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Fine tune skill level

Rescaled Skill level from 0 to 20. At level 19 is still
comparable with Crafty 20.14, while at low levels strength
increase is now less steep.

Thanks to Joona and Heinz for testing and valuable
comments.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2011-03-27 18:54:02 +01:00
parent 41fe70d703
commit d173285da5
2 changed files with 6 additions and 6 deletions

View file

@ -515,7 +515,7 @@ bool think(Position& pos, bool infinite, bool ponder, int time[], int increment[
// Do we have to play with skill handicap? In this case enable MultiPV that
// we will use behind the scenes to retrieve a set of possible moves.
MultiPV = (SkillLevel < 10 ? Max(UCIMultiPV, 4) : UCIMultiPV);
MultiPV = (SkillLevel < 20 ? Max(UCIMultiPV, 4) : UCIMultiPV);
// Set the number of active threads
ThreadsMgr.read_uci_options();
@ -756,9 +756,9 @@ namespace {
}
}
// When playing with strength handicap choose best move among the MultiPV
// set using a statistical rule dependent on SkillLevel.
if (SkillLevel < 10)
// When playing with strength handicap choose best move among the MultiPV set
// using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
if (SkillLevel < 20)
{
assert(MultiPV > 1);
@ -768,7 +768,7 @@ namespace {
int size = Min(MultiPV, (int)Rml.size());
int max = Rml[0].pv_score;
int var = Min(max - Rml[size - 1].pv_score, PawnValueMidgame);
int wk = 128 - 8 * SkillLevel;
int wk = 120 - 2 * SkillLevel;
// PRNG sequence should be non deterministic
for (int i = abs(get_system_time() % 50); i > 0; i--)

View file

@ -98,7 +98,7 @@ void init_uci_options() {
Options["Ponder"] = Option(true);
Options["OwnBook"] = Option(true);
Options["MultiPV"] = Option(1, 1, 500);
Options["Skill level"] = Option(10, 0, 10);
Options["Skill level"] = Option(20, 0, 20);
Options["Emergency Move Horizon"] = Option(40, 0, 50);
Options["Emergency Base Time"] = Option(200, 0, 30000);
Options["Emergency Move Time"] = Option(70, 0, 5000);