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Pawns count imbalance table
Instead of having a continuous increasing bonus for our number of pawns when calculating imbalance, use a separate lookup array with tuned values. Idea by GuardianRM. STC LLR: 2.95 (-2.94,2.94) [0.00,5.00] Total: 16155 W: 2980 L: 2787 D: 10388 LTC LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 100478 W: 13055 L: 12615 D: 74808 Bench: 6128779 Closes #1030
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1 changed files with 7 additions and 2 deletions
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@ -35,7 +35,7 @@ namespace {
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// OUR PIECES
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// OUR PIECES
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// pair pawn knight bishop rook queen
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// pair pawn knight bishop rook queen
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{1667 }, // Bishop pair
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{1667 }, // Bishop pair
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{ 40, 2 }, // Pawn
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{ 40, 0 }, // Pawn
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{ 32, 255, -3 }, // Knight OUR PIECES
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{ 32, 255, -3 }, // Knight OUR PIECES
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{ 0, 104, 4, 0 }, // Bishop
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{ 0, 104, 4, 0 }, // Bishop
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{ -26, -2, 47, 105, -149 }, // Rook
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{ -26, -2, 47, 105, -149 }, // Rook
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@ -53,6 +53,11 @@ namespace {
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{ 101, 100, -37, 141, 268, 0 } // Queen
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{ 101, 100, -37, 141, 268, 0 } // Queen
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};
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};
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// PawnsSet[count] contains a bonus/malus indexed by number of pawns
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const int PawnsSet[9] = {
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24, -32, 107, -51, 117, -9, -126, -21, 31
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};
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// Endgame evaluation and scaling functions are accessed directly and not through
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// Endgame evaluation and scaling functions are accessed directly and not through
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// the function maps because they correspond to more than one material hash key.
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// the function maps because they correspond to more than one material hash key.
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Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
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Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
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@ -89,7 +94,7 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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int bonus = 0;
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int bonus = PawnsSet[pieceCount[Us][PAWN]];
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// Second-degree polynomial material imbalance by Tord Romstad
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// Second-degree polynomial material imbalance by Tord Romstad
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for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; ++pt1)
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for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; ++pt1)
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