35, 45) };
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// Hanging contains a bonus for each enemy hanging piece
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const Score Hanging = S(23, 20);
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#undef S
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const Score Tempo = make_score(24, 11);
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const Score RookOnPawn = make_score(10, 28);
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const Score RookOpenFile = make_score(43, 21);
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const Score RookSemiopenFile = make_score(19, 10);
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@ -194,9 +193,9 @@ namespace {
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const int BishopCheck = 2;
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const int KnightCheck = 3;
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// KingDanger[Color][attackUnits] contains the actual king danger weighted
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// scores, indexed by color and by a calculated integer number.
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Score KingDanger[COLOR_NB][128];
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// KingDanger[attackUnits] contains the actual king danger weighted
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// scores, indexed by a calculated integer number.
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Score KingDanger[128];
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// apply_weight() weighs score 'v' by weight 'w' trying to prevent overflow
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@ -426,9 +425,7 @@ namespace {
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| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
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if (b)
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attackUnits += QueenContactCheck
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* popcount<Max15>(b)
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* (Them == pos.side_to_move() ? 2 : 1);
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attackUnits += QueenContactCheck * popcount<Max15>(b);
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}
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// Analyse the enemy's safe rook contact checks. Firstly, find the
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@ -446,9 +443,7 @@ namespace {
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| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
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if (b)
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attackUnits += RookContactCheck
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* popcount<Max15>(b)
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* (Them == pos.side_to_move() ? 2 : 1);
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attackUnits += RookContactCheck * popcount<Max15>(b);
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}
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// Analyse the enemy's safe distance checks for sliders and knights
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@ -482,7 +477,7 @@ namespace {
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// Finally, extract the king danger score from the KingDanger[]
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// array and subtract the score from evaluation.
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score -= KingDanger[Us == Search::RootColor][attackUnits];
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score -= KingDanger[attackUnits];
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}
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if (Trace)
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@ -521,8 +516,7 @@ namespace {
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b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES];
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if (b)
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score += more_than_one(b) ? Hanging[Us != pos.side_to_move()] * popcount<Max15>(b)
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: Hanging[Us == pos.side_to_move()];
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score += more_than_one(b) ? Hanging * popcount<Max15>(b) : Hanging;
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}
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if (Trace)
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@ -677,9 +671,9 @@ namespace {
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Thread* thisThread = pos.this_thread();
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// Initialize score by reading the incrementally updated scores included
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// in the position object (material + piece square tables) and adding a
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// Tempo bonus. Score is computed from the point of view of white.
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score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
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// in the position object (material + piece square tables).
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// Score is computed from the point of view of white.
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score = pos.psq_score();
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// Probe the material hash table
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ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
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@ -831,7 +825,7 @@ namespace {
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<< " | MG EG | MG EG | MG EG \n"
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<< "---------------------+-------------+-------------+-------------\n";
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format_row(ss, "Material, PST, Tempo", PST);
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format_row(ss, "Material, PST", PST);
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format_row(ss, "Material imbalance", IMBALANCE);
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format_row(ss, "Pawns", PAWN);
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format_row(ss, "Knights", KNIGHT);
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@ -885,9 +879,7 @@ namespace Eval {
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for (int t = 0, i = 1; i < 100; ++i)
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{
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t = int(std::min(Peak, std::min(0.4 * i * i, t + MaxSlope)));
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KingDanger[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
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KingDanger[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
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KingDanger[i] = apply_weight(make_score(t, 0), Weights[KingSafety]);
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}
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}
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@ -42,7 +42,6 @@ namespace Search {
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LimitsType Limits;
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std::vector<RootMove> RootMoves;
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Position RootPos;
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Color RootColor;
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Time::point SearchTime;
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StateStackPtr SetupStates;
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}
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@ -77,6 +76,9 @@ namespace {
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return (Depth) Reductions[PvNode][i][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
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}
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// Tempo bonus. Must be handled by search to preserve eval symmetry.
