The Tempo variable was introduced 10 years ago in our search because the
classical evaluation function was antisymmetrical in White and Black by design
to gain speed:
Eval(White to play) = -Eval(Black to play)
Nowadays our neural networks know which side is to play in a position when
they evaluate a position and are trained on real games, so the neural network
encodes the advantage of moving as an output of search. This patch shows that
the Tempo variable is not necessary anymore.
STC:
LLR: 2.94 (-2.94,2.94) <-2.50,0.50>
Total: 33512 W: 2805 L: 2709 D: 27998
Ptnml(0-2): 80, 2209, 12095, 2279, 93
https://tests.stockfishchess.org/tests/view/60a44ceace8ea25a3ef03d30
LTC:
LLR: 2.95 (-2.94,2.94) <-2.50,0.50>
Total: 53920 W: 1807 L: 1760 D: 50353
Ptnml(0-2): 16, 1617, 23650, 1658, 19
https://tests.stockfishchess.org/tests/view/60a477f0ce8ea25a3ef03d49
We also tried a match (20000 games) at STC using purely classical, result was neutral:
https://tests.stockfishchess.org/tests/view/60a4eebcce8ea25a3ef03db5
Note: there are two locations left in search.cpp where we assume antisymmetry
of evaluation (in relation with a speed optimization for null moves in lines
770 and 1439), but as the values are just used for heuristic pruning this
approximation should not hurt too much because the order of magnitude is still
true most of the time.
closes https://github.com/official-stockfish/Stockfish/pull/3481
Bench: 4015864
Introduce variable tempo for nnue depending on logarithm of estimated
strength, where strength is the product of time and number of threads.
The original idea here was that NNUE is best with a slightly different
tempo value to classical, since its style of play is slightly different.
It turns out that the best tempo for NNUE varies with strength of play,
so a formula is used which gives about 19 for STC and 24 for LTC under
current fishtest settings.
STC 10+0.1:
LLR: 2.94 (-2.94,2.94) {-0.20,1.10}
Total: 120816 W: 11155 L: 10861 D: 98800
Ptnml(0-2): 406, 8728, 41933, 8848, 493
https://tests.stockfishchess.org/tests/view/60735b3a8141753378960534
LTC 60+0.6:
LLR: 2.94 (-2.94,2.94) {0.20,0.90}
Total: 35688 W: 1392 L: 1234 D: 33062
Ptnml(0-2): 23, 1079, 15473, 1255, 14
https://tests.stockfishchess.org/tests/view/6073ffbc814175337896057f
Passed non-regression SMP test at LTC 20+0.2 (8 threads):
LLR: 2.95 (-2.94,2.94) {-0.70,0.20}
Total: 11008 W: 317 L: 267 D: 10424
Ptnml(0-2): 2, 245, 4962, 291, 4
https://tests.stockfishchess.org/tests/view/60749ea881417533789605a4
closes https://github.com/official-stockfish/Stockfish/pull/3426
Bench 4075325
This patch ports the efficiently updatable neural network (NNUE) evaluation to Stockfish.
Both the NNUE and the classical evaluations are available, and can be used to
assign a value to a position that is later used in alpha-beta (PVS) search to find the
best move. The classical evaluation computes this value as a function of various chess
concepts, handcrafted by experts, tested and tuned using fishtest. The NNUE evaluation
computes this value with a neural network based on basic inputs. The network is optimized
and trained on the evalutions of millions of positions at moderate search depth.
The NNUE evaluation was first introduced in shogi, and ported to Stockfish afterward.
It can be evaluated efficiently on CPUs, and exploits the fact that only parts
of the neural network need to be updated after a typical chess move.
[The nodchip repository](https://github.com/nodchip/Stockfish) provides additional
tools to train and develop the NNUE networks.
This patch is the result of contributions of various authors, from various communities,
including: nodchip, ynasu87, yaneurao (initial port and NNUE authors), domschl, FireFather,
rqs, xXH4CKST3RXx, tttak, zz4032, joergoster, mstembera, nguyenpham, erbsenzaehler,
dorzechowski, and vondele.
This new evaluation needed various changes to fishtest and the corresponding infrastructure,
for which tomtor, ppigazzini, noobpwnftw, daylen, and vondele are gratefully acknowledged.
The first networks have been provided by gekkehenker and sergiovieri, with the latter
net (nn-97f742aaefcd.nnue) being the current default.
The evaluation function can be selected at run time with the `Use NNUE` (true/false) UCI option,
provided the `EvalFile` option points the the network file (depending on the GUI, with full path).
