#include "timeman.h"
#include "uci.h"
#include "incbin/incbin.h"
-
+#include "nnue/evaluate_nnue.h"
// Macro to embed the default efficiently updatable neural network (NNUE) file
// data in the engine binary (using incbin.h, by Dale Weiler).
eval_file = EvalFileDefaultName;
#if defined(DEFAULT_NNUE_DIRECTORY)
- #define stringify2(x) #x
- #define stringify(x) stringify2(x)
vector<string> dirs = { "<internal>" , "" , CommandLine::binaryDirectory , stringify(DEFAULT_NNUE_DIRECTORY) };
#else
vector<string> dirs = { "<internal>" , "" , CommandLine::binaryDirectory };
if (directory != "<internal>")
{
ifstream stream(directory + eval_file, ios::binary);
- if (load_eval(eval_file, stream))
+ if (NNUE::load_eval(eval_file, stream))
currentEvalFileName = eval_file;
}
(void) gEmbeddedNNUEEnd; // Silence warning on unused variable
istream stream(&buffer);
- if (load_eval(eval_file, stream))
+ if (NNUE::load_eval(eval_file, stream))
currentEvalFileName = eval_file;
}
}
namespace {
// Threshold for lazy and space evaluation
- constexpr Value LazyThreshold1 = Value(3631);
- constexpr Value LazyThreshold2 = Value(2084);
+ constexpr Value LazyThreshold1 = Value(3622);
+ constexpr Value LazyThreshold2 = Value(1962);
constexpr Value SpaceThreshold = Value(11551);
// KingAttackWeights[PieceType] contains king attack weights by piece type
Value Eval::evaluate(const Position& pos, int* complexity) {
+ assert(!pos.checkers());
+
Value v;
Value psq = pos.psq_eg_stm();
// We use the much less accurate but faster Classical eval when the NNUE
// option is set to false. Otherwise we use the NNUE eval unless the
- // PSQ advantage is decisive and several pieces remain. (~3 Elo)
- bool useClassical = !useNNUE || (pos.count<ALL_PIECES>() > 7 && abs(psq) > 1781);
+ // PSQ advantage is decisive. (~4 Elo at STC, 1 Elo at LTC)
+ bool useClassical = !useNNUE || abs(psq) > 2048;
if (useClassical)
v = Evaluation<NO_TRACE>(pos).value();
else
{
int nnueComplexity;
- int scale = 1076 + 96 * pos.non_pawn_material() / 5120;
+ int scale = 1001 + 5 * pos.count<PAWN>() + 61 * pos.non_pawn_material() / 4096;
Color stm = pos.side_to_move();
Value optimism = pos.this_thread()->optimism[stm];