#include "misc.h"
#include "pawns.h"
#include "thread.h"
+#include "timeman.h"
#include "uci.h"
#include "incbin/incbin.h"
using namespace std;
-using namespace Stockfish::Eval::NNUE;
namespace Stockfish {
}
}
+ /// NNUE::export_net() exports the currently loaded network to a file
+ void NNUE::export_net(const std::optional<std::string>& filename) {
+ std::string actualFilename;
+
+ if (filename.has_value())
+ actualFilename = filename.value();
+ else
+ {
+ if (eval_file_loaded != EvalFileDefaultName)
+ {
+ sync_cout << "Failed to export a net. A non-embedded net can only be saved if the filename is specified." << sync_endl;
+ return;
+ }
+ actualFilename = EvalFileDefaultName;
+ }
+
+ ofstream stream(actualFilename, std::ios_base::binary);
+
+ if (save_eval(stream))
+ sync_cout << "Network saved successfully to " << actualFilename << "." << sync_endl;
+ else
+ sync_cout << "Failed to export a net." << sync_endl;
+ }
+
/// NNUE::verify() verifies that the last net used was loaded successfully
void NNUE::verify() {
S(0, 0), S(3, 44), S(37, 68), S(42, 60), S(0, 39), S(58, 43)
};
+ constexpr Value CorneredBishop = Value(50);
+
// Assorted bonuses and penalties
constexpr Score UncontestedOutpost = S( 1, 10);
constexpr Score BishopOnKingRing = S( 24, 0);
constexpr Score BishopXRayPawns = S( 4, 5);
- constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
constexpr Score Hanging = S( 69, 36);
constexpr Score KnightOnQueen = S( 16, 11);
attackedBy[Us][Pt] = 0;
- while (b1) {
- Square s = pop_lsb(&b1);
+ while (b1)
+ {
+ Square s = pop_lsb(b1);
// Find attacked squares, including x-ray attacks for bishops and rooks
b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
{
Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
- score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
- : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
- : CorneredBishop;
+ score -= !pos.empty(s + d + pawn_push(Us)) ? 4 * make_score(CorneredBishop, CorneredBishop)
+ : 3 * make_score(CorneredBishop, CorneredBishop);
}
}
}
{
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
while (b)
- score += ThreatByMinor[type_of(pos.piece_on(pop_lsb(&b)))];
+ score += ThreatByMinor[type_of(pos.piece_on(pop_lsb(b)))];
b = weak & attackedBy[Us][ROOK];
while (b)
- score += ThreatByRook[type_of(pos.piece_on(pop_lsb(&b)))];
+ score += ThreatByRook[type_of(pos.piece_on(pop_lsb(b)))];
if (weak & attackedBy[Us][KING])
score += ThreatByKing;
while (b)
{
- Square s = pop_lsb(&b);
+ Square s = pop_lsb(b);
assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
- // If scale factor is not already specific, scale down via general heuristics
+ // If scale factor is not already specific, scale up/down via general heuristics
if (sf == SCALE_FACTOR_NORMAL)
{
if (pos.opposite_bishops())
v = (v / 16) * 16;
// Side to move point of view
- v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;
+ v = (pos.side_to_move() == WHITE ? v : -v);
return v;
}
- // specifically correct for cornered bishops to fix FRC with NNUE.
+
+ /// Fisher Random Chess: correction for cornered bishops, to fix chess960 play with NNUE
+
Value fix_FRC(const Position& pos) {
- Value bAdjust = Value(0);
+ constexpr Bitboard Corners = 1ULL << SQ_A1 | 1ULL << SQ_H1 | 1ULL << SQ_A8 | 1ULL << SQ_H8;
- constexpr Value p1=Value(209), p2=Value(136), p3=Value(148);
+ if (!(pos.pieces(BISHOP) & Corners))
+ return VALUE_ZERO;
- Color Us = pos.side_to_move();
- if ( (pos.pieces(Us, BISHOP) & relative_square(Us, SQ_A1))
- && (pos.pieces(Us, PAWN) & relative_square(Us, SQ_B2)))
- {
- bAdjust -= !pos.empty(relative_square(Us,SQ_B3)) ? p1
- : pos.piece_on(relative_square(Us,SQ_C3)) == make_piece(Us, PAWN) ? p2
- : p3;
- }
- if ( (pos.pieces(Us, BISHOP) & relative_square(Us, SQ_H1))
- && (pos.pieces(Us, PAWN) & relative_square(Us, SQ_G2)))
- {
- bAdjust -= !pos.empty(relative_square(Us,SQ_G3)) ? p1