The performance of the NNUE evaluation relative to the classical evaluation depends somewhat on
the hardware, and is expected to improve quickly, but is currently on > 80 Elo on fishtest:
60000 @ 10+0.1 th 1
https://tests.stockfishchess.org/tests/view/5f28fe6ea5abc164f05e4c4c
ELO: 92.77 +-2.1 (95%) LOS: 100.0%
Total: 60000 W: 24193 L: 8543 D: 27264
Ptnml(0-2): 609, 3850, 9708, 10948, 4885
40000 @ 20+0.2 th 8
https://tests.stockfishchess.org/tests/view/5f290229a5abc164f05e4c58
ELO: 89.47 +-2.0 (95%) LOS: 100.0%
Total: 40000 W: 12756 L: 2677 D: 24567
Ptnml(0-2): 74, 1583, 8550, 7776, 2017
At the same time, the impact on the classical evaluation remains minimal, causing no significant
regression:
sprt @ 10+0.1 th 1
https://tests.stockfishchess.org/tests/view/5f2906a2a5abc164f05e4c5b
LLR: 2.94 (-2.94,2.94) {-6.00,-4.00}
Total: 34936 W: 6502 L: 6825 D: 21609
Ptnml(0-2): 571, 4082, 8434, 3861, 520
sprt @ 60+0.6 th 1
https://tests.stockfishchess.org/tests/view/5f2906cfa5abc164f05e4c5d
LLR: 2.93 (-2.94,2.94) {-6.00,-4.00}
Total: 10088 W: 1232 L: 1265 D: 7591
Ptnml(0-2): 49, 914, 3170, 843, 68
The needed networks can be found at https://tests.stockfishchess.org/nns
It is recommended to use the default one as indicated by the `EvalFile` UCI option.
Guidelines for testing new nets can be found at
https://github.com/glinscott/fishtest/wiki/Creating-my-first-test#nnue-net-tests
Integration has been discussed in various issues:
https://github.com/official-stockfish/Stockfish/issues/2823https://github.com/official-stockfish/Stockfish/issues/2728
The integration branch will be closed after the merge:
https://github.com/official-stockfish/Stockfish/pull/2825https://github.com/official-stockfish/Stockfish/tree/nnue-player-wip
closes https://github.com/official-stockfish/Stockfish/pull/2912
This will be an exciting time for computer chess, looking forward to seeing the evolution of
this approach.
Bench: 4746616
the option was, since at least 2014, not correctly implemented,
ignoring all dynamic adjustments to optimum time in search.
Instead of fixing it, remove it, no need to expose an option that
will influence time management negatively.
closes https://github.com/official-stockfish/Stockfish/pull/2765
No functional change.
This is a functional simplification of the time management system.
With this patch, there is a simple equation for each of two distinct
time controls: basetime + increment, and x moves in y seconds (+increment).
These equations are easy to plot and understand making future modifications
or adding additional time controls much easier.
SlowMover is reset to 100 so that is has no effect unless a user changes it.
There are two scaling variables:
* Opt_scale is a scale factor (or percentage) of time to use for this current move.
* Max_scale is a scale factor to apply to the resulting optimumTime.
There seems to be some elo gain in most scenarios.
Better performance is attributable to one of two things:
* minThinkingTime was not allowing reasonable time calculations for very short games like 10+0 or 10+0.01. This is because adding almost no increment and substracting move overhead for 50 moves quickly results in almost 0 time very early in the game. Master depended on minThinkingTime to handle these short games instead of good time management. This patch addresses this issue by lowering minThinkingTime to 0 and adjusting moverOverhead if there are very low increments.
* Notice that the time distribution curves tail downward for the first 10 moves or so. This causes less time to attribute for very early moves leaving more time available for middle moves where more important decisions happen.
