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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
This commit is contained in:
Lucas Braesch 2014-06-03 20:48:43 +08:00 committed by Marco Costalba
parent 187a9fe5e7
commit adeded29fb
4 changed files with 36 additions and 47 deletions

View file

@ -90,9 +90,9 @@ namespace {
}
// Evaluation weights, indexed by evaluation term
enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
const struct Weight { int mg, eg; } Weights[] = {
{289, 344}, {233, 201}, {221, 273}, {46, 0}, {271, 0}, {307, 0}
{289, 344}, {233, 201}, {221, 273}, {46, 0}, {318, 0}
};
typedef Value V;
@ -150,12 +150,11 @@ namespace {
S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
};
// Hanging[side to move] contains a bonus for each enemy hanging piece
const Score Hanging[2] = { S(23, 20) , S(35, 45) };
// Hanging contains a bonus for each enemy hanging piece
const Score Hanging = S(23, 20);
#undef S
const Score Tempo = make_score(24, 11);
const Score RookOnPawn = make_score(10, 28);
const Score RookOpenFile = make_score(43, 21);
const Score RookSemiopenFile = make_score(19, 10);
@ -194,9 +193,9 @@ namespace {
const int BishopCheck = 2;
const int KnightCheck = 3;
// KingDanger[Color][attackUnits] contains the actual king danger weighted
// scores, indexed by color and by a calculated integer number.
Score KingDanger[COLOR_NB][128];
// KingDanger[attackUnits] contains the actual king danger weighted
// scores, indexed by a calculated integer number.
Score KingDanger[128];
// apply_weight() weighs score 'v' by weight 'w' trying to prevent overflow
@ -426,9 +425,7 @@ namespace {
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
if (b)
attackUnits += QueenContactCheck
* popcount<Max15>(b)
* (Them == pos.side_to_move() ? 2 : 1);
attackUnits += QueenContactCheck * popcount<Max15>(b);
}
// Analyse the enemy's safe rook contact checks. Firstly, find the
@ -446,9 +443,7 @@ namespace {
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
if (b)
attackUnits += RookContactCheck
* popcount<Max15>(b)
* (Them == pos.side_to_move() ? 2 : 1);
attackUnits += RookContactCheck * popcount<Max15>(b);
}
// Analyse the enemy's safe distance checks for sliders and knights
@ -482,7 +477,7 @@ namespace {
// Finally, extract the king danger score from the KingDanger[]
// array and subtract the score from evaluation.
score -= KingDanger[Us == Search::RootColor][attackUnits];
score -= KingDanger[attackUnits];
}
if (Trace)
@ -521,8 +516,7 @@ namespace {
b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES];
if (b)
score += more_than_one(b) ? Hanging[Us != pos.side_to_move()] * popcount<Max15>(b)
: Hanging[Us == pos.side_to_move()];
score += more_than_one(b) ? Hanging * popcount<Max15>(b) : Hanging;
}
if (Trace)
@ -677,9 +671,9 @@ namespace {
Thread* thisThread = pos.this_thread();
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables) and adding a
// Tempo bonus. Score is computed from the point of view of white.
score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
// in the position object (material + piece square tables).
// Score is computed from the point of view of white.
score = pos.psq_score();
// Probe the material hash table
ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
@ -831,7 +825,7 @@ namespace {
<< " | MG EG | MG EG | MG EG \n"
<< "---------------------+-------------+-------------+-------------\n";
format_row(ss, "Material, PST, Tempo", PST);
format_row(ss, "Material, PST", PST);
format_row(ss, "Material imbalance", IMBALANCE);
format_row(ss, "Pawns", PAWN);
format_row(ss, "Knights", KNIGHT);
@ -885,9 +879,7 @@ namespace Eval {
for (int t = 0, i = 1; i < 100; ++i)
{
t = int(std::min(Peak, std::min(0.4 * i * i, t + MaxSlope)));
KingDanger[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
KingDanger[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
KingDanger[i] = apply_weight(make_score(t, 0), Weights[KingSafety]);
}
}

