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Revert NULL move beta corrections
After testing result is bad -25 ELO
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3 changed files with 20 additions and 35 deletions
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@ -289,6 +289,7 @@ namespace {
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void evaluate_space(const Position &p, Color us, EvalInfo &ei);
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inline Value apply_weight(Value v, int w);
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Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
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int count_1s_8bit(Bitboard b);
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@ -527,22 +528,6 @@ void read_weights(Color us) {
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}
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/// scale_by_game_phase() interpolates between a middle game and an endgame
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/// score, based on game phase. It also scales the return value by a
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/// ScaleFactor array.
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Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]) {
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assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
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assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);
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assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
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ev = apply_scale_factor(ev, sf[(ev > Value(0) ? WHITE : BLACK)]);
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Value result = Value(int((mv * ph + ev * (128 - ph)) / 128));
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return Value(int(result) & ~(GrainSize - 1));
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}
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namespace {
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// evaluate_common() computes terms common to all pieces attack
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@ -1159,6 +1144,23 @@ namespace {
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}
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// scale_by_game_phase() interpolates between a middle game and an endgame
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// score, based on game phase. It also scales the return value by a
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// ScaleFactor array.
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Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]) {
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assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
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assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);
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assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
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ev = apply_scale_factor(ev, sf[(ev > Value(0) ? WHITE : BLACK)]);
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Value result = Value(int((mv * ph + ev * (128 - ph)) / 128));
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return Value(int(result) & ~(GrainSize - 1));
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}
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// count_1s_8bit() counts the number of nonzero bits in the 8 least
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// significant bits of a Bitboard. This function is used by the king
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// shield evaluation.
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@ -105,7 +105,6 @@ extern Value quick_evaluate(const Position &pos);
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extern void init_eval(int threads);
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extern void quit_eval();
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extern void read_weights(Color sideToMove);
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extern Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
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#endif // !defined(EVALUATE_H_INCLUDED)
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@ -149,16 +149,6 @@ namespace {
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// evaluation of the position is more than NullMoveMargin below beta.
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const Value NullMoveMargin = Value(0x300);
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//Null move search refutes move when Nullvalue >= Beta - Delta. Index is depth
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//in full plies. Last index is 9+.
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const Value NullMoveDeltaMidgame[] =
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{ Value(-8), Value( 6), Value(-15), Value( 9), Value(21),
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Value(34), Value(54), Value( 59), Value(61), Value(61) };
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const Value NullMoveDeltaEndgame[] =
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{ Value( 6), Value( 0), Value(-13), Value(-9), Value(-35),
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Value(12), Value(24), Value( 9), Value( 5), Value( 5) };
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// Pruning criterions. See the code and comments in ok_to_prune() to
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// understand their precise meaning.
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const bool PruneEscapeMoves = false;
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@ -1207,19 +1197,13 @@ namespace {
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&& ok_to_do_nullmove(pos)
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&& approximateEval >= beta - NullMoveMargin)
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{
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//Calculate correct delta. Idea and tuning from Joona Kiiski.
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ScaleFactor factor[2] = { SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL };
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Phase phase = pos.game_phase();
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int i = Min(depth / OnePly, 9);
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Value delta = scale_by_game_phase(NullMoveDeltaMidgame[i], NullMoveDeltaEndgame[i], phase, factor);
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ss[ply].currentMove = MOVE_NULL;
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StateInfo st;
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pos.do_null_move(st);
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int R = (depth >= 4 * OnePly ? 4 : 3); // Null move dynamic reduction
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Value nullValue = -search(pos, ss, -(beta-delta-1), depth-R*OnePly, ply+1, false, threadID);
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Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
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pos.undo_null_move();
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@ -1227,7 +1211,7 @@ namespace {
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{
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/* Do not return unproven mates */
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}
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else if (nullValue >= beta - delta)
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else if (nullValue >= beta)
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{
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if (depth < 6 * OnePly)
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return beta;
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