Here is a summary of tests for this version at different time controls:
SMP 5+0.05
LLR: 2.97 (-2.94,2.94) {-1.50,0.50}
Total: 46544 W: 7175 L: 7089 D: 32280
Ptnml(0-2): 508, 4826, 12517, 4914, 507
https://tests.stockfishchess.org/tests/user/protonspring
STC
LLR: 2.94 (-2.94,2.94) {-1.50,0.50}
Total: 20480 W: 3872 L: 3718 D: 12890
Ptnml(0-2): 295, 2364, 4824, 2406, 351
https://tests.stockfishchess.org/tests/view/5ebc343e7dd5693aad4e6873
STC, sudden death
LLR: 2.93 (-2.94,2.94) {-1.50,0.50}
Total: 7024 W: 1706 L: 1489 D: 3829
Ptnml(0-2): 149, 813, 1417, 938, 195
https://tests.stockfishchess.org/tests/view/5ebc346f7dd5693aad4e6875
STC, TCEC style
LLR: 2.95 (-2.94,2.94) {-1.50,0.50}
Total: 4192 W: 1014 L: 811 D: 2367
Ptnml(0-2): 66, 446, 912, 563, 109
https://tests.stockfishchess.org/tests/view/5ebc34857dd5693aad4e6877
40/10
LLR: 2.93 (-2.94,2.94) {-1.50,0.50}
Total: 54032 W: 10592 L: 10480 D: 32960
Ptnml(0-2): 967, 6148, 12677, 6254, 970
https://tests.stockfishchess.org/tests/view/5ebc50597dd5693aad4e688d
LTC, sudden death
LLR: 2.95 (-2.94,2.94) {-1.50,0.50}
Total: 9152 W: 1391 L: 1263 D: 6498
Ptnml(0-2): 75, 888, 2526, 1008, 79
https://tests.stockfishchess.org/tests/view/5ebc6f5c7dd5693aad4e689b
LTC
LLR: 2.98 (-2.94,2.94) {-1.50,0.50}
Total: 12344 W: 1563 L: 1459 D: 9322
Ptnml(0-2): 70, 1103, 3740, 1171, 88
https://tests.stockfishchess.org/tests/view/5ebc6f4c7dd5693aad4e6899
closes https://github.com/official-stockfish/Stockfish/pull/2678
Bench: 4395562
Adding a clamp function makes some of these range limitations a bit prettier and removes some #include's.
STC
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 28117 W: 6300 L: 6191 D: 15626
http://tests.stockfishchess.org/tests/view/5c9aa1df0ebc5925cfff8fcc
Non functional change.
Preparation commit for the upcoming Stockfish 10 version, giving a chance to catch last minute feature bugs and evaluation regression during the one-week code freeze period. Also changing the copyright dates to include 2019.
No functional change
This is a patch to fix issue #1498, switching the time management variables
to 64 bits to avoid overflow of time variables after 25 days.
There was a bug in Stockfish 9 causing the output to be wrong after
2^31 milliseconds search. Here is a long run from the starting position:
info depth 64 seldepth 87 multipv 1 score cp 23 nodes 13928920239402
nps 0 tbhits 0 time -504995523 pv g1f3 d7d5 d2d4 g8f6 c2c4 d5c4 e2e3 e7e6 f1c4
c7c5 e1g1 b8c6 d4c5 d8d1 f1d1 f8c5 c4e2 e8g8 a2a3 c5e7 b2b4 f8d8 b1d2 b7b6 c1b2
c8b7 a1c1 a8c8 c1c2 c6e5 d1c1 c8c2 c1c2 e5f3 d2f3 a7a5 b4b5 e7c5 f3d4 d8c8 d4b3
c5d6 c2c8 b7c8 b3d2 c8b7 d2c4 d6c5 e2f3 b7d5 f3d5 e6d5 c4e5 a5a4 e5d3 f6e4 d3c5
e4c5 b2d4 c5e4 d4b6 e4d6 g2g4 d6b5 b6c5 b5c7 g1g2 c7e6 c5d6 g7g6
We check at compile time that the TimePoint type is exactly 64 bits long for
the compiler (TimePoint is our alias in Stockfish for std::chrono::milliseconds
-- it is a signed integer type of at least 45 bits according to the C++ standard,
but will most probably be implemented as a 64 bits signed integer on modern
compilers), and we use this TimePoint type consistently across the code.
Bug report by user "fischerandom" on the TCEC chat (thanks), and the
patch includes code and suggestions by user "WOnder93" and Ronald de Man.
Fixes issue: https://github.com/official-stockfish/Stockfish/issues/1498
Closes pull request: https://github.com/official-stockfish/Stockfish/pull/1510
No functional change.
To more clearly distinguish them from "const" local variables, this patch
defines compile-time local constants as constexpr. This is consistent with
the definition of PvNode as constexpr in search() and qsearch(). It also
makes the code more robust, since the compiler will now check that those
constants are indeed compile-time constants.
We can go even one step further and define all the evaluation and search
compile-time constants as constexpr.
In generate_castling() I replaced "K" with "step", since K was incorrectly
capitalised (in the Chess960 case).
In timeman.cpp I had to make the non-local constants MaxRatio and StealRatio
constepxr, since otherwise gcc would complain when calculating TMaxRatio and
TStealRatio. (Strangely, I did not have to make Is64Bit constexpr even though
it is used in ucioption.cpp in the calculation of constexpr MaxHashMB.)
