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Simplify the ShelterStrength[] array
Remove the distinction between the king file and the two neighbours files in the ShelterStrength[] array. Instead we initialize the safety variable in the evaluate_shelter() function with a -10 penalty if our king is on a semi-open file (ie. if our king is on a file without a pawn protection). Also rename shelter_storm() to evaluate_shelter() while there. STC: LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 23153 W: 4795 L: 4677 D: 13681 http://tests.stockfishchess.org/tests/view/5adcb83d0ebc595ec7ff8aa7 LTC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 25728 W: 3934 L: 3821 D: 17973 http://tests.stockfishchess.org/tests/view/5adcdcb60ebc595ec7ff8adb See the commit history in PR#1559 for the proof that the committed version is equivalent to the version in the tests above: https://github.com/official-stockfish/Stockfish/pull/1559 Full credit to @protonspring for the renormalized values of the ShelterStrength[] array used for the simplification. Thanks! Bench: 4703935
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2 changed files with 20 additions and 28 deletions
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@ -43,17 +43,13 @@ namespace {
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// Doubled pawn penalty
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// Doubled pawn penalty
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constexpr Score Doubled = S(18, 38);
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constexpr Score Doubled = S(18, 38);
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// Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank].
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// Strength of pawn shelter for our king by [distance from edge][rank].
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// RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king.
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// RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
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constexpr Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = {
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Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
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{ { V( 98), V(20), V(11), V(42), V( 83), V( 84), V(101) }, // Not On King file
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{ V( -9), V(64), V(77), V( 44), V( 4), V( -1), V(-11) },
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{ V(103), V( 8), V(33), V(86), V( 87), V(105), V(113) },
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{ V(-15), V(83), V(51), V(-10), V( 1), V(-10), V(-28) },
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{ V(100), V( 2), V(65), V(95), V( 59), V( 89), V(115) },
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{ V(-18), V(84), V(27), V(-12), V(21), V( -7), V(-36) },
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{ V( 72), V( 6), V(52), V(74), V( 83), V( 84), V(112) } },
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{ V( 12), V(79), V(25), V( 19), V( 9), V( -6), V(-33) }
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{ { V(105), V(19), V( 3), V(27), V( 85), V( 93), V( 84) }, // On King file
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{ V(121), V( 7), V(33), V(95), V(112), V( 86), V( 72) },
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{ V(121), V(26), V(65), V(90), V( 65), V( 76), V(117) },
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{ V( 79), V( 0), V(45), V(65), V( 94), V( 92), V(105) } }
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};
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};
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// Danger of enemy pawns moving toward our king by [type][distance from edge][rank].
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// Danger of enemy pawns moving toward our king by [type][distance from edge][rank].
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@ -78,10 +74,6 @@ namespace {
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{ V(21), V( 23), V( 116), V(41), V(15) } }
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{ V(21), V( 23), V( 116), V(41), V(15) } }
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};
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};
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// Max bonus for king safety. Corresponds to start position with all the pawns
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// in front of the king and no enemy pawn on the horizon.
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constexpr Value MaxSafetyBonus = V(258);
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#undef S
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#undef S
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#undef V
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#undef V
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@ -230,21 +222,21 @@ Entry* probe(const Position& pos) {
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}
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}
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/// Entry::shelter_storm() calculates shelter and storm penalties for the file
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/// Entry::evaluate_shelter() calculates the shelter bonus and the storm
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/// the king is on, as well as the two closest files.
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/// penalty for a king, looking at the king file and the two closest files.
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template<Color Us>
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template<Color Us>
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Value Entry::shelter_storm(const Position& pos, Square ksq) {
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Value Entry::evaluate_shelter(const Position& pos, Square ksq) {
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
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enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked };
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enum { BlockedByKing, Unopposed, BlockedByPawn, Unblocked };
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constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
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constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
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Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, ksq) | rank_bb(ksq));
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Bitboard b = pos.pieces(PAWN) & (forward_ranks_bb(Us, ksq) | rank_bb(ksq));
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Bitboard ourPawns = b & pos.pieces(Us);
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Bitboard ourPawns = b & pos.pieces(Us);
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Bitboard theirPawns = b & pos.pieces(Them);
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Bitboard theirPawns = b & pos.pieces(Them);
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Value safety = MaxSafetyBonus;
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Value safety = (ourPawns & file_bb(ksq)) ? Value(5) : Value(-5);
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File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
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File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
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for (File f = File(center - 1); f <= File(center + 1); ++f)
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for (File f = File(center - 1); f <= File(center + 1); ++f)
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@ -256,8 +248,8 @@ Value Entry::shelter_storm(const Position& pos, Square ksq) {
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Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
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Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
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int d = std::min(f, ~f);
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int d = std::min(f, ~f);
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safety -= ShelterWeakness[f == file_of(ksq)][d][rkUs]
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safety += ShelterStrength[d][rkUs]
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+ StormDanger
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- StormDanger
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[(shift<Down>(b) & ksq) ? BlockedByKing :
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[(shift<Down>(b) & ksq) ? BlockedByKing :
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rkUs == RANK_1 ? Unopposed :
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rkUs == RANK_1 ? Unopposed :
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rkThem == (rkUs + 1) ? BlockedByPawn : Unblocked]
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rkThem == (rkUs + 1) ? BlockedByPawn : Unblocked]
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@ -282,14 +274,14 @@ Score Entry::do_king_safety(const Position& pos, Square ksq) {
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if (pawns)
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if (pawns)
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while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
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while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
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Value bonus = shelter_storm<Us>(pos, ksq);
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Value bonus = evaluate_shelter<Us>(pos, ksq);
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// If we can castle use the bonus after the castling if it is bigger
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// If we can castle use the bonus after the castling if it is bigger
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if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
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if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
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bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
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if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
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if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
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bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
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return make_score(bonus, -16 * minKingPawnDistance);
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return make_score(bonus, -16 * minKingPawnDistance);
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}
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}
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@ -59,7 +59,7 @@ struct Entry {
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Score do_king_safety(const Position& pos, Square ksq);
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Score do_king_safety(const Position& pos, Square ksq);
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template<Color Us>
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template<Color Us>
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Value shelter_storm(const Position& pos, Square ksq);
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Value evaluate_shelter(const Position& pos, Square ksq);
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Key key;
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Key key;
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Score scores[COLOR_NB];
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Score scores[COLOR_NB];
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