View file

@ -42,7 +42,6 @@ namespace Search {
LimitsType Limits;
std::vector<RootMove> RootMoves;
Position RootPos;
Color RootColor;
Time::point SearchTime;
StateStackPtr SetupStates;
}
@ -77,6 +76,9 @@ namespace {
return (Depth) Reductions[PvNode][i][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
}
// Tempo bonus. Must be handled by search to preserve eval symmetry.
const int Tempo = 17;
size_t MultiPV, PVIdx;
TimeManager TimeMgr;
double BestMoveChanges;
@ -180,12 +182,11 @@ uint64_t Search::perft(Position& pos, Depth depth) {
void Search::think() {
RootColor = RootPos.side_to_move();
TimeMgr.init(Limits, RootPos.game_ply(), RootColor);
TimeMgr.init(Limits, RootPos.game_ply(), RootPos.side_to_move());
int cf = Options["Contempt Factor"] * PawnValueEg / 100; // From centipawns
DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
DrawValue[ RootPos.side_to_move()] = VALUE_DRAW - Value(cf);
DrawValue[~RootPos.side_to_move()] = VALUE_DRAW + Value(cf);
if (RootMoves.empty())
{
@ -203,8 +204,8 @@ void Search::think() {
log << "\nSearching: " << RootPos.fen()
<< "\ninfinite: " << Limits.infinite
<< " ponder: " << Limits.ponder
<< " time: " << Limits.time[RootColor]
<< " increment: " << Limits.inc[RootColor]
<< " time: " << Limits.time[RootPos.side_to_move()]
<< " increment: " << Limits.inc[RootPos.side_to_move()]
<< " moves to go: " << Limits.movestogo
<< "\n" << std::endl;
}
@ -472,7 +473,7 @@ namespace {
bestValue = -VALUE_INFINITE;
ss->currentMove = ss->ttMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
ss->ply = (ss-1)->ply + 1;
(ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
(ss+1)->skipNullMove = (ss+1)->nullChild = false; (ss+1)->reduction = DEPTH_ZERO;
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
// Used to send selDepth info to GUI
@ -483,7 +484,7 @@ namespace {
{
// Step 2. Check for aborted search and immediate draw
if (Signals.stop || pos.is_draw() || ss->ply > MAX_PLY)
return ss->ply > MAX_PLY && !inCheck ? evaluate(pos) : DrawValue[pos.side_to_move()];
return ss->ply > MAX_PLY && !inCheck ? evaluate(pos) + Tempo : DrawValue[pos.side_to_move()];
// Step 3. Mate distance pruning. Even if we mate at the next move our score
// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
@ -538,7 +539,7 @@ namespace {
{
// Never assume anything on values stored in TT
if ((ss->staticEval = eval = tte->eval_value()) == VALUE_NONE)
eval = ss->staticEval = evaluate(pos);
eval = ss->staticEval = evaluate(pos) + Tempo;
// Can ttValue be used as a better position evaluation?
if (ttValue != VALUE_NONE)
@ -547,7 +548,7 @@ namespace {
}
else
{
eval = ss->staticEval = evaluate(pos);
eval = ss->staticEval = ss->nullChild ? -(ss-1)->staticEval + 2 * Tempo : evaluate(pos) + Tempo;
TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE, ss->staticEval);
}
@ -607,10 +608,10 @@ namespace {
+ int(eval - beta) / PawnValueMg * ONE_PLY;
pos.do_null_move(st);
(ss+1)->skipNullMove = true;
(ss+1)->skipNullMove = (ss+1)->nullChild = true;
nullValue = depth-R < ONE_PLY ? -qsearch<NonPV, false>(pos, ss+1, -beta, -beta+1, DEPTH_ZERO)
: - search<NonPV, false>(pos, ss+1, -beta, -beta+1, depth-R, !cutNode);
(ss+1)->skipNullMove = false;
(ss+1)->skipNullMove = (ss+1)->nullChild = false;
pos.undo_null_move();
if (nullValue >= beta)
@ -1065,7 +1066,7 @@ moves_loop: // When in check and at SpNode search starts from here
// Check for an instant draw or if the maximum ply has been reached
if (pos.is_draw() || ss->ply > MAX_PLY)
return ss->ply > MAX_PLY && !InCheck ? evaluate(pos) : DrawValue[pos.side_to_move()];
return ss->ply > MAX_PLY && !InCheck ? evaluate(pos) + Tempo : DrawValue[pos.side_to_move()];
// Decide whether or not to include checks: this fixes also the type of
// TT entry depth that we are going to use. Note that in qsearch we use
@ -1102,7 +1103,7 @@ moves_loop: // When in check and at SpNode search starts from here
{
// Never assume anything on values stored in TT
if ((ss->staticEval = bestValue = tte->eval_value()) == VALUE_NONE)
ss->staticEval = bestValue = evaluate(pos);
ss->staticEval = bestValue = evaluate(pos) + Tempo;
// Can ttValue be used as a better position evaluation?
if (ttValue != VALUE_NONE)
@ -1110,7 +1111,7 @@ moves_loop: // When in check and at SpNode search starts from here
bestValue = ttValue;
}
else
ss->staticEval = bestValue = evaluate(pos);
ss->staticEval = bestValue = ss->nullChild ? -(ss-1)->staticEval + 2 * Tempo : evaluate(pos) + Tempo;
// Stand pat. Return immediately if static value is at least beta
if (bestValue >= beta)

View file

@ -45,7 +45,8 @@ struct Stack {
Move killers[2];
Depth reduction;
Value staticEval;
int skipNullMove;
bool skipNullMove;
bool nullChild;
};
@ -101,7 +102,6 @@ extern volatile SignalsType Signals;
extern LimitsType Limits;
extern std::vector<RootMove> RootMoves;
extern Position RootPos;
extern Color RootColor;
extern Time::point SearchTime;
extern StateStackPtr SetupStates;

View file

@ -197,11 +197,7 @@ void UCI::loop(int argc, char* argv[]) {
<< "\n" << Options
<< "\nuciok" << sync_endl;
else if (token == "eval")
{
Search::RootColor = pos.side_to_move(); // Ensure it is set
sync_cout << Eval::trace(pos) << sync_endl;
}
else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl;
else if (token == "ucinewgame") TT.clear();
else if (token == "go") go(pos, is);
else if (token == "position") position(pos, is);