- : pos.piece_on(relative_square(Us,SQ_F3)) == make_piece(Us, PAWN) ? p2
- : p3;
- }
- if ( (pos.pieces(~Us, BISHOP) & relative_square(Us, SQ_A8))
- && (pos.pieces(~Us, PAWN) & relative_square(Us, SQ_B7)))
- {
- bAdjust += !pos.empty(relative_square(Us,SQ_B6)) ? p1
- : pos.piece_on(relative_square(Us,SQ_C6)) == make_piece(~Us, PAWN) ? p2
- : p3;
- }
- if ( (pos.pieces(~Us, BISHOP) & relative_square(Us, SQ_H8))
- && (pos.pieces(~Us, PAWN) & relative_square(Us, SQ_G7)))
- {
- bAdjust += !pos.empty(relative_square(Us,SQ_G6)) ? p1
- : pos.piece_on(relative_square(Us,SQ_F6)) == make_piece(~Us, PAWN) ? p2
- : p3;
- }
- return bAdjust;
+ int correction = 0;
+
+ if ( pos.piece_on(SQ_A1) == W_BISHOP
+ && pos.piece_on(SQ_B2) == W_PAWN)
+ correction += !pos.empty(SQ_B3) ? -CorneredBishop * 4
+ : -CorneredBishop * 3;
+
+ if ( pos.piece_on(SQ_H1) == W_BISHOP
+ && pos.piece_on(SQ_G2) == W_PAWN)
+ correction += !pos.empty(SQ_G3) ? -CorneredBishop * 4
+ : -CorneredBishop * 3;
+
+ if ( pos.piece_on(SQ_A8) == B_BISHOP
+ && pos.piece_on(SQ_B7) == B_PAWN)
+ correction += !pos.empty(SQ_B6) ? CorneredBishop * 4
+ : CorneredBishop * 3;
+
+ if ( pos.piece_on(SQ_H8) == B_BISHOP
+ && pos.piece_on(SQ_G7) == B_PAWN)
+ correction += !pos.empty(SQ_G6) ? CorneredBishop * 4
+ : CorneredBishop * 3;
+
+ return pos.side_to_move() == WHITE ? Value(correction)
+ : -Value(correction);
}
-} // namespace
+} // namespace Eval
/// evaluate() is the evaluator for the outer world. It returns a static
else
{
// Scale and shift NNUE for compatibility with search and classical evaluation
- auto adjusted_NNUE = [&](){
- int mat = pos.non_pawn_material() + 2 * PawnValueMg * pos.count<PAWN>();
- Value nnueValue = NNUE::evaluate(pos) * (641 + mat / 32 - 4 * pos.rule50_count()) / 1024 + Tempo;
+ auto adjusted_NNUE = [&]()
+ {
+
+ int scale = 903 + 28 * pos.count<PAWN>() + 28 * pos.non_pawn_material() / 1024;
+
+ Value nnue = NNUE::evaluate(pos) * scale / 1024;
if (pos.is_chess960())
- nnueValue += fix_FRC(pos);
+ nnue += fix_FRC(pos);
- return nnueValue;
+ return nnue;
};
- // If there is PSQ imbalance use classical eval, with small probability if it is small
+ // If there is PSQ imbalance we use the classical eval. We also introduce
+ // a small probability of using the classical eval when PSQ imbalance is small.
Value psq = Value(abs(eg_value(pos.psq_score())));
int r50 = 16 + pos.rule50_count();
bool largePsq = psq * 16 > (NNUEThreshold1 + pos.non_pawn_material() / 64) * r50;
- bool classical = largePsq || (psq > PawnValueMg / 4 && !(pos.this_thread()->nodes & 0xB));
+ bool classical = largePsq;
// Use classical evaluation for really low piece endgames.
- // The most critical case is a bishop + A/H file pawn vs naked king draw.
- bool strongClassical = pos.non_pawn_material() < 2 * RookValueMg && pos.count<PAWN>() < 2;
+ // One critical case is the draw for bishop + A/H file pawn vs naked king.
+ bool lowPieceEndgame = pos.non_pawn_material() == BishopValueMg
+ || (pos.non_pawn_material() < 2 * RookValueMg && pos.count<PAWN>() < 2);
- v = classical || strongClassical ? Evaluation<NO_TRACE>(pos).value() : adjusted_NNUE();
+ v = classical || lowPieceEndgame ? Evaluation<NO_TRACE>(pos).value()
+ : adjusted_NNUE();
// If the classical eval is small and imbalance large, use NNUE nevertheless.
- // For the case of opposite colored bishops, switch to NNUE eval with
- // small probability if the classical eval is less than the threshold.
- if ( largePsq && !strongClassical
+ // For the case of opposite colored bishops, switch to NNUE eval with small
+ // probability if the classical eval is less than the threshold.
+ if ( largePsq
+ && !lowPieceEndgame
&& ( abs(v) * 16 < NNUEThreshold2 * r50
|| ( pos.opposite_bishops()
- && abs(v) * 16 < (NNUEThreshold1 + pos.non_pawn_material() / 64) * r50
- && !(pos.this_thread()->nodes & 0xB))))
+ && abs(v) * 16 < (NNUEThreshold1 + pos.non_pawn_material() / 64) * r50)))
v = adjusted_NNUE();
}