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Introduce tropism measure in king danger
This patch adds the tropism measure as a new term in the king danger variable. Since we then trasform this variable as a Score via a quadratic formula, the main effect of the patch is the positive correlation of the tropism measure with some checks and pins information already present in the king danger code. STC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 6805 W: 1597 L: 1431 D: 3777 http://tests.stockfishchess.org/tests/view/5b5df8d10ebc5902bdb91699 LTC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 32872 W: 5782 L: 5523 D: 21567 http://tests.stockfishchess.org/tests/view/5b5e08d80ebc5902bdb917ee How to continue from there? • it may be possible to use CloseEnemies=S(7,0) • we may want to try incorporating other strategic features in the quadratic king danger. Closes https://github.com/official-stockfish/Stockfish/pull/1717 Bench: 5591925
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1 changed files with 14 additions and 12 deletions
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@ -413,11 +413,19 @@ namespace {
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: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
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const Square ksq = pos.square<KING>(Us);
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Bitboard weak, b, b1, b2, safe, unsafeChecks;
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Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks;
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// King shelter and enemy pawns storm
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Score score = pe->king_safety<Us>(pos, ksq);
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// Find the squares that opponent attacks in our king flank, and the squares
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// which are attacked twice in that flank but not defended by our pawns.
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kingFlank = KingFlank[file_of(ksq)];
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b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp;
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b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN];
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int tropism = popcount(b1) + popcount(b2);
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// Main king safety evaluation
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if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
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{
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@ -470,9 +478,10 @@ namespace {
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+ 69 * kingAttacksCount[Them]
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+ 185 * popcount(kingRing[Us] & weak)
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+ 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
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+ 4 * tropism
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- 873 * !pos.count<QUEEN>(Them)
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- 6 * mg_value(score) / 8
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- 2 ;
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- 30;
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// Transform the kingDanger units into a Score, and subtract it from the evaluation
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if (kingDanger > 0)
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@ -483,19 +492,12 @@ namespace {
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}
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}
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Bitboard kf = KingFlank[file_of(ksq)];
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// Penalty when our king is on a pawnless flank
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if (!(pos.pieces(PAWN) & kf))
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if (!(pos.pieces(PAWN) & kingFlank))
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score -= PawnlessFlank;
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// Find the squares that opponent attacks in our king flank, and the squares
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// which are attacked twice in that flank but not defended by our pawns.
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b1 = attackedBy[Them][ALL_PIECES] & kf & Camp;
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b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN];
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// King tropism, to anticipate slow motion attacks on our king
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score -= CloseEnemies * (popcount(b1) + popcount(b2));
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// King tropism bonus, to anticipate slow motion attacks on our king
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score -= CloseEnemies * tropism;
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if (T)
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Trace::add(KING, Us, score);
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