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bench: 7374604
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commit
f6f1d24223
4 changed files with 70 additions and 48 deletions
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@ -91,7 +91,7 @@ namespace {
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// Evaluation weights, indexed by evaluation term
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// Evaluation weights, indexed by evaluation term
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enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
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enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
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const struct Weight { int mg, eg; } Weights[] = {
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const struct Weight { int mg, eg; } Weights[] = {
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{289, 344}, {233, 201}, {221, 273}, {46, 0}, {321, 0}
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{289, 344}, {233, 201}, {221, 273}, {46, 0}, {324, 0}
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};
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};
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#define V(v) Value(v)
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#define V(v) Value(v)
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@ -186,15 +186,15 @@ namespace {
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// index to KingDanger[].
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// index to KingDanger[].
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//
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//
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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const int KingAttackWeights[] = { 0, 0, 6, 2, 5, 5 };
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const int KingAttackWeights[] = { 0, 0, 8, 4, 4, 1 };
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// Bonuses for enemy's safe checks
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// Bonuses for enemy's safe checks
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const int QueenContactCheck = 92;
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const int QueenContactCheck = 89;
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const int RookContactCheck = 68;
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const int RookContactCheck = 72;
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const int QueenCheck = 50;
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const int QueenCheck = 51;
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const int RookCheck = 36;
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const int RookCheck = 38;
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const int BishopCheck = 7;
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const int BishopCheck = 5;
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const int KnightCheck = 14;
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const int KnightCheck = 16;
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// KingDanger[attackUnits] contains the actual king danger weighted
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// KingDanger[attackUnits] contains the actual king danger weighted
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// scores, indexed by a calculated integer number.
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// scores, indexed by a calculated integer number.
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@ -411,11 +411,11 @@ namespace {
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// number and types of the enemy's attacking pieces, the number of
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// number and types of the enemy's attacking pieces, the number of
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// attacked and undefended squares around our king and the quality of
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// attacked and undefended squares around our king and the quality of
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// the pawn shelter (current 'score' value).
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// the pawn shelter (current 'score' value).
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attackUnits = std::min(77, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
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attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
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+ 10 * ei.kingAdjacentZoneAttacksCount[Them]
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+ 9 * ei.kingAdjacentZoneAttacksCount[Them]
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+ 19 * popcount<Max15>(undefended)
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+ 25 * popcount<Max15>(undefended)
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+ 9 * (ei.pinnedPieces[Us] != 0)
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+ 10 * (ei.pinnedPieces[Us] != 0)
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- mg_value(score) * 63 / 512
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- mg_value(score) / 8
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- !pos.count<QUEEN>(Them) * 60;
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- !pos.count<QUEEN>(Them) * 60;
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// Analyse the enemy's safe queen contact checks. Firstly, find the
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// Analyse the enemy's safe queen contact checks. Firstly, find the
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@ -891,13 +891,13 @@ namespace Eval {
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void init() {
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void init() {
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const double MaxSlope = 7.5;
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const double MaxSlope = 8.5;
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const double Peak = 1280;
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const double Peak = 1280;
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double t = 0.0;
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double t = 0.0;
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for (int i = 1; i < 400; ++i)
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for (int i = 1; i < 400; ++i)
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{
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{
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t = std::min(Peak, std::min(0.025 * i * i, t + MaxSlope));
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t = std::min(Peak, std::min(0.027 * i * i, t + MaxSlope));
