From: FauziAkram Date: Thu, 8 Feb 2018 14:13:26 +0000 (+0100) Subject: A combo of 3 successful tuning patches X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=917fe69f84ffcc53783e1ada41833684dc8a2970;hp=69067e1988ea945977d586a1442a22be0b55671a A combo of 3 successful tuning patches Shelter Weakness by Fauzi Akram Dabat Threats by Alain Savard Passed Pawns by Alain Savard STC: LLR: 2.95 (-2.94,2.94) [0.00,4.00] Total: 51378 W: 11592 L: 11223 D: 28563 http://tests.stockfishchess.org/tests/view/5a79e2fe0ebc5902971a99d1 LTC: LLR: 2.95 (-2.94,2.94) [0.00,4.00] Total: 21631 W: 3888 L: 3661 D: 14082 http://tests.stockfishchess.org/tests/view/5a7aefe80ebc5902971a9a39 Bench: 4983414 --- diff --git a/src/evaluate.cpp b/src/evaluate.cpp index f6beca35..60eee7a2 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -185,22 +185,22 @@ namespace { // which piece type attacks which one. Attacks on lesser pieces which are // pawn-defended are not considered. const Score ThreatByMinor[PIECE_TYPE_NB] = { - S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48, 118) + S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120) }; const Score ThreatByRook[PIECE_TYPE_NB] = { - S(0, 0), S(0, 25), S(40, 62), S(40, 59), S(0, 34), S(35, 48) + S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38) }; // ThreatByKing[on one/on many] contains bonuses for king attacks on // pawns or pieces which are not pawn-defended. - const Score ThreatByKing[] = { S(3, 62), S(9, 138) }; + const Score ThreatByKing[] = { S(3, 65), S(9, 145) }; // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns. // We don't use a Score because we process the two components independently. const Value Passed[][RANK_NB] = { - { V(0), V(5), V( 5), V(31), V(73), V(166), V(252) }, - { V(0), V(7), V(14), V(38), V(73), V(166), V(252) } + { V(0), V(5), V( 5), V(32), V(70), V(172), V(217) }, + { V(0), V(7), V(13), V(42), V(70), V(170), V(269) } }; // PassedFile[File] contains a bonus according to the file of a passed pawn @@ -210,7 +210,7 @@ namespace { }; // Rank factor applied on some bonus for passed pawn on rank 4 or beyond - const int RankFactor[RANK_NB] = {0, 0, 0, 2, 6, 11, 16}; + const int RankFactor[RANK_NB] = {0, 0, 0, 2, 7, 12, 19}; // KingProtector[PieceType-2] contains a bonus according to distance from king const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) }; @@ -224,13 +224,13 @@ namespace { const Score WeakQueen = S( 50, 10); const Score CloseEnemies = S( 7, 0); const Score PawnlessFlank = S( 20, 80); - const Score ThreatBySafePawn = S(192,175); + const Score ThreatBySafePawn = S(175,168); const Score ThreatByRank = S( 16, 3); - const Score Hanging = S( 48, 27); + const Score Hanging = S( 52, 30); const Score WeakUnopposedPawn = S( 5, 25); - const Score ThreatByPawnPush = S( 38, 22); - const Score ThreatByAttackOnQueen = S( 38, 22); - const Score HinderPassedPawn = S( 7, 0); + const Score ThreatByPawnPush = S( 47, 26); + const Score ThreatByAttackOnQueen = S( 42, 21); + const Score HinderPassedPawn = S( 8, 1); const Score TrappedBishopA1H1 = S( 50, 50); #undef S @@ -690,7 +690,7 @@ namespace { // If there aren't any enemy attacks, assign a big bonus. Otherwise // assign a smaller bonus if the block square isn't attacked. - int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0; + int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0; // If the path to the queen is fully defended, assign a big bonus. // Otherwise assign a smaller bonus if the block square is defended. diff --git a/src/pawns.cpp b/src/pawns.cpp index ceacca82..fa7eea4b 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -46,14 +46,14 @@ namespace { // Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank]. // RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king. const Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = { - { { V( 97), V(17), V( 9), V(44), V( 84), V( 87), V( 99) }, // Not On King file - { V(106), V( 6), V(33), V(86), V( 87), V(104), V(112) }, - { V(101), V( 2), V(65), V(98), V( 58), V( 89), V(115) }, - { V( 73), V( 7), V(54), V(73), V( 84), V( 83), V(111) } }, - { { V(104), V(20), V( 6), V(27), V( 86), V( 93), V( 82) }, // On King file - { V(123), V( 9), V(34), V(96), V(112), V( 88), V( 75) }, - { V(120), V(25), V(65), V(91), V( 66), V( 78), V(117) }, - { V( 81), V( 2), V(47), V(63), V( 94), V( 93), V(104) } } + { { V( 98), V(20), V(11), V(42), V( 83), V( 84), V(101) }, // Not On King file + { V(103), V( 8), V(33), V(86), V( 87), V(105), V(113) }, + { V(100), V( 2), V(65), V(95), V( 59), V( 89), V(115) }, + { V( 72), V( 6), V(52), V(74), V( 83), V( 84), V(112) } }, + { { V(105), V(19), V( 3), V(27), V( 85), V( 93), V( 84) }, // On King file + { V(121), V( 7), V(33), V(95), V(112), V( 86), V( 72) }, + { V(121), V(26), V(65), V(90), V( 65), V( 76), V(117) }, + { V( 79), V( 0), V(45), V(65), V( 94), V( 92), V(105) } } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank].