namespace {
// Threshold for lazy and space evaluation
- constexpr Value LazyThreshold1 = Value(3130);
- constexpr Value LazyThreshold2 = Value(2204);
+ constexpr Value LazyThreshold1 = Value(3631);
+ constexpr Value LazyThreshold2 = Value(2084);
constexpr Value SpaceThreshold = Value(11551);
// KingAttackWeights[PieceType] contains king attack weights by piece type
// Deciding between classical and NNUE eval (~10 Elo): for high PSQ imbalance we use classical,
// but we switch to NNUE during long shuffling or with high material on the board.
if ( !useNNUE
- || abs(eg_value(pos.psq_score())) * 5 > (850 + pos.non_pawn_material() / 64) * (5 + pos.rule50_count()))
+ || abs(eg_value(pos.psq_score())) * 5 > (849 + pos.non_pawn_material() / 64) * (5 + pos.rule50_count()))
{
v = Evaluation<NO_TRACE>(pos).value(); // classical
- useClassical = abs(v) >= 300;
+ useClassical = abs(v) >= 298;
}
// If result of a classical evaluation is much lower than threshold fall back to NNUE
Color stm = pos.side_to_move();
Value optimism = pos.this_thread()->optimism[stm];
Value psq = (stm == WHITE ? 1 : -1) * eg_value(pos.psq_score());
- int complexity = abs(nnue - psq) / 256;
+ int complexity = 35 * abs(nnue - psq) / 256;
- optimism *= (1 + complexity);
+ optimism = optimism * (44 + complexity) / 32;
v = (nnue + optimism) * scale / 1024 - optimism;
if (pos.is_chess960())
}
// Damp down the evaluation linearly when shuffling
- v = v * (207 - pos.rule50_count()) / 207;
+ v = v * (208 - pos.rule50_count()) / 208;
// Guarantee evaluation does not hit the tablebase range
v = std::clamp(v, VALUE_TB_LOSS_IN_MAX_PLY + 1, VALUE_TB_WIN_IN_MAX_PLY - 1);