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KingDanger[i] = apply_weight(make_score(int(t), 0), Weights[KingSafety]);
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KingDanger[i] = apply_weight(make_score(int(t), 0), Weights[KingSafety]);
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}
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}
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}
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}
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@ -63,33 +63,33 @@ namespace {
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// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
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// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
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const Value ShelterWeakness[][RANK_NB] = {
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const Value ShelterWeakness[][RANK_NB] = {
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{ V(100), V(13), V(24), V(64), V(89), V( 93), V(104) },
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{ V( 99), V(23), V(24), V(54), V(85), V( 93), V(107) },
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{ V(110), V( 1), V(29), V(75), V(96), V(102), V(107) },
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{ V(119), V( 2), V(28), V(72), V(96), V(104), V(114) },
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{ V(102), V( 0), V(39), V(74), V(88), V(101), V( 98) },
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{ V(103), V( 6), V(47), V(74), V(84), V(103), V( 94) },
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{ V( 88), V( 4), V(33), V(67), V(92), V( 94), V(107) } };
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{ V( 78), V(10), V(41), V(64), V(88), V( 92), V(115) } };
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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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const Value StormDanger[][4][RANK_NB] = {
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const Value StormDanger[][4][RANK_NB] = {
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{ { V( 0), V( 63), V( 128), V(43), V(27) },
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{ { V( 0), V( 65), V( 125), V(37), V(30) },
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{ V( 0), V( 62), V( 131), V(44), V(26) },
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{ V( 0), V( 57), V( 136), V(39), V(24) },
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{ V( 0), V( 59), V( 121), V(50), V(28) },
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{ V( 0), V( 50), V( 114), V(45), V(29) },
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{ V( 0), V( 62), V( 127), V(54), V(28) } },
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{ V( 0), V( 58), V( 129), V(56), V(34) } },
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{ { V(24), V( 40), V( 93), V(42), V(22) },
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{ { V(20), V( 45), V( 91), V(47), V(20) },
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{ V(24), V( 28), V( 101), V(38), V(20) },
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{ V(25), V( 23), V( 105), V(38), V(14) },
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{ V(24), V( 32), V( 95), V(36), V(23) },
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{ V(21), V( 37), V( 99), V(35), V(21) },
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{ V(27), V( 24), V( 99), V(36), V(24) } },
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{ V(30), V( 18), V( 105), V(38), V(28) } },
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{ { V( 0), V( 0), V( 81), V(16), V( 6) },
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{ { V( 0), V( 0), V( 81), V(13), V( 4) },
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{ V( 0), V( 0), V( 165), V(29), V( 9) },
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{ V( 0), V( 0), V( 169), V(30), V( 4) },
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{ V( 0), V( 0), V( 163), V(23), V(12) },
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{ V( 0), V( 0), V( 166), V(24), V( 6) },
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{ V( 0), V( 0), V( 161), V(28), V(13) } },
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{ V( 0), V( 0), V( 164), V(24), V(11) } },
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{ { V( 0), V(-296), V(-299), V(55), V(25) },
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{ { V( 0), V(-289), V(-297), V(57), V(29) },
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{ V( 0), V( 67), V( 131), V(46), V(21) },
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{ V( 0), V( 66), V( 136), V(43), V(16) },
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{ V( 0), V( 65), V( 135), V(50), V(31) },
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{ V( 0), V( 66), V( 141), V(50), V(31) },
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{ V( 0), V( 62), V( 128), V(51), V(24) } } };
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{ V( 0), V( 63), V( 126), V(52), V(23) } } };
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// Max bonus for king safety. Corresponds to start position with all the pawns
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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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// in front of the king and no enemy pawn on the horizon.
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const Value MaxSafetyBonus = V(257);
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const Value MaxSafetyBonus = V(252);
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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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@ -144,12 +144,11 @@ namespace {
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lever = theirPawns & pawnAttacksBB[s];
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lever = theirPawns & pawnAttacksBB[s];
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// Test for backward pawn.
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// Test for backward pawn.
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// If the pawn is passed, isolated, or connected it cannot be
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// If the pawn is passed, isolated, connected or a lever it cannot be
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// backward. If there are friendly pawns behind on adjacent files
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// backward. If there are friendly pawns behind on adjacent files
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// or if it can capture an enemy pawn it cannot be backward either.
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// it cannot be backward either.
