std::string do_trace(const Position& pos);
}
- // Evaluation weights, initialized from UCI options
+ // Evaluation weights, indexed by evaluation term
enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
- struct Weight { int mg, eg; } Weights[6];
+ const struct Weight { int mg, eg; } Weights[] = {
+ {289, 344}, {233, 201}, {221, 273}, {46, 0}, {271, 0}, {307, 0}
+ };
typedef Value V;
#define S(mg, eg) make_score(mg, eg)
- // Internal evaluation weights. These are applied on top of the evaluation
- // weights read from UCI parameters. The purpose is to be able to change
- // the evaluation weights while keeping the default values of the UCI
- // parameters at 100, which looks prettier.
- //
- // Values modified by Joona Kiiski
- const Score WeightsInternal[] = {
- S(289, 344), S(233, 201), S(221, 273), S(46, 0), S(271, 0), S(307, 0)
- };
-
// MobilityBonus[PieceType][attacked] contains bonuses for middle and end
// game, indexed by piece type and number of attacked squares not occupied by
// friendly pieces.
}
- // weight_option() computes the value of an evaluation weight, by combining
- // two UCI-configurable weights (midgame and endgame) with an internal weight.
-
- Weight weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
-
- Weight w = { Options[mgOpt] * mg_value(internalWeight) / 100,
- Options[egOpt] * eg_value(internalWeight) / 100 };
- return w;
- }
-
-
// init_eval_info() initializes king bitboards for given color adding
// pawn attacks. To be done at the beginning of the evaluation.
void init() {
- Weights[Mobility] = weight_option("Mobility (Midgame)", "Mobility (Endgame)", WeightsInternal[Mobility]);
- Weights[PawnStructure] = weight_option("Pawn Structure (Midgame)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
- Weights[PassedPawns] = weight_option("Passed Pawns (Midgame)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
- Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
- Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
- Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
-
const double MaxSlope = 30;
const double Peak = 1280;
o["Book File"] << Option("book.bin");
o["Best Book Move"] << Option(false);
o["Contempt Factor"] << Option(0, -50, 50);
- o["Mobility (Midgame)"] << Option(100, 0, 200, on_eval);
- o["Mobility (Endgame)"] << Option(100, 0, 200, on_eval);
- o["Pawn Structure (Midgame)"] << Option(100, 0, 200, on_eval);
- o["Pawn Structure (Endgame)"] << Option(100, 0, 200, on_eval);
- o["Passed Pawns (Midgame)"] << Option(100, 0, 200, on_eval);
- o["Passed Pawns (Endgame)"] << Option(100, 0, 200, on_eval);
- o["Space"] << Option(100, 0, 200, on_eval);
- o["Aggressiveness"] << Option(100, 0, 200, on_eval);
- o["Cowardice"] << Option(100, 0, 200, on_eval);
o["Min Split Depth"] << Option(0, 0, 12, on_threads);
o["Threads"] << Option(1, 1, MAX_THREADS, on_threads);
o["Hash"] << Option(32, 1, 16384, on_hash_size);