I have renamed PieceCount to pieceCount in material.h, since the values of
the array are not compile-time constants.
Some compile-time constants in tbprobe.cpp were overlooked. Sides and MaxFile
are not compile-time constants, so were renamed to sides and maxFile.
Non-functional change.
Using a SPSA tuning session to optimize the time management
parameters.
With SPSA tuning it is not always possible to say where improvements
came from. Maybe some variables changed randomly or because result
was not sensitive enough to them. So my explanation of changes will
not be necessarily correct, but here it is.
• When decrease of thinking time was added by Joost a few months ago
if best move has not changed for several plies, one more competing
indicator was introduced for the same purpose along with increase
in score and absence of fail low at root. It seems that tuning put
relatively more importance on that new indicator what allowed to save
time.
• Some of this saved time is distributed proportionally between all
moves and some more time were given to moves when score dropped a lot
or best move changed.
• It looks also that SPSA redistributed more time from the beginning to
later stages of game via other changes in variables - maybe because
contempt made game to last longer or for whatever reason.
All of this is just small tweaks here and there (a few percentages changes).
STC (10+0.1):
LLR: 2.96 (-2.94,2.94) [0.00,4.00]
Total: 18970 W: 4268 L: 4029 D: 10673
http://tests.stockfishchess.org/tests/view/5a9291a40ebc590297cc8881
LTC (60+0.6):
LLR: 2.95 (-2.94,2.94) [0.00,4.00]
Total: 72027 W: 12263 L: 11878 D: 47886
http://tests.stockfishchess.org/tests/view/5a92d7510ebc590297cc88ef
Additional non-regression tests at other time controls
Sudden death 60s:
LLR: 2.95 (-2.94,2.94) [-4.00,0.00]
Total: 14444 W: 2715 L: 2608 D: 9121
http://tests.stockfishchess.org/tests/view/5a9445850ebc590297cc8a65
40 moves repeating at LTC:
LLR: 2.95 (-2.94,2.94) [-4.00,0.00]
Total: 10309 W: 1880 L: 1759 D: 6670
http://tests.stockfishchess.org/tests/view/5a9566ec0ebc590297cc8be1
This is a functional patch only for time management, but the bench
does not reflect this because it uses fixed depth search, so the number
of nodes does not change during bench.
No functional change.
In x/y time controls there was a theoretical possibility
to use all available time few moves before the clock will
be updated with new time. This patch fixes that issue.
Tested at 60/15 time control:
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 113963 W: 20008 L: 20042 D: 73913
The test was done without adjudication rules!
Bench 5234652
What this patch does is:
* increase safety margin from 40ms to 60ms. It's worth noting that the previous
code not only used 60ms incompressible safety margin, but also an additional
buffer of 30ms for each "move to go".
* remove a whart, integrating the extra 10ms in Move Overhead value instead.
Additionally, this ensures that optimumtime doesn't become bigger than maximum
time after maximum time has been artificially discounted by 10ms. So it keeps
the code more logical.
Tested at 3 different time controls:
Standard 10+0.1
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 58008 W: 10674 L: 10617 D: 36717
Sudden death 16+0
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 59664 W: 10945 L: 10891 D: 37828
Tournament 40/10
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 16371 W: 3092 L: 2963 D: 10316
bench: 5479946
In particular clarify that 'sd'
parameter is used only in !movesToGo
case.
Verified with Ivan's check tool it is
equivalent to original code.
No functional change.
The only call site of Time.maximum() corrected by 10.
Do this directly in remaining().
Ponder increased Time.optimum by 25% in init(). Idem.
Delete unused includes.
No functional change.
Rename shift_bb() to shift(), and DELTA_S to SOUTH, etc.
to improve code readability, especially in evaluate.cpp
when they are used together:
old b = shift_bb<DELTA_S>(pos.pieces(PAWN))
new b = shift<SOUTH>(pos.pieces(PAWN))
While there fix some small code style issues.
No functional change.
And passed in do_move(), this ensures maximum efficiency and
speed and at the same time unlimited move numbers.
The draw back is that to handle Position init we need to
reserve a StateInfo inside Position itself and use at
init time and when copying from another Position.
After lazy SMP we don't need anymore this gimmick and we can
get rid of this special case and always pass an external
StateInfo to Position object.
Also rewritten and simplified Position constructors.
Verified it does not regress with a 3 threads SMP test:
ELO: -0.00 +-12.7 (95%) LOS: 50.0%
Total: 1000 W: 173 L: 173 D: 654
No functional change.
