From 7837fb2aca6db425e5f7237f5cc714412fc0140d Mon Sep 17 00:00:00 2001 From: NicklasPersson Date: Wed, 28 Jan 2015 21:00:09 +0000 Subject: [PATCH 1/1] King safety tuning with values obtained by SPSA. Part I: LTC: LLR: 2.96 (-2.94,2.94) [0.00,4.00] Total: 11529 W: 2075 L: 1882 D: 7572 Part II: LTC: ELO: 2.07 +-2.1 (95%) LOS: 97.3% Total: 34859 W: 5967 L: 5759 D: 23133 Bench: 7374604 Resolves #228 --- src/evaluate.cpp | 30 +++++++++++++++--------------- src/pawns.cpp | 42 +++++++++++++++++++++--------------------- 2 files changed, 36 insertions(+), 36 deletions(-) diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 45c5b0a8..8e5a7f82 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}, {321, 0} + {289, 344}, {233, 201}, {221, 273}, {46, 0}, {324, 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, 6, 2, 5, 5 }; + const int KingAttackWeights[] = { 0, 0, 8, 4, 4, 1 }; // Bonuses for enemy's safe checks - const int QueenContactCheck = 92; - const int RookContactCheck = 68; - const int QueenCheck = 50; - const int RookCheck = 36; - const int BishopCheck = 7; - const int KnightCheck = 14; + const int QueenContactCheck = 89; + const int RookContactCheck = 72; + const int QueenCheck = 51; + const int RookCheck = 38; + const int BishopCheck = 5; + const int KnightCheck = 16; // KingDanger[attackUnits] contains the actual king danger weighted // scores, indexed by a calculated integer number. @@ -411,11 +411,11 @@ 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(77, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) - + 10 * ei.kingAdjacentZoneAttacksCount[Them] - + 19 * popcount(undefended) - + 9 * (ei.pinnedPieces[Us] != 0) - - mg_value(score) * 63 / 512 + attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) + + 9 * ei.kingAdjacentZoneAttacksCount[Them] + + 25 * popcount(undefended) + + 10 * (ei.pinnedPieces[Us] != 0) + - mg_value(score) / 8 - !pos.count(Them) * 60; // Analyse the enemy's safe queen contact checks. Firstly, find the @@ -891,13 +891,13 @@ namespace Eval { void init() { - const double MaxSlope = 7.5; + const double MaxSlope = 8.5; const double Peak = 1280; double t = 0.0; for (int i = 1; i < 400; ++i) { - t = std::min(Peak, std::min(0.025 * i * i, t + MaxSlope)); + t = std::min(Peak, std::min(0.027 * i * i, t + MaxSlope)); KingDanger[i] = apply_weight(make_score(int(t), 0), Weights[KingSafety]); } } diff --git a/src/pawns.cpp b/src/pawns.cpp index 336638ea..eda707ff 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -63,33 +63,33 @@ namespace { // Weakness of our pawn shelter in front of the king by [distance from edge][rank] const Value ShelterWeakness[][RANK_NB] = { - { 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) } }; + { V( 99), V(23), V(24), V(54), V(85), V( 93), V(107) }, + { V(119), V( 2), V(28), V(72), V(96), V(104), V(114) }, + { V(103), V( 6), V(47), V(74), V(84), V(103), V( 94) }, + { V( 78), V(10), V(41), V(64), V(88), V( 92), V(115) } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] const Value StormDanger[][4][RANK_NB] = { - { { 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) } } }; + { { V( 0), V( 65), V( 125), V(37), V(30) }, + { V( 0), V( 57), V( 136), V(39), V(24) }, + { V( 0), V( 50), V( 114), V(45), V(29) }, + { V( 0), V( 58), V( 129), V(56), V(34) } }, + { { V(20), V( 45), V( 91), V(47), V(20) }, + { V(25), V( 23), V( 105), V(38), V(14) }, + { V(21), V( 37), V( 99), V(35), V(21) }, + { V(30), V( 18), V( 105), V(38), V(28) } }, + { { V( 0), V( 0), V( 81), V(13), V( 4) }, + { V( 0), V( 0), V( 169), V(30), V( 4) }, + { V( 0), V( 0), V( 166), V(24), V( 6) }, + { V( 0), V( 0), V( 164), V(24), V(11) } }, + { { V( 0), V(-289), V(-297), V(57), V(29) }, + { V( 0), V( 66), V( 136), V(43), V(16) }, + { V( 0), V( 66), V( 141), V(50), V(31) }, + { V( 0), V( 63), V( 126), V(52), V(23) } } }; // 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(257); + const Value MaxSafetyBonus = V(252); #undef S #undef V -- 2.39.2