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Merge branch 'master' of github.com:official-stockfish/Stockfish into nnue-player-merge-2020-08-28
# Conflicts: # README.md # src/Makefile # src/search.cpp # src/types.h # src/uci.cpp # src/ucioption.cpp
This commit is contained in:
+62
-52
@@ -61,10 +61,11 @@ namespace Eval {
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UCI::OptionsMap defaults;
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UCI::init(defaults);
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std::cerr << "NNUE evaluation used, but the network file " << eval_file << " was not loaded successfully. "
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<< "These network evaluation parameters must be available, and compatible with this version of the code. "
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<< "The UCI option EvalFile might need to specify the full path, including the directory/folder name, to the file. "
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<< "The default net can be downloaded from: https://tests.stockfishchess.org/api/nn/"+std::string(defaults["EvalFile"]) << std::endl;
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sync_cout << "info string ERROR: NNUE evaluation used, but the network file " << eval_file << " was not loaded successfully." << sync_endl;
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sync_cout << "info string ERROR: The UCI option EvalFile might need to specify the full path, including the directory/folder name, to the file." << sync_endl;
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sync_cout << "info string ERROR: The default net can be downloaded from: https://tests.stockfishchess.org/api/nn/"+std::string(defaults["EvalFile"]) << sync_endl;
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sync_cout << "info string ERROR: If the UCI option Use NNUE is set to true, network evaluation parameters compatible with the program must be available." << sync_endl;
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sync_cout << "info string ERROR: The engine will be terminated now." << sync_endl;
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std::exit(EXIT_FAILURE);
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}
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@@ -122,7 +123,8 @@ namespace {
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constexpr Value LazyThreshold1 = Value(1400);
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constexpr Value LazyThreshold2 = Value(1300);
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constexpr Value SpaceThreshold = Value(12222);
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constexpr Value NNUEThreshold = Value(460);
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constexpr Value NNUEThreshold1 = Value(550);
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constexpr Value NNUEThreshold2 = Value(150);
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
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@@ -294,8 +296,8 @@ namespace {
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attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
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// Init our king safety tables
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Square s = make_square(Utility::clamp(file_of(ksq), FILE_B, FILE_G),
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Utility::clamp(rank_of(ksq), RANK_2, RANK_7));
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Square s = make_square(std::clamp(file_of(ksq), FILE_B, FILE_G),
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std::clamp(rank_of(ksq), RANK_2, RANK_7));
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kingRing[Us] = attacks_bb<KING>(s) | s;
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kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
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@@ -692,8 +694,8 @@ namespace {
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Square blockSq = s + Up;
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// Adjust bonus based on the king's proximity
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bonus += make_score(0, ( (king_proximity(Them, blockSq) * 19) / 4
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- king_proximity(Us, blockSq) * 2) * w);
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bonus += make_score(0, ( king_proximity(Them, blockSq) * 19 / 4
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- king_proximity(Us, blockSq) * 2) * w);
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// If blockSq is not the queening square then consider also a second push
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if (r != RANK_7)
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@@ -737,7 +739,7 @@ namespace {
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// Evaluation::space() computes a space evaluation for a given side, aiming to improve game
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// play in the opening. It is based on the number of safe squares on the 4 central files
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// play in the opening. It is based on the number of safe squares on the four central files
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// on ranks 2 to 4. Completely safe squares behind a friendly pawn are counted twice.
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// Finally, the space bonus is multiplied by a weight which decreases according to occupancy.
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@@ -810,7 +812,7 @@ namespace {
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// Now apply the bonus: note that we find the attacking side by extracting the
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// sign of the midgame or endgame values, and that we carefully cap the bonus
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// so that the midgame and endgame scores do not change sign after the bonus.