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if ( (passed | isolated | connected)
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if ( (passed | isolated | connected | lever)
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|| (ourPawns & pawn_attack_span(Them, s))
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|| (ourPawns & pawn_attack_span(Them, s)))
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|| (pos.attacks_from<PAWN>(s, Us) & theirPawns))
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backward = false;
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backward = false;
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else
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else
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{
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{
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@ -268,7 +268,7 @@ void Search::think() {
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sync_cout << "bestmove " << UCI::move(RootMoves[0].pv[0], RootPos.is_chess960());
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sync_cout << "bestmove " << UCI::move(RootMoves[0].pv[0], RootPos.is_chess960());
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if (RootMoves[0].pv.size() > 1)
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if (RootMoves[0].pv.size() > 1 || RootMoves[0].extract_ponder_from_tt(RootPos))
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std::cout << " ponder " << UCI::move(RootMoves[0].pv[1], RootPos.is_chess960());
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std::cout << " ponder " << UCI::move(RootMoves[0].pv[1], RootPos.is_chess960());
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std::cout << sync_endl;
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std::cout << sync_endl;
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@ -360,7 +360,8 @@ namespace {
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// When failing high/low give some update (without cluttering
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// When failing high/low give some update (without cluttering
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// the UI) before a re-search.
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// the UI) before a re-search.
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if ( (bestValue <= alpha || bestValue >= beta)
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if ( multiPV == 1
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&& (bestValue <= alpha || bestValue >= beta)
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&& Time::now() - SearchTime > 3000)
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&& Time::now() - SearchTime > 3000)
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sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
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sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
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@ -829,7 +830,8 @@ moves_loop: // When in check and at SpNode search starts from here
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newDepth = depth - ONE_PLY + extension;
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newDepth = depth - ONE_PLY + extension;
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// Step 13. Pruning at shallow depth
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// Step 13. Pruning at shallow depth
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if ( !captureOrPromotion
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if ( !RootNode
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&& !captureOrPromotion
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&& !inCheck
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&& !inCheck
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&& !dangerous
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&& !dangerous
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&& bestValue > VALUE_MATED_IN_MAX_PLY)
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&& bestValue > VALUE_MATED_IN_MAX_PLY)
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@ -1389,10 +1391,6 @@ moves_loop: // When in check and at SpNode search starts from here
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{
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{
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int score = RootMoves[i].score;
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int score = RootMoves[i].score;
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// Don't allow crazy blunders even at very low skills
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if (i > 0 && RootMoves[i - 1].score > score + 2 * PawnValueMg)
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break;
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// This is our magic formula
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// This is our magic formula
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score += ( weakness * int(RootMoves[0].score - score)
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score += ( weakness * int(RootMoves[0].score - score)
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+ variance * (rng.rand<unsigned>() % weakness)) / 128;
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+ variance * (rng.rand<unsigned>() % weakness)) / 128;
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@ -1488,6 +1486,30 @@ void RootMove::insert_pv_in_tt(Position& pos) {
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}
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}
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/// RootMove::extract_ponder_from_tt() is called in case we have no ponder move before
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/// exiting the search, for instance in case we stop the search during a fail high at
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/// root. We try hard to have a ponder move to return to the GUI, otherwise in case of
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/// 'ponder on' we have nothing to think on.
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Move RootMove::extract_ponder_from_tt(Position& pos)
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{
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StateInfo st;
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bool found;
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assert(pv.size() == 1);
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pos.do_move(pv[0], st);
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TTEntry* tte = TT.probe(pos.key(), found);
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Move m = found ? tte->move() : MOVE_NONE;
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if (!MoveList<LEGAL>(pos).contains(m))
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m = MOVE_NONE;
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pos.undo_move(pv[0]);
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pv.push_back(m);
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return m;
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}
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/// Thread::idle_loop() is where the thread is parked when it has no work to do
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/// Thread::idle_loop() is where the thread is parked when it has no work to do
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void Thread::idle_loop() {
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void Thread::idle_loop() {
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@ -60,6 +60,7 @@ struct RootMove {
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bool operator<(const RootMove& m) const { return score > m.score; } // Ascending sort
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bool operator<(const RootMove& m) const { return score > m.score; } // Ascending sort
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bool operator==(const Move& m) const { return pv[0] == m; }
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bool operator==(const Move& m) const { return pv[0] == m; }
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void insert_pv_in_tt(Position& pos);
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void insert_pv_in_tt(Position& pos);
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Move extract_ponder_from_tt(Position& pos);
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Value score;
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Value score;
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Value previousScore;
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Value previousScore;
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