constexpr Value LazyThreshold1 = Value(1400);
constexpr Value LazyThreshold2 = Value(1300);
constexpr Value SpaceThreshold = Value(12222);
- constexpr Value NNUEThreshold = Value(520);
+ constexpr Value NNUEThreshold = Value(575);
// KingAttackWeights[PieceType] contains king attack weights by piece type
constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
// Side to move point of view
v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;
- // Damp down the evaluation linearly when shuffling
- v = v * (100 - pos.rule50_count()) / 100;
-
return v;
}
Value Eval::evaluate(const Position& pos) {
- if (Eval::useNNUE)
- {
- Value v = eg_value(pos.psq_score());
- // Take NNUE eval only on balanced positions
- if (abs(v) < NNUEThreshold)
- return NNUE::evaluate(pos) + Tempo;
- }
- return Evaluation<NO_TRACE>(pos).value();
+ bool classical = !Eval::useNNUE
+ || abs(eg_value(pos.psq_score())) >= NNUEThreshold * (16 + pos.rule50_count()) / 16;
+ Value v = classical ? Evaluation<NO_TRACE>(pos).value()
+ : NNUE::evaluate(pos) * 5 / 4 + Tempo;
+
+ // Damp down the evaluation linearly when shuffling
+ v = v * (100 - pos.rule50_count()) / 100;
+
+ // Guarantee evalution outside of TB range
+ v = Utility::clamp(v, VALUE_TB_LOSS_IN_MAX_PLY + 1, VALUE_TB_WIN_IN_MAX_PLY - 1);
+
+ return v;
}
/// trace() is like evaluate(), but instead of returning a value, it returns