From 25b492ab586bcb3795a4bbb7521a8e5ee20d6708 Mon Sep 17 00:00:00 2001 From: Stefan Geschwentner Date: Sat, 3 Jan 2015 03:31:33 +0800 Subject: [PATCH] Big King Safety tuning All king safety related terms (shelterweakness, stormdanger, attackunits, ..) was tuned together. Additionally for attack units a finer granularity (factor 4) is used. STC ELO: 9.22 +-3.1 (95%) LOS: 100.0% Total: 19514 W: 4340 L: 3822 D: 11352 LTC LLR: 2.96 (-2.94,2.94) [0.00,6.00] Total: 6399 W: 1192 L: 1056 D: 4151 Bench: 8224782 Resolves #184 --- src/evaluate.cpp | 29 +++++++++++++++-------------- src/pawns.cpp | 42 +++++++++++++++++++++--------------------- 2 files changed, 36 insertions(+), 35 deletions(-) diff --git a/src/evaluate.cpp b/src/evaluate.cpp index e4c2bbcb..1c27b29d 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -91,7 +91,7 @@ namespace { // Evaluation weights, indexed by evaluation term enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety }; const struct Weight { int mg, eg; } Weights[] = { - {289, 344}, {233, 201}, {221, 273}, {46, 0}, {318, 0} + {289, 344}, {233, 201}, {221, 273}, {46, 0}, {321, 0} }; #define V(v) Value(v) @@ -186,15 +186,15 @@ namespace { // index to KingDanger[]. // // KingAttackWeights[PieceType] contains king attack weights by piece type - const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 }; + const int KingAttackWeights[] = { 0, 0, 6, 2, 5, 5 }; // Bonuses for enemy's safe checks - const int QueenContactCheck = 24; - const int RookContactCheck = 16; - const int QueenCheck = 12; - const int RookCheck = 8; - const int BishopCheck = 2; - const int KnightCheck = 3; + const int QueenContactCheck = 92; + const int RookContactCheck = 68; + const int QueenCheck = 50; + const int RookCheck = 36; + const int BishopCheck = 7; + const int KnightCheck = 14; // KingDanger[attackUnits] contains the actual king danger weighted // scores, indexed by a calculated integer number. @@ -411,11 +411,12 @@ namespace { // number and types of the enemy's attacking pieces, the number of // attacked and undefended squares around our king and the quality of // the pawn shelter (current 'score' value). - attackUnits = std::min(20, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) - + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount(undefended)) - + 2 * (ei.pinnedPieces[Us] != 0) - - mg_value(score) / 32 - - !pos.count(Them) * 15; + attackUnits = std::min(77, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) + + 10 * ei.kingAdjacentZoneAttacksCount[Them] + + 19 * popcount(undefended) + + 9 * (ei.pinnedPieces[Us] != 0) + - mg_value(score) * 63 / 512 + - !pos.count(Them) * 60; // Analyse the enemy's safe queen contact checks. Firstly, find the // undefended squares around the king reachable by the enemy queen... @@ -475,7 +476,7 @@ namespace { // Finally, extract the king danger score from the KingDanger[] // array and subtract the score from evaluation. - score -= KingDanger[std::max(std::min(attackUnits, 99), 0)]; + score -= KingDanger[std::max(std::min(attackUnits / 4, 99), 0)]; } if (Trace) diff --git a/src/pawns.cpp b/src/pawns.cpp index 3d98c012..80dead4f 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -62,33 +62,33 @@ namespace { // Weakness of our pawn shelter in front of the king by [distance from edge][rank] const Value ShelterWeakness[][RANK_NB] = { - { V(101), V(10), V(24), V(68), V(90), V( 95), V(102) }, - { V(105), V( 1), V(30), V(76), V(95), V(100), V(105) }, - { V( 99), V( 0), V(32), V(72), V(92), V(101), V(100) }, - { V( 94), V( 1), V(31), V(68), V(89), V( 98), V(106) } }; + { V(100), V(13), V(24), V(64), V(89), V( 93), V(104) }, + { V(110), V( 1), V(29), V(75), V(96), V(102), V(107) }, + { V(102), V( 0), V(39), V(74), V(88), V(101), V( 98) }, + { V( 88), V( 4), V(33), V(67), V(92), V( 94), V(107) } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] const Value StormDanger[][4][RANK_NB] = { - { { V( 0), V( 61), V( 128), V(47), V(27) }, - { V( 0), V( 66), V( 131), V(49), V(27) }, - { V( 0), V( 62), V( 126), V(52), V(23) }, - { V( 0), V( 63), V( 128), V(52), V(26) } }, - { { V(25), V( 33), V( 95), V(39), V(21) }, - { V(24), V( 33), V( 97), V(42), V(22) }, - { V(24), V( 33), V( 93), V(35), V(23) }, - { V(26), V( 27), V( 96), V(37), V(22) } }, - { { V( 0), V( 0), V( 80), V(14), V( 8) }, - { V( 0), V( 0), V( 163), V(28), V(12) }, - { V( 0), V( 0), V( 163), V(25), V(15) }, - { V( 0), V( 0), V( 161), V(24), V(14) } }, - { { V( 0), V(-300), V(-300), V(54), V(23) }, - { V( 0), V( 67), V( 128), V(46), V(24) }, - { V( 0), V( 64), V( 130), V(50), V(29) }, - { V( 0), V( 63), V( 127), V(51), V(24) } } }; + { { V( 0), V( 63), V( 128), V(43), V(27) }, + { V( 0), V( 62), V( 131), V(44), V(26) }, + { V( 0), V( 59), V( 121), V(50), V(28) }, + { V( 0), V( 62), V( 127), V(54), V(28) } }, + { { V(24), V( 40), V( 93), V(42), V(22) }, + { V(24), V( 28), V( 101), V(38), V(20) }, + { V(24), V( 32), V( 95), V(36), V(23) }, + { V(27), V( 24), V( 99), V(36), V(24) } }, + { { V( 0), V( 0), V( 81), V(16), V( 6) }, + { V( 0), V( 0), V( 165), V(29), V( 9) }, + { V( 0), V( 0), V( 163), V(23), V(12) }, + { V( 0), V( 0), V( 161), V(28), V(13) } }, + { { V( 0), V(-296), V(-299), V(55), V(25) }, + { V( 0), V( 67), V( 131), V(46), V(21) }, + { V( 0), V( 65), V( 135), V(50), V(31) }, + { V( 0), V( 62), V( 128), V(51), V(24) } } }; // Max bonus for king safety. Corresponds to start position with all the pawns // in front of the king and no enemy pawn on the horizon. - const Value MaxSafetyBonus = V(261); + const Value MaxSafetyBonus = V(257); #undef S #undef V -- 2.39.2