Simplify time management code by removing hard stops for unchanging first root moves.
Search is now stopped earlier at the end iteration if it did not have fail-lows at root.
This simplification also fixes pondering bug. Ponder flag was true by default
and cutechess-cli doesn't change it to false even though no pondering is possible.
Fix the issue by setting the default value of 'Ponder' flag to false.
10+0.1:
ELO: 3.51 +-3.0 (95%) LOS: 99.0%
Total: 20000 W: 3898 L: 3696 D: 12406
40+0.4:
ELO: 1.39 +-2.7 (95%) LOS: 84.7%
Total: 20000 W: 3104 L: 3024 D: 13872
60+0.06:
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 37231 W: 5333 L: 5236 D: 26662
Stopped run at 100+1:
LLR: 1.09 (-2.94,2.94) [-3.00,1.00]
Total: 37253 W: 4862 L: 4856 D: 27535
Resolves#523Fixes#510
Start all threads searching on root position and
use only the shared TT table as synching scheme.
It seems this scheme scales better than YBWC for
high number of threads.
Verified for nor regression at STC 3 threads
LLR: -2.95 (-2.94,2.94) [-3.00,1.00]
Total: 40232 W: 6908 L: 7130 D: 26194
Verified for nor regression at LTC 3 threads
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 28186 W: 3908 L: 3798 D: 20480
Verified for nor regression at STC 7 threads
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 3607 W: 674 L: 526 D: 2407
Verified for nor regression at LTC 7 threads
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 4235 W: 671 L: 528 D: 3036
Tested with fixed games at LTC with 20 threads
ELO: 44.75 +-7.6 (95%) LOS: 100.0%
Total: 2069 W: 407 L: 142 D: 1520
Tested with fixed games at XLTC (120secs) with 20 threads
ELO: 28.01 +-6.7 (95%) LOS: 100.0%
Total: 2275 W: 349 L: 166 D: 1760
Original patch of mbootsector, with additional work
from Ivan Ivec (log formula), Joerg Oster (id loop
simplification) and Marco Costalba (assorted formatting
and rework).
Bench: 8116244
When running more games in parallel, or simply when running a game
with a background process, due to how OS scheduling works, there is no
guarantee that the CPU resources allocated evenly between the two
players. This introduces noise in the result that leads to unreliable
result and in the worst cases can even invalidate the result. For
instance in SF test framework we avoid running from clouds virtual
machines because are a known source of very unstable CPU speed.
To overcome this issue, without requiring changes to the GUI, the idea
is to use searched nodes instead of time, and to convert time to
available nodes upfront, at the beginning of the game.
When nodestime UCI option is set at a given nodes per milliseconds
(npmsec), at the beginning of the game (and only once), the engine
reads the available time to think, sent by the GUI with 'go wtime x'
UCI command. Then it translates time in available nodes (nodes =
npmsec * x), then feeds available nodes instead of time to the time
management logic and starts the search. During the search the engine
checks the searched nodes against the available ones in such a way
that all the time management logic still fully applies, and the game
mimics a real one played on real time. When the search finishes,
before returning best move, the total available nodes are updated,
subtracting the real searched nodes. After the first move, the time
information sent by the GUI is ignored, and the engine fully relies on
the updated total available nodes to feed time management.
To avoid time losses, the speed of the engine (npms) must be set to a
value lower than real speed so that if the real TC is for instance 30
secs, and npms is half of the real speed, the game will last on
average 15 secs, so much less than the TC limit, providing for a
safety 'time buffer'.
There are 2 main limitations with this mode.
1. Engine speed should be the same for both players, and this limits
the approach to mainly parameter tuning patches.
2. Because npms is fixed while, in real engines, the speed increases
toward endgame, this introduces an artifact that is equivalent to an
altered time management. Namely it is like the time management gives
less available time than what should be in standard case.
May be the second limitation could be mitigated in a future with a
smarter 'dynamic npms' approach.
Tests shows that the standard deviation of the results with 'nodestime'
is lower than in standard TC, as is expected because now all the introduced
noise due the random speed variability of the engines during the game is
fully removed.
Original NIT idea by Michael Hoffman that shows how to play in NIT mode
without requiring changes to the GUI. This implementation goes a bit
further, the key difference is that we read TC from GUI only once upfront
instead of re-reading after every move as in Michael's implementation.
No functional change.
And reformat a bit time manager code.
Note that now we set starting search time in think() and
no more in ThreadPool::start_thinking(), the added delay
is less than 1 msec, so below timer resolution (5msec) and
should not affect time lossses ratio.
No functional change.