X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fevaluate.cpp;h=0e66fea62b2f56c7bd4bb9f25fb7f6f95c8ef4c5;hb=0171b506ec96e2b8c8fcc7758cd5624ad26c0552;hp=04d41d5f6b0880d569aca2e14fe11811d66e2c54;hpb=9d53129075177cb11b63b43236556051ba60f7dd;p=stockfish diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 04d41d5f..0e66fea6 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -216,10 +216,8 @@ namespace { // Threshold for lazy and space evaluation constexpr Value LazyThreshold1 = Value(1565); constexpr Value LazyThreshold2 = Value(1102); - constexpr Value LazyThresholdNNUE = Value(1400); constexpr Value SpaceThreshold = Value(11551); - constexpr Value NNUEThreshold1 = Value(682); - constexpr Value NNUEThreshold2 = Value(176); + constexpr Value NNUEThreshold1 = Value(800); // KingAttackWeights[PieceType] contains king attack weights by piece type constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 }; @@ -1120,7 +1118,7 @@ Value Eval::evaluate(const Position& pos) { int scale = 903 + 28 * pos.count() + 28 * pos.non_pawn_material() / 1024; - Value nnue = NNUE::evaluate(pos, true, LazyThresholdNNUE) * scale / 1024; + Value nnue = NNUE::evaluate(pos, true) * scale / 1024; if (pos.is_chess960()) nnue += fix_FRC(pos); @@ -1128,30 +1126,14 @@ Value Eval::evaluate(const Position& pos) { return nnue; }; - // If there is PSQ imbalance we use the classical eval. We also introduce - // a small probability of using the classical eval when PSQ imbalance is small. + // If there is PSQ imbalance we use the classical eval. Value psq = Value(abs(eg_value(pos.psq_score()))); int r50 = 16 + pos.rule50_count(); bool largePsq = psq * 16 > (NNUEThreshold1 + pos.non_pawn_material() / 64) * r50; - bool classical = largePsq; - - // Use classical evaluation for really low piece endgames. - // One critical case is the draw for bishop + A/H file pawn vs naked king. - bool lowPieceEndgame = pos.non_pawn_material() == BishopValueMg - || (pos.non_pawn_material() < 2 * RookValueMg && pos.count() < 2); - - v = classical || lowPieceEndgame ? Evaluation(pos).value() - : adjusted_NNUE(); - - // If the classical eval is small and imbalance large, use NNUE nevertheless. - // For the case of opposite colored bishops, switch to NNUE eval with small - // probability if the classical eval is less than the threshold. - if ( largePsq - && !lowPieceEndgame - && ( abs(v) * 16 < NNUEThreshold2 * r50 - || ( pos.opposite_bishops() - && abs(v) * 16 < (NNUEThreshold1 + pos.non_pawn_material() / 64) * r50))) - v = adjusted_NNUE(); + + v = largePsq ? Evaluation(pos).value() // classical + : adjusted_NNUE(); // NNUE + } // Damp down the evaluation linearly when shuffling