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https://github.com/sockspls/badfish
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Parameter Tweaks
This patch is a parameter tweak that passed both STC and LTC tests. STC: LLR: 2.94 (-2.94,2.94) <0.00,2.00> Total: 80944 W: 21557 L: 21189 D: 38198 Ptnml(0-2): 192, 8883, 22028, 9103, 266 https://tests.stockfishchess.org/tests/view/63b07fe2d421d8f75795a03b LTC: LLR: 2.95 (-2.94,2.94) <0.50,2.50> Total: 30440 W: 8296 L: 8007 D: 14137 Ptnml(0-2): 6, 2893, 9143, 3162, 16 https://tests.stockfishchess.org/tests/view/63b167d02ab1290f961644db closes https://github.com/official-stockfish/Stockfish/pull/4318 Bench: 4182223
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a6fa683418
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2 changed files with 36 additions and 36 deletions
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@ -1056,7 +1056,7 @@ Value Eval::evaluate(const Position& pos, int* complexity) {
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// We use the much less accurate but faster Classical eval when the NNUE
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// option is set to false. Otherwise we use the NNUE eval unless the
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// PSQ advantage is decisive and several pieces remain. (~3 Elo)
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bool useClassical = !useNNUE || (pos.count<ALL_PIECES>() > 7 && abs(psq) > 1760);
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bool useClassical = !useNNUE || (pos.count<ALL_PIECES>() > 7 && abs(psq) > 1781);
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if (useClassical)
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v = Evaluation<NO_TRACE>(pos).value();
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@ -1071,8 +1071,8 @@ Value Eval::evaluate(const Position& pos, int* complexity) {
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Value nnue = NNUE::evaluate(pos, true, &nnueComplexity);
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// Blend nnue complexity with (semi)classical complexity
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nnueComplexity = ( 412 * nnueComplexity
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+ 428 * abs(psq - nnue)
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nnueComplexity = ( 406 * nnueComplexity
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+ 424 * abs(psq - nnue)
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+ (optimism > 0 ? int(optimism) * int(psq - nnue) : 0)
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) / 1024;
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@ -1080,12 +1080,12 @@ Value Eval::evaluate(const Position& pos, int* complexity) {
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if (complexity)
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*complexity = nnueComplexity;
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optimism = optimism * (278 + nnueComplexity) / 256;
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v = (nnue * scale + optimism * (scale - 755)) / 1024;
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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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// Damp down the evaluation linearly when shuffling
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v = v * (197 - pos.rule50_count()) / 214;
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v = v * (200 - pos.rule50_count()) / 214;
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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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@ -63,7 +63,7 @@ namespace {
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// Futility margin
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Value futility_margin(Depth d, bool improving) {
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return Value(165 * (d - improving));
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return Value(158 * (d - improving));
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}
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// Reductions lookup table, initialized at startup
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@ -71,7 +71,7 @@ namespace {
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Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
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int r = Reductions[d] * Reductions[mn];
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return (r + 1642 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 916);
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return (r + 1460 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 937);
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}
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constexpr int futility_move_count(bool improving, Depth depth) {
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@ -81,7 +81,7 @@ namespace {
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// History and stats update bonus, based on depth
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int stat_bonus(Depth d) {
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return std::min((12 * d + 282) * d - 349 , 1480);
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return std::min((11 * d + 284) * d - 363 , 1650);
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}
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// Add a small random component to draw evaluations to avoid 3-fold blindness
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@ -307,7 +307,7 @@ void Thread::search() {
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multiPV = std::min(multiPV, rootMoves.size());
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complexityAverage.set(155, 1);
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complexityAverage.set(153, 1);
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optimism[us] = optimism[~us] = VALUE_ZERO;
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@ -351,12 +351,12 @@ void Thread::search() {
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if (rootDepth >= 4)
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{
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Value prev = rootMoves[pvIdx].averageScore;
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delta = Value(10) + int(prev) * prev / 15620;
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delta = Value(10) + int(prev) * prev / 15400;
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alpha = std::max(prev - delta,-VALUE_INFINITE);
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beta = std::min(prev + delta, VALUE_INFINITE);
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// Adjust optimism based on root move's previousScore
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int opt = 118 * prev / (std::abs(prev) + 169);
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int opt = 116 * prev / (std::abs(prev) + 170);
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optimism[ us] = Value(opt);
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optimism[~us] = -optimism[us];
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}
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@ -753,7 +753,7 @@ namespace {
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// Use static evaluation difference to improve quiet move ordering (~4 Elo)
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if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
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{
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int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1914, 1914);
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int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1940, 1940);
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thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
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}
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@ -763,13 +763,13 @@ namespace {
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// margin and the improving flag are used in various pruning heuristics.
