#include "incbin/incbin.h"
-// Macro to embed the default NNUE file data in the engine binary (using incbin.h, by Dale Weiler).
+// Macro to embed the default efficiently updatable neural network (NNUE) file
+// data in the engine binary (using incbin.h, by Dale Weiler).
// This macro invocation will declare the following three variables
// const unsigned char gEmbeddedNNUEData[]; // a pointer to the embedded data
// const unsigned char *const gEmbeddedNNUEEnd; // a marker to the end
// const unsigned int gEmbeddedNNUESize; // the size of the embedded file
-// Note that this does not work in Microsof Visual Studio.
+// Note that this does not work in Microsoft Visual Studio.
#if !defined(_MSC_VER) && !defined(NNUE_EMBEDDING_OFF)
INCBIN(EmbeddedNNUE, EvalFileDefaultName);
#else
bool useNNUE;
string eval_file_loaded = "None";
- /// NNUE::init() tries to load a nnue network at startup time, or when the engine
+ /// NNUE::init() tries to load a NNUE network at startup time, or when the engine
/// receives a UCI command "setoption name EvalFile value nn-[a-z0-9]{12}.nnue"
- /// The name of the nnue network is always retrieved from the EvalFile option.
+ /// The name of the NNUE network is always retrieved from the EvalFile option.
/// We search the given network in three locations: internally (the default
/// network may be embedded in the binary), in the active working directory and
/// in the engine directory. Distro packagers may define the DEFAULT_NNUE_DIRECTORY
// Penalty if the piece is far from the king
score -= KingProtector[Pt == BISHOP] * distance(pos.square<KING>(Us), s);
- if (Pt == BISHOP)
+ if constexpr (Pt == BISHOP)
{
// Penalty according to the number of our pawns on the same color square as the
// bishop, bigger when the center files are blocked with pawns and smaller
}
}
- if (Pt == ROOK)
+ if constexpr (Pt == ROOK)
{
// Bonuses for rook on a (semi-)open or closed file
if (pos.is_on_semiopen_file(Us, s))
}
}
- if (Pt == QUEEN)
+ if constexpr (Pt == QUEEN)
{
// Penalty if any relative pin or discovered attack against the queen
Bitboard queenPinners;
score -= WeakQueen;
}
}
- if (T)
+ if constexpr (T)
Trace::add(Pt, Us, score);
return score;
// Penalty if king flank is under attack, potentially moving toward the king
score -= FlankAttacks * kingFlankAttack;
- if (T)
+ if constexpr (T)
Trace::add(KING, Us, score);
return score;
score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]) * (1 + queenImbalance);
}
- if (T)
+ if constexpr (T)
Trace::add(THREAT, Us, score);
return score;
score += bonus - PassedFile * edge_distance(file_of(s));
}
- if (T)
+ if constexpr (T)
Trace::add(PASSED, Us, score);
return score;
int weight = pos.count<ALL_PIECES>(Us) - 3 + std::min(pe->blocked_count(), 9);
Score score = make_score(bonus * weight * weight / 16, 0);
- if (T)
+ if constexpr (T)
Trace::add(SPACE, Us, score);
return score;
+ eg * int(PHASE_MIDGAME - me->game_phase()) * ScaleFactor(sf) / SCALE_FACTOR_NORMAL;
v /= PHASE_MIDGAME;
- if (T)
+ if constexpr (T)
{
Trace::add(WINNABLE, make_score(u, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL - eg_value(score)));
Trace::add(TOTAL, make_score(mg, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL));
Value v = winnable(score);
// In case of tracing add all remaining individual evaluation terms
- if (T)
+ if constexpr (T)
{
Trace::add(MATERIAL, pos.psq_score());
Trace::add(IMBALANCE, me->imbalance());
{
// Scale and shift NNUE for compatibility with search and classical evaluation
auto adjusted_NNUE = [&](){
- int mat = pos.non_pawn_material() + PawnValueMg * pos.count<PAWN>();
- return NNUE::evaluate(pos) * (679 + mat / 32) / 1024 + Tempo;
+ int mat = pos.non_pawn_material() + 2 * PawnValueMg * pos.count<PAWN>();
+ return NNUE::evaluate(pos) * (641 + mat / 32 - 4 * pos.rule50_count()) / 1024 + Tempo;
};
// If there is PSQ imbalance use classical eval, with small probability if it is small