From: 31m059 <37052095+31m059@users.noreply.github.com> Date: Thu, 27 Dec 2018 06:51:43 +0000 (-0500) Subject: Always initialize and evaluate king safety X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=69dc5568b3bb9a02c71bdd5bb0e87135e892ea19 Always initialize and evaluate king safety Recent tests by @xoto10, @Vizvezdenec, and myself seemed to hint that Elo could be gained by expanding the number of cases where king safety is applied. Several users (@Spliffjiffer, @Vizvezdenec) have anticipated benefits specifically in evaluation of tactics. It appears that we actually do not need to restrict the cases in which we initialize and evaluate king safety at all: initializing and evaluating it in every position appears roughly Elo-neutral at STC and possibly a substantial Elo gain at LTC. Any explanation for this scaling is, at this point, conjecture. Assuming it is not due to chance, my hypothesis is that initialization of king safety in all positions is a mild slowdown, offset by an Elo gain of evaluating king safety in all positions. At STC this produces Elo gains and losses that offset each other, while at longer time control the slowdown is much less important, leaving only the Elo gain. It probably helps SF to explore king attacks much earlier in search with high numbers of enemy pieces concentrating but not essentially attacking king ring. Thanks to @xoto10 and @Vizvezdenec for helping run my LTC! Closes https://github.com/official-stockfish/Stockfish/pull/1906 STC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 35432 W: 7815 L: 7721 D: 19896 http://tests.stockfishchess.org/tests/view/5c24779d0ebc5902ba131b26 LTC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 12887 W: 2217 L: 2084 D: 8586 http://tests.stockfishchess.org/tests/view/5c25049a0ebc5902ba132586 Bench: 3163951 ------------------ How to continue from there? * Next step will be to tune all the king danger terms once more after that :-) --- diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 333d04ac..53a54006 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -258,25 +258,20 @@ namespace { attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN]; attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN]; - kingRing[Us] = kingAttackersCount[Them] = 0; + // Init our king safety tables + kingRing[Us] = attackedBy[Us][KING]; + if (relative_rank(Us, pos.square(Us)) == RANK_1) + kingRing[Us] |= shift(kingRing[Us]); - // Init our king safety tables only if we are going to use them - if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg) - { - kingRing[Us] = attackedBy[Us][KING]; - if (relative_rank(Us, pos.square(Us)) == RANK_1) - kingRing[Us] |= shift(kingRing[Us]); - - if (file_of(pos.square(Us)) == FILE_H) - kingRing[Us] |= shift(kingRing[Us]); + if (file_of(pos.square(Us)) == FILE_H) + kingRing[Us] |= shift(kingRing[Us]); - else if (file_of(pos.square(Us)) == FILE_A) - kingRing[Us] |= shift(kingRing[Us]); + else if (file_of(pos.square(Us)) == FILE_A) + kingRing[Us] |= shift(kingRing[Us]); - kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); - kingRing[Us] &= ~double_pawn_attacks_bb(pos.pieces(Us, PAWN)); - kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; - } + kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); + kingRing[Us] &= ~double_pawn_attacks_bb(pos.pieces(Us, PAWN)); + kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; } @@ -424,67 +419,64 @@ namespace { int tropism = popcount(b1) + popcount(b2); // Main king safety evaluation - if (kingAttackersCount[Them] > 1 - pos.count(Them)) - { - int kingDanger = 0; - unsafeChecks = 0; + int kingDanger = 0; + unsafeChecks = 0; - // Attacked squares defended at most once by our queen or king - weak = attackedBy[Them][ALL_PIECES] - & ~attackedBy2[Us] - & (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]); + // Attacked squares defended at most once by our queen or king + weak = attackedBy[Them][ALL_PIECES] + & ~attackedBy2[Us] + & (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]); - // Analyse the safe enemy's checks which are possible on next move - safe = ~pos.pieces(Them); - safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]); + // Analyse the safe enemy's checks which are possible on next move + safe = ~pos.pieces(Them); + safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]); - b1 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); - b2 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); + b1 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); + b2 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); - // Enemy queen safe checks - if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN]) - kingDanger += QueenSafeCheck; + // Enemy queen safe checks + if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN]) + kingDanger += QueenSafeCheck; - b1 &= attackedBy[Them][ROOK]; - b2 &= attackedBy[Them][BISHOP]; + b1 &= attackedBy[Them][ROOK]; + b2 &= attackedBy[Them][BISHOP]; - // Enemy rooks checks - if (b1 & safe) - kingDanger += RookSafeCheck; - else - unsafeChecks |= b1; + // Enemy rooks checks + if (b1 & safe) + kingDanger += RookSafeCheck; + else + unsafeChecks |= b1; - // Enemy bishops checks - if (b2 & safe) - kingDanger += BishopSafeCheck; - else - unsafeChecks |= b2; + // Enemy bishops checks + if (b2 & safe) + kingDanger += BishopSafeCheck; + else + unsafeChecks |= b2; - // Enemy knights checks - b = pos.attacks_from(ksq) & attackedBy[Them][KNIGHT]; - if (b & safe) - kingDanger += KnightSafeCheck; - else - unsafeChecks |= b; - - // Unsafe or occupied checking squares will also be considered, as long as - // the square is in the attacker's mobility area. - unsafeChecks &= mobilityArea[Them]; - - kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 69 * kingAttacksCount[Them] - + 185 * popcount(kingRing[Us] & weak) - + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks) - + tropism * tropism / 4 - - 873 * !pos.count(Them) - - 6 * mg_value(score) / 8 - + mg_value(mobility[Them] - mobility[Us]) - - 30; - - // Transform the kingDanger units into a Score, and subtract it from the evaluation - if (kingDanger > 0) - score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); - } + // Enemy knights checks + b = pos.attacks_from(ksq) & attackedBy[Them][KNIGHT]; + if (b & safe) + kingDanger += KnightSafeCheck; + else + unsafeChecks |= b; + + // Unsafe or occupied checking squares will also be considered, as long as + // the square is in the attacker's mobility area. + unsafeChecks &= mobilityArea[Them]; + + kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] + + 69 * kingAttacksCount[Them] + + 185 * popcount(kingRing[Us] & weak) + + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + + tropism * tropism / 4 + - 873 * !pos.count(Them) + - 6 * mg_value(score) / 8 + + mg_value(mobility[Them] - mobility[Us]) + - 30; + + // Transform the kingDanger units into a Score, and subtract it from the evaluation + if (kingDanger > 0) + score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16); // Penalty when our king is on a pawnless flank if (!(pos.pieces(PAWN) & kingFlank))