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improvement = (ss-2)->staticEval != VALUE_NONE ? ss->staticEval - (ss-2)->staticEval
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: (ss-4)->staticEval != VALUE_NONE ? ss->staticEval - (ss-4)->staticEval
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: 168;
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: 172;
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improving = improvement > 0;
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// Step 7. Razoring (~1 Elo).
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// If eval is really low check with qsearch if it can exceed alpha, if it can't,
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// return a fail low.
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if (eval < alpha - 369 - 254 * depth * depth)
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if (eval < alpha - 394 - 255 * depth * depth)
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{
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value = qsearch<NonPV>(pos, ss, alpha - 1, alpha);
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if (value < alpha)
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@ -780,18 +780,18 @@ namespace {
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// The depth condition is important for mate finding.
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if ( !ss->ttPv
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&& depth < 8
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 303 >= beta
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 304 >= beta
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&& eval >= beta
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&& eval < 28031) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
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&& eval < 28580) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
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return eval;
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// Step 9. Null move search with verification search (~35 Elo)
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if ( !PvNode
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&& (ss-1)->currentMove != MOVE_NULL
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&& (ss-1)->statScore < 17139
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&& (ss-1)->statScore < 18200
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&& eval >= beta
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&& eval >= ss->staticEval
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&& ss->staticEval >= beta - 20 * depth - improvement / 13 + 233 + complexity / 25
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&& ss->staticEval >= beta - 20 * depth - improvement / 14 + 235 + complexity / 24
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&& !excludedMove
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&& pos.non_pawn_material(us)
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&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
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@ -799,7 +799,7 @@ namespace {
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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) / 168, 7) + depth / 3 + 4 - (complexity > 861);
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Depth R = std::min(int(eval - beta) / 165, 6) + depth / 3 + 4 - (complexity > 800);
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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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@ -835,7 +835,7 @@ namespace {
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}
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}
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probCutBeta = beta + 191 - 54 * improving;
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probCutBeta = beta + 180 - 54 * improving;
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// Step 10. ProbCut (~10 Elo)
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// If we have a good enough capture and a reduced search returns a value
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@ -904,7 +904,7 @@ namespace {
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moves_loop: // When in check, search starts here
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// Step 12. A small Probcut idea, when we are in check (~4 Elo)
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probCutBeta = beta + 417;
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probCutBeta = beta + 402;
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if ( ss->inCheck
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&& !PvNode
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&& depth >= 2
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@ -999,12 +999,12 @@ moves_loop: // When in check, search starts here
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&& !PvNode
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&& lmrDepth < 7
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&& !ss->inCheck
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&& ss->staticEval + 180 + 201 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
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&& ss->staticEval + 185 + 203 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
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+ captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 6 < alpha)
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continue;
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// SEE based pruning (~11 Elo)
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if (!pos.see_ge(move, Value(-222) * depth))
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if (!pos.see_ge(move, Value(-220) * depth))
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continue;
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}
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else
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@ -1015,7 +1015,7 @@ moves_loop: // When in check, search starts here
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// Continuation history based pruning (~2 Elo)
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if ( lmrDepth < 5
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&& history < -3875 * (depth - 1))
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&& history < -4180 * (depth - 1))
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continue;
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history += 2 * thisThread->mainHistory[us][from_to(move)];
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@ -1023,11 +1023,11 @@ moves_loop: // When in check, search starts here
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// Futility pruning: parent node (~13 Elo)
