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Simplify pawnless endgame evaluation
Retire KmmKm evaluation function. Instead give a very drawish scale factor when the material advantage is small and not much material remains. Retire NoPawnsSF array. Pawnless endgames without a bishop will now be scored higher. Pawnless endgames with a bishop pair will be scored lower. The effect of this is hopefully small. Consistent results both at short TC (fixed games): ELO: -0.00 +-2.1 (95%) LOS: 50.0% Total: 40000 W: 7405 L: 7405 D: 25190 And long TC (fixed games): ELO: 0.77 +-1.9 (95%) LOS: 78.7% Total: 39690 W: 6179 L: 6091 D: 27420 bench: 7213723
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3 changed files with 4 additions and 26 deletions
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@ -349,7 +349,6 @@ Value Endgame<KQKR>::operator()(const Position& pos) const {
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/// Some cases of trivial draws
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template<> Value Endgame<KNNK>::operator()(const Position&) const { return VALUE_DRAW; }
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template<> Value Endgame<KmmKm>::operator()(const Position&) const { return VALUE_DRAW; }
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/// KB and one or more pawns vs K. It checks for draws with rook pawns and
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@ -42,7 +42,6 @@ enum EndgameType {
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KRKN, // KR vs KN
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KQKP, // KQ vs KP
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KQKR, // KQ vs KR
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KmmKm, // K and two minors vs K and one or two minors
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// Scaling functions
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@ -31,9 +31,6 @@ namespace {
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const Value MidgameLimit = Value(15581);
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const Value EndgameLimit = Value(3998);
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// Scale factors used when one side has no more pawns
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const int NoPawnsSF[4] = { 6, 12, 32 };
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// Polynomial material balance parameters
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// pair pawn knight bishop rook queen
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@ -62,7 +59,6 @@ namespace {
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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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Endgame<KmmKm> EvaluateKmmKm[] = { Endgame<KmmKm>(WHITE), Endgame<KmmKm>(BLACK) };
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Endgame<KXK> EvaluateKXK[] = { Endgame<KXK>(WHITE), Endgame<KXK>(BLACK) };
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Endgame<KBPsK> ScaleKBPsK[] = { Endgame<KBPsK>(WHITE), Endgame<KBPsK>(BLACK) };
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@ -165,21 +161,6 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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return e;
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}
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if (!pos.pieces(PAWN) && !pos.pieces(ROOK) && !pos.pieces(QUEEN))
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{
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// Minor piece endgame with at least one minor piece per side and
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// no pawns. Note that the case KmmK is already handled by KXK.
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assert((pos.pieces(WHITE, KNIGHT) | pos.pieces(WHITE, BISHOP)));
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assert((pos.pieces(BLACK, KNIGHT) | pos.pieces(BLACK, BISHOP)));
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if ( pos.count<BISHOP>(WHITE) + pos.count<KNIGHT>(WHITE) <= 2
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&& pos.count<BISHOP>(BLACK) + pos.count<KNIGHT>(BLACK) <= 2)
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{
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e->evaluationFunction = &EvaluateKmmKm[pos.side_to_move()];
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return e;
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}
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}
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// OK, we didn't find any special evaluation function for the current
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// material configuration. Is there a suitable scaling function?
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//
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@ -233,17 +214,16 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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}
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// No pawns makes it difficult to win, even with a material advantage. This
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// catches some trivial draws like KK, KBK and KNK
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// catches some trivial draws like KK, KBK and KNK and gives a very drawish
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// scale factor for cases such as KRKBP and KmmKm (except for KBBKN).
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if (!pos.count<PAWN>(WHITE) && npm_w - npm_b <= BishopValueMg)
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{
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e->factor[WHITE] = (uint8_t)
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(npm_w == npm_b || npm_w < RookValueMg ? 0 : NoPawnsSF[std::min(pos.count<BISHOP>(WHITE), 2)]);
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e->factor[WHITE] = npm_w < RookValueMg ? 0 : npm_b <= BishopValueMg ? 4 : 12;
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}
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if (!pos.count<PAWN>(BLACK) && npm_b - npm_w <= BishopValueMg)
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{
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e->factor[BLACK] = (uint8_t)
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(npm_w == npm_b || npm_b < RookValueMg ? 0 : NoPawnsSF[std::min(pos.count<BISHOP>(BLACK), 2)]);
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e->factor[BLACK] = npm_b < RookValueMg ? 0 : npm_w <= BishopValueMg ? 4 : 12;
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}
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if (pos.count<PAWN>(WHITE) == 1 && npm_w - npm_b <= BishopValueMg)
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