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Simplify away complexity in evaluation
Simplification STC: https://tests.stockfishchess.org/tests/view/64394bc0605991a801b4f6f0 LLR: 2.95 (-2.94,2.94) <-1.75,0.25> Total: 72360 W: 19313 L: 19138 D: 33909 Ptnml(0-2): 206, 7883, 19800, 8112, 179 Simplification LTC: https://tests.stockfishchess.org/tests/view/6439e788c233ce943b6bdac1 LLR: 2.94 (-2.94,2.94) <-1.75,0.25> Total: 224992 W: 60665 L: 60654 D: 103673 Ptnml(0-2): 96, 21875, 68526, 21920, 79 closes https://github.com/official-stockfish/Stockfish/pull/4530 Bench: 3709369
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f9d9c69bc3
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5 changed files with 10 additions and 31 deletions
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@ -1046,7 +1046,7 @@ make_v:
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/// evaluate() is the evaluator for the outer world. It returns a static
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/// evaluation of the position from the point of view of the side to move.
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Value Eval::evaluate(const Position& pos, int* complexity) {
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Value Eval::evaluate(const Position& pos) {
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assert(!pos.checkers());
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@ -1075,10 +1075,6 @@ Value Eval::evaluate(const Position& pos, int* complexity) {
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+ (424 + optimism) * abs(psq - nnue)
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) / 1024;
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// Return hybrid NNUE complexity to caller
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if (complexity)
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*complexity = nnueComplexity;
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optimism = optimism * (272 + nnueComplexity) / 256;
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v = (nnue * scale + optimism * (scale - 748)) / 1024;
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}
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@ -1089,10 +1085,6 @@ Value Eval::evaluate(const Position& pos, int* complexity) {
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// Guarantee evaluation does not hit the tablebase range
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v = std::clamp(v, VALUE_TB_LOSS_IN_MAX_PLY + 1, VALUE_TB_WIN_IN_MAX_PLY - 1);
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// When not using NNUE, return classical complexity to caller
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if (complexity && useClassical)
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*complexity = abs(v - psq);
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return v;
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}
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@ -31,7 +31,7 @@ class Position;
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namespace Eval {
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std::string trace(Position& pos);
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Value evaluate(const Position& pos, int* complexity = nullptr);
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Value evaluate(const Position& pos);
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extern bool useNNUE;
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extern std::string currentEvalFileName;
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@ -294,14 +294,6 @@ void Thread::search() {
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if (mainThread)
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{
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if (!rootPos.checkers())
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{
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int rootComplexity;
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Eval::evaluate(rootPos, &rootComplexity);
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mainThread->complexity = std::min(1.03 + (rootComplexity - 241) / 1552.0, 1.45);
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}
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if (mainThread->bestPreviousScore == VALUE_INFINITE)
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for (int i = 0; i < 4; ++i)
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mainThread->iterValue[i] = VALUE_ZERO;
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@ -478,7 +470,7 @@ void Thread::search() {
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double reduction = (1.4 + mainThread->previousTimeReduction) / (2.08 * timeReduction);
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double bestMoveInstability = 1 + 1.8 * totBestMoveChanges / Threads.size();
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double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * mainThread->complexity;
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double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability;
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// Cap used time in case of a single legal move for a better viewer experience in tournaments
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// yielding correct scores and sufficiently fast moves.
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@ -561,7 +553,7 @@ namespace {
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bool givesCheck, improving, priorCapture, singularQuietLMR;
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bool capture, moveCountPruning, ttCapture;
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Piece movedPiece;
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int moveCount, captureCount, quietCount, improvement, complexity;
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int moveCount, captureCount, quietCount, improvement;
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// Step 1. Initialize node
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Thread* thisThread = pos.this_thread();
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@ -723,7 +715,6 @@ namespace {
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ss->staticEval = eval = VALUE_NONE;
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improving = false;
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improvement = 0;
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complexity = 0;
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goto moves_loop;
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}
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else if (excludedMove)
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@ -731,17 +722,15 @@ namespace {
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// Providing the hint that this node's accumulator will be used often brings significant Elo gain (13 Elo)
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Eval::NNUE::hint_common_parent_position(pos);
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eval = ss->staticEval;
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complexity = abs(ss->staticEval - pos.psq_eg_stm());
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}
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else if (ss->ttHit)
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{
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// Never assume anything about values stored in TT
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ss->staticEval = eval = tte->eval();
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if (eval == VALUE_NONE)
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ss->staticEval = eval = evaluate(pos, &complexity);
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else // Fall back to (semi)classical complexity for TT hits, the NNUE complexity is lost
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ss->staticEval = eval = evaluate(pos);
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else
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{
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complexity = abs(ss->staticEval - pos.psq_eg_stm());
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if (PvNode)
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Eval::NNUE::hint_common_parent_position(pos);
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}
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@ -753,7 +742,7 @@ namespace {
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}
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else
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{
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ss->staticEval = eval = evaluate(pos, &complexity);
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ss->staticEval = eval = evaluate(pos);
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// Save static evaluation into transposition table
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tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
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}
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@ -799,15 +788,15 @@ namespace {
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&& (ss-1)->statScore < 18755
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&& eval >= beta
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&& eval >= ss->staticEval
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&& ss->staticEval >= beta - 20 * depth - improvement / 13 + 253 + complexity / 25
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&& ss->staticEval >= beta - 20 * depth - improvement / 13 + 253
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&& !excludedMove
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&& pos.non_pawn_material(us)
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&& (ss->ply >= thisThread->nmpMinPly))
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{
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assert(eval - beta >= 0);
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// Null move dynamic reduction based on depth, eval and complexity of position
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Depth R = std::min(int(eval - beta) / 172, 6) + depth / 3 + 4 - (complexity > 825);
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// Null move dynamic reduction based on depth and eval
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Depth R = std::min(int(eval - beta) / 172, 6) + depth / 3 + 4;
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ss->currentMove = MOVE_NULL;
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ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
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@ -160,7 +160,6 @@ void ThreadPool::clear() {
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main()->bestPreviousScore = VALUE_INFINITE;
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main()->bestPreviousAverageScore = VALUE_INFINITE;
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main()->previousTimeReduction = 1.0;
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main()->complexity = 1.0;
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}
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@ -85,7 +85,6 @@ struct MainThread : public Thread {
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void search() override;
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void check_time();
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double complexity;
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double previousTimeReduction;
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Value bestPreviousScore;
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Value bestPreviousAverageScore;
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