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if ( !ss->inCheck
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&& lmrDepth < 13
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&& ss->staticEval + 106 + 145 * lmrDepth + history / 52 <= alpha)
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&& ss->staticEval + 103 + 136 * lmrDepth + history / 53 <= alpha)
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continue;
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// Prune moves with negative SEE (~4 Elo)
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if (!pos.see_ge(move, Value(-24 * lmrDepth * lmrDepth - 15 * lmrDepth)))
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if (!pos.see_ge(move, Value(-25 * lmrDepth * lmrDepth - 16 * lmrDepth)))
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continue;
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}
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}
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@ -1092,14 +1092,14 @@ moves_loop: // When in check, search starts here
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// Check extensions (~1 Elo)
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else if ( givesCheck
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&& depth > 9
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&& abs(ss->staticEval) > 82)
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&& abs(ss->staticEval) > 78)
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extension = 1;
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// Quiet ttMove extensions (~1 Elo)
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else if ( PvNode
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&& move == ttMove
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&& move == ss->killers[0]
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5177)
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5600)
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extension = 1;
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}
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@ -1161,10 +1161,10 @@ moves_loop: // When in check, search starts here
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+ (*contHist[0])[movedPiece][to_sq(move)]
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+ (*contHist[1])[movedPiece][to_sq(move)]
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+ (*contHist[3])[movedPiece][to_sq(move)]
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- 4433;
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- 4467;
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// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
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r -= ss->statScore / (13000 + 4152 * (depth > 7 && depth < 19));
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r -= ss->statScore / (12800 + 4410 * (depth > 7 && depth < 19));
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// Step 17. Late moves reduction / extension (LMR, ~117 Elo)
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// We use various heuristics for the sons of a node after the first son has
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@ -1188,7 +1188,7 @@ moves_loop: // When in check, search starts here
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{
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// Adjust full depth search based on LMR results - if result
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// was good enough search deeper, if it was bad enough search shallower
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const bool doDeeperSearch = value > (alpha + 64 + 11 * (newDepth - d));
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const bool doDeeperSearch = value > (alpha + 66 + 11 * (newDepth - d));
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const bool doEvenDeeperSearch = value > alpha + 582 && ss->doubleExtensions <= 5;
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const bool doShallowerSearch = value < bestValue + newDepth;
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@ -1353,7 +1353,7 @@ moves_loop: // When in check, search starts here
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quietsSearched, quietCount, capturesSearched, captureCount, depth);
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// Bonus for prior countermove that caused the fail low
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else if ( (depth >= 5 || PvNode || bestValue < alpha - 62 * depth)
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else if ( (depth >= 5 || PvNode || bestValue < alpha - 65 * depth)
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&& !priorCapture)
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{
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//Assign extra bonus if current node is PvNode or cutNode
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@ -1361,7 +1361,7 @@ moves_loop: // When in check, search starts here
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bool extraBonus = PvNode
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|| cutNode;
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bool doubleExtraBonus = extraBonus && bestValue < alpha - 85 * depth;
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bool doubleExtraBonus = extraBonus && bestValue < alpha - 88 * depth;
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update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * (1 + extraBonus + doubleExtraBonus));
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}
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@ -1488,7 +1488,7 @@ moves_loop: // When in check, search starts here
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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futilityBase = bestValue + 153;
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futilityBase = bestValue + 158;
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}
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const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
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@ -1690,7 +1690,7 @@ moves_loop: // When in check, search starts here
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if (!pos.capture(bestMove))
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{
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int bonus2 = bestValue > beta + 137 ? bonus1 // larger bonus
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int bonus2 = bestValue > beta + 146 ? bonus1 // larger bonus
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: stat_bonus(depth); // smaller bonus
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// Increase stats for the best move in case it was a quiet move
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