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Remove ensure_quiet parameter from generate_training_data.
This commit is contained in:
@@ -60,6 +60,4 @@ Currently the following options are available:
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`data_format` - format of the training data to use. Either `bin` or `binpack`. Default: `binpack`.
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`data_format` - format of the training data to use. Either `bin` or `binpack`. Default: `binpack`.
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`ensure_quiet` - this is a flag option. When specified the positions will be from the qsearch leaf.
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`seed` - seed for the PRNG. Can be either a number or a string. If it's a string then its hash will be used. If not specified then the current time will be used.
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`seed` - seed for the PRNG. Can be either a number or a string. If it's a string then its hash will be used. If not specified then the current time will be used.
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@@ -93,8 +93,6 @@ namespace Stockfish::Tools
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bool detect_draw_by_consecutive_low_score = true;
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bool detect_draw_by_consecutive_low_score = true;
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bool detect_draw_by_insufficient_mating_material = true;
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bool detect_draw_by_insufficient_mating_material = true;
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bool ensure_quiet = false;
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uint64_t num_threads;
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uint64_t num_threads;
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std::string book;
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std::string book;
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@@ -349,86 +347,17 @@ namespace Stockfish::Tools
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// Discard stuff before write_minply is reached
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// Discard stuff before write_minply is reached
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// because it can harm training due to overfitting.
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// because it can harm training due to overfitting.
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// Initial positions would be too common.
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// Initial positions would be too common.
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if (ply >= params.write_minply)
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if (ply >= params.write_minply && !was_seen_before(pos))
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{
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{
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packed_sfens.emplace_back(PackedSfenValue());
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auto& psv = packed_sfens.emplace_back();
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auto& psv = packed_sfens.back();
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// Here we only write the position data.
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// Result is added after the whole game is done.
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pos.sfen_pack(psv.sfen);
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if (params.ensure_quiet)
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psv.score = search_value;
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{
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psv.move = search_pv[0];
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auto [qsearch_value, qsearch_pv] = Search::qsearch(pos);
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psv.gamePly = ply;
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if (qsearch_pv.empty())
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{
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// Here we only write the position data.
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// Result is added after the whole game is done.
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pos.sfen_pack(psv.sfen);
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// Already a quiet position
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psv.score = search_value;
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psv.move = search_pv[0];
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psv.gamePly = ply;
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}
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else
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{
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// Navigate to a quiet
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int old_ply = ply;
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for (auto m : qsearch_pv)
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{
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pos.do_move(m, states[ply++]);
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}
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if (was_seen_before(pos))
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{
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// Just skip the move.
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packed_sfens.pop_back();
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}
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else
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{
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// Reevaluate
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auto [quiet_search_value, quiet_search_pv] = Search::search(pos, depth, 1, params.nodes);
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if (quiet_search_pv.empty())
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{
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// Just skip the move.
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packed_sfens.pop_back();
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}
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else
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{
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// Here we only write the position data.
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// Result is added after the whole game is done.
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pos.sfen_pack(psv.sfen);
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psv.score = quiet_search_value;
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psv.move = quiet_search_pv[0];
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psv.gamePly = ply;
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}
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}
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// Get back to the game
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for (auto it = qsearch_pv.rbegin(); it != qsearch_pv.rend(); ++it)
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{
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pos.undo_move(*it);
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}
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ply = old_ply;
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}
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}
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else
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{
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if (was_seen_before(pos))
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{
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packed_sfens.pop_back();
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}
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else
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{
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// Here we only write the position data.
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// Result is added after the whole game is done.
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pos.sfen_pack(psv.sfen);
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psv.score = search_value;
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psv.move = search_pv[0];
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psv.gamePly = ply;
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}
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}
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}
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}
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// Update the next move according to best search result or random move.
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// Update the next move according to best search result or random move.
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@@ -891,10 +820,6 @@ namespace Stockfish::Tools
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UCI::setoption("PruneAtShallowDepth", "false");
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UCI::setoption("PruneAtShallowDepth", "false");
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UCI::setoption("EnableTranspositionTable", "true");
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UCI::setoption("EnableTranspositionTable", "true");
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}
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}
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else if (token == "ensure_quiet")
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{
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params.ensure_quiet = true;
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}
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else
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else
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{
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{
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cout << "ERROR: Unknown option " << token << ". Exiting...\n";
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cout << "ERROR: Unknown option " << token << ". Exiting...\n";
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@@ -912,12 +837,6 @@ namespace Stockfish::Tools
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cout << "WARNING: Unknown sfen format `" << sfen_format << "`. Using bin\n";
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cout << "WARNING: Unknown sfen format `" << sfen_format << "`. Using bin\n";
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}
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}
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if (params.ensure_quiet)
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{
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// Otherwise we can't ensure quiet positions...
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UCI::setoption("EnableTranspositionTable", "false");
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}
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if (random_file_name)
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if (random_file_name)
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{
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{
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// Give a random number to output_file_name at this point.
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// Give a random number to output_file_name at this point.
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