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const int Tempo = 17;
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size_t MultiPV, PVIdx;
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TimeManager TimeMgr;
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double BestMoveChanges;
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@ -180,12 +182,11 @@ uint64_t Search::perft(Position& pos, Depth depth) {
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void Search::think() {
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RootColor = RootPos.side_to_move();
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TimeMgr.init(Limits, RootPos.game_ply(), RootColor);
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TimeMgr.init(Limits, RootPos.game_ply(), RootPos.side_to_move());
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int cf = Options["Contempt Factor"] * PawnValueEg / 100; // From centipawns
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DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
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DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
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DrawValue[ RootPos.side_to_move()] = VALUE_DRAW - Value(cf);
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DrawValue[~RootPos.side_to_move()] = VALUE_DRAW + Value(cf);
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if (RootMoves.empty())
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{
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@ -203,8 +204,8 @@ void Search::think() {
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log << "\nSearching: " << RootPos.fen()
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<< "\ninfinite: " << Limits.infinite
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<< " ponder: " << Limits.ponder
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<< " time: " << Limits.time[RootColor]
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<< " increment: " << Limits.inc[RootColor]
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<< " time: " << Limits.time[RootPos.side_to_move()]
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<< " increment: " << Limits.inc[RootPos.side_to_move()]
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<< " moves to go: " << Limits.movestogo
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<< "\n" << std::endl;
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}
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@ -472,7 +473,7 @@ namespace {
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bestValue = -VALUE_INFINITE;
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ss->currentMove = ss->ttMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
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ss->ply = (ss-1)->ply + 1;
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(ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
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(ss+1)->skipNullMove = (ss+1)->nullChild = false; (ss+1)->reduction = DEPTH_ZERO;
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(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
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// Used to send selDepth info to GUI
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@ -483,7 +484,7 @@ namespace {
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{
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// Step 2. Check for aborted search and immediate draw
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if (Signals.stop || pos.is_draw() || ss->ply > MAX_PLY)
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return ss->ply > MAX_PLY && !inCheck ? evaluate(pos) : DrawValue[pos.side_to_move()];
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return ss->ply > MAX_PLY && !inCheck ? evaluate(pos) + Tempo : DrawValue[pos.side_to_move()];
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// Step 3. Mate distance pruning. Even if we mate at the next move our score
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// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
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@ -538,7 +539,7 @@ namespace {
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{
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// Never assume anything on values stored in TT
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if ((ss->staticEval = eval = tte->eval_value()) == VALUE_NONE)
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eval = ss->staticEval = evaluate(pos);
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eval = ss->staticEval = evaluate(pos) + Tempo;
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// Can ttValue be used as a better position evaluation?
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if (ttValue != VALUE_NONE)
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@ -547,7 +548,7 @@ namespace {
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}
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else
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{
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eval = ss->staticEval = evaluate(pos);
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eval = ss->staticEval = ss->nullChild ? -(ss-1)->staticEval + 2 * Tempo : evaluate(pos) + Tempo;
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TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE, ss->staticEval);
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}
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@ -607,10 +608,10 @@ namespace {
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+ int(eval - beta) / PawnValueMg * ONE_PLY;
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pos.do_null_move(st);
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(ss+1)->skipNullMove = true;
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(ss+1)->skipNullMove = (ss+1)->nullChild = true;
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nullValue = depth-R < ONE_PLY ? -qsearch<NonPV, false>(pos, ss+1, -beta, -beta+1, DEPTH_ZERO)
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: - search<NonPV, false>(pos, ss+1, -beta, -beta+1, depth-R, !cutNode);
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(ss+1)->skipNullMove = false;
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(ss+1)->skipNullMove = (ss+1)->nullChild = false;
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pos.undo_null_move();
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if (nullValue >= beta)
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// Check for an instant draw or if the maximum ply has been reached
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if (pos.is_draw() || ss->ply > MAX_PLY)
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return ss->ply > MAX_PLY && !InCheck ? evaluate(pos) : DrawValue[pos.side_to_move()];
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return ss->ply > MAX_PLY && !InCheck ? evaluate(pos) + Tempo : DrawValue[pos.side_to_move()];
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// Decide whether or not to include checks: this fixes also the type of
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// TT entry depth that we are going to use. Note that in qsearch we use
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{
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// Never assume anything on values stored in TT
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if ((ss->staticEval = bestValue = tte->eval_value()) == VALUE_NONE)
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ss->staticEval = bestValue = evaluate(pos);
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ss->staticEval = bestValue = evaluate(pos) + Tempo;
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// Can ttValue be used as a better position evaluation?
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if (ttValue != VALUE_NONE)
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bestValue = ttValue;
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}
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else
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ss->staticEval = bestValue = evaluate(pos);
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ss->staticEval = bestValue = ss->nullChild ? -(ss-1)->staticEval + 2 * Tempo : evaluate(pos) + Tempo;
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// Stand pat. Return immediately if static value is at least beta
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if (bestValue >= beta)
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@ -45,7 +45,8 @@ struct Stack {
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Move killers[2];
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Depth reduction;
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Value staticEval;
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int skipNullMove;
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bool skipNullMove;
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bool nullChild;
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};
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extern LimitsType Limits;
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extern std::vector<RootMove> RootMoves;
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extern Position RootPos;
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extern Color RootColor;
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extern Time::point SearchTime;
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extern StateStackPtr SetupStates;
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@ -197,11 +197,7 @@ void UCI::loop(int argc, char* argv[]) {
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<< "\n" << Options
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<< "\nuciok" << sync_endl;
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else if (token == "eval")
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{
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Search::RootColor = pos.side_to_move(); // Ensure it is set
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sync_cout << Eval::trace(pos) << sync_endl;
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}
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else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl;
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else if (token == "ucinewgame") TT.clear();
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else if (token == "go") go(pos, is);
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else if (token == "position") position(pos, is);
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