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int u = ((mg > 0) - (mg < 0)) * Utility::clamp(complexity + 50, -abs(mg), 0);
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int u = ((mg > 0) - (mg < 0)) * std::clamp(complexity + 50, -abs(mg), 0);
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int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
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mg += u;
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@@ -935,9 +937,6 @@ make_v:
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// Side to move point of view
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v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;
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// Damp down the evaluation linearly when shuffling
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v = v * (100 - pos.rule50_count()) / 100;
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return v;
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}
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@@ -954,14 +953,21 @@ Value Eval::evaluate(const Position& pos) {
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}
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#endif
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if (Eval::useNNUE)
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{
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Value v = eg_value(pos.psq_score());
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// Take NNUE eval only on balanced positions
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if (abs(v) < NNUEThreshold + 20 * pos.count<PAWN>())
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return NNUE::evaluate(pos) + Tempo;
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}
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return Evaluation<NO_TRACE>(pos).value();
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bool classical = !Eval::useNNUE
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|| abs(eg_value(pos.psq_score())) * 16 > NNUEThreshold1 * (16 + pos.rule50_count());
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Value v = classical ? Evaluation<NO_TRACE>(pos).value()
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: NNUE::evaluate(pos) * 5 / 4 + Tempo;
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if (classical && Eval::useNNUE && abs(v) * 16 < NNUEThreshold2 * (16 + pos.rule50_count()))
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v = NNUE::evaluate(pos) * 5 / 4 + Tempo;
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// Damp down the evaluation linearly when shuffling
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v = v * (100 - pos.rule50_count()) / 100;
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// Guarantee evaluation does not hit the tablebase range
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v = std::clamp(v, VALUE_TB_LOSS_IN_MAX_PLY + 1, VALUE_TB_WIN_IN_MAX_PLY - 1);
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return v;
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}
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/// trace() is like evaluate(), but instead of returning a value, it returns
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@@ -979,42 +985,46 @@ std::string Eval::trace(const Position& pos) {
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Value v;
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if (Eval::useNNUE)
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{
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v = NNUE::evaluate(pos);
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}
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else
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{
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std::memset(scores, 0, sizeof(scores));
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std::memset(scores, 0, sizeof(scores));
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pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
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pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
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v = Evaluation<TRACE>(pos).value();
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v = Evaluation<TRACE>(pos).value();
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ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
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<< " Term | White | Black | Total \n"
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<< " | MG EG | MG EG | MG EG \n"
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<< " ------------+-------------+-------------+------------\n"
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<< " Material | " << Term(MATERIAL)
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<< " Imbalance | " << Term(IMBALANCE)
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<< " Pawns | " << Term(PAWN)
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<< " Knights | " << Term(KNIGHT)
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<< " Bishops | " << Term(BISHOP)
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<< " Rooks | " << Term(ROOK)
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<< " Queens | " << Term(QUEEN)
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<< " Mobility | " << Term(MOBILITY)
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<< " King safety | " << Term(KING)
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<< " Threats | " << Term(THREAT)
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<< " Passed | " << Term(PASSED)
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<< " Space | " << Term(SPACE)
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<< " Winnable | " << Term(WINNABLE)
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<< " ------------+-------------+-------------+------------\n"
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<< " Total | " << Term(TOTAL);
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}
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ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
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<< " Term | White | Black | Total \n"
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<< " | MG EG | MG EG | MG EG \n"
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<< " ------------+-------------+-------------+------------\n"
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<< " Material | " << Term(MATERIAL)
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<< " Imbalance | " << Term(IMBALANCE)
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<< " Pawns | " << Term(PAWN)
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<< " Knights | " << Term(KNIGHT)
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<< " Bishops | " << Term(BISHOP)
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<< " Rooks | " << Term(ROOK)
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<< " Queens | " << Term(QUEEN)
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<< " Mobility | " << Term(MOBILITY)
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<< " King safety | " << Term(KING)
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<< " Threats | " << Term(THREAT)
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<< " Passed | " << Term(PASSED)
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<< " Space | " << Term(SPACE)
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<< " Winnable | " << Term(WINNABLE)
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<< " ------------+-------------+-------------+------------\n"
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<< " Total | " << Term(TOTAL);
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v = pos.side_to_move() == WHITE ? v : -v;
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ss << "\nFinal evaluation: " << to_cp(v) << " (white side)\n";
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ss << "\nClassical evaluation: " << to_cp(v) << " (white side)\n";
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if (Eval::useNNUE)
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{
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v = NNUE::evaluate(pos);
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v = pos.side_to_move() == WHITE ? v : -v;
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ss << "\nNNUE evaluation: " << to_cp(v) << " (white side)\n";
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}
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v = evaluate(pos);
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v = pos.side_to_move() == WHITE ? v : -v;
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ss << "\nFinal evaluation: " << to_cp(v) << " (white side)\n";
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return ss.str();
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}
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