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Futility pruning simplification
1/ eval margin and gains removed: 16bit are now free on TT entries, due to the removal of eval margin. may be useful in the future :) gains removed: use instead by Value(128). search() and qsearch() are now consistent in this regard. 2/ futility_margin() linear formula instead of complex (log(depth), movecount) formula. 3/ unify pre & post futility pruning pre futility pruning used depth < 7 plies, while post futility pruning used depth < 4 plies. Now it's always depth < 7. Tested with fixed number of games both at short TC: ELO: 0.82 +-2.1 (95%) LOS: 77.3% Total: 40000 W: 7939 L: 7845 D: 24216 And long TC ELO: 0.59 +-2.0 (95%) LOS: 71.9% Total: 40000 W: 6876 L: 6808 D: 26316 bench 7243575
This commit is contained in:
committed by
Marco Costalba
parent
343544f3f7
commit
eed508b444
+11
-27
@@ -229,7 +229,7 @@ namespace {
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// Function prototypes
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template<bool Trace>
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Value do_evaluate(const Position& pos, Value& margin);
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Value do_evaluate(const Position& pos);
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template<Color Us>
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void init_eval_info(const Position& pos, EvalInfo& ei);
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@@ -238,7 +238,7 @@ namespace {
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score* mobility);
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template<Color Us, bool Trace>
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Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]);
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Score evaluate_king(const Position& pos, const EvalInfo& ei);
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template<Color Us, bool Trace>
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Score evaluate_threats(const Position& pos, const EvalInfo& ei);
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@@ -264,8 +264,8 @@ namespace Eval {
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/// values, an endgame score and a middle game score, and interpolates
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/// between them based on the remaining material.
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Value evaluate(const Position& pos, Value& margin) {
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return do_evaluate<false>(pos, margin);
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Value evaluate(const Position& pos) {
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return do_evaluate<false>(pos);
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}
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@@ -307,19 +307,14 @@ namespace Eval {
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namespace {
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template<bool Trace>
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Value do_evaluate(const Position& pos, Value& margin) {
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Value do_evaluate(const Position& pos) {
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assert(!pos.checkers());
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EvalInfo ei;
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Value margins[COLOR_NB];
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Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
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Thread* th = pos.this_thread();
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// margins[] store the uncertainty estimation of position's evaluation
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// that typically is used by the search for pruning decisions.
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margins[WHITE] = margins[BLACK] = VALUE_ZERO;
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// Initialize score by reading the incrementally updated scores included
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// in the position object (material + piece square tables) and adding
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// Tempo bonus. Score is computed from the point of view of white.
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@@ -332,10 +327,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// If we have a specialized evaluation function for the current material
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// configuration, call it and return.
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if (ei.mi->specialized_eval_exists())
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{
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margin = VALUE_ZERO;
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return ei.mi->evaluate(pos);
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}
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// Probe the pawn hash table
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ei.pi = Pawns::probe(pos, th->pawnsTable);
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@@ -353,8 +345,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// Evaluate kings after all other pieces because we need complete attack
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// information when computing the king safety evaluation.
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score += evaluate_king<WHITE, Trace>(pos, ei, margins)
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- evaluate_king<BLACK, Trace>(pos, ei, margins);
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score += evaluate_king<WHITE, Trace>(pos, ei)
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- evaluate_king<BLACK, Trace>(pos, ei);
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// Evaluate tactical threats, we need full attack information including king
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score += evaluate_threats<WHITE, Trace>(pos, ei)
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@@ -401,7 +393,6 @@ Value do_evaluate(const Position& pos, Value& margin) {
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sf = ScaleFactor(50);
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}
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margin = margins[pos.side_to_move()];
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Value v = interpolate(score, ei.mi->game_phase(), sf);
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// In case of tracing add all single evaluation contributions for both white and black
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@@ -414,9 +405,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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Score b = ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei);
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Tracing::add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
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Tracing::add(TOTAL, score);
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Tracing::stream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
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<< ", Black: " << to_cp(margins[BLACK])
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<< "\nScaling: " << std::noshowpos
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Tracing::stream << "\nScaling: " << std::noshowpos
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<< std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
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<< std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
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<< std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
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@@ -640,7 +629,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// evaluate_king() assigns bonuses and penalties to a king of a given color
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template<Color Us, bool Trace>
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Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]) {
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Score evaluate_king(const Position& pos, const EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@@ -735,12 +724,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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attackUnits = std::min(99, std::max(0, attackUnits));
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// Finally, extract the king danger score from the KingDanger[]
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// array and subtract the score from evaluation. Set also margins[]
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// value that will be used for pruning because this value can sometimes
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// be very big, and so capturing a single attacking piece can therefore
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// result in a score change far bigger than the value of the captured piece.
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// array and subtract the score from evaluation.
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score -= KingDanger[Us == Search::RootColor][attackUnits];
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margins[Us] += mg_value(KingDanger[Us == Search::RootColor][attackUnits]);
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}
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if (Trace)
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@@ -1024,8 +1009,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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stream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
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std::memset(scores, 0, 2 * (TOTAL + 1) * sizeof(Score));
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Value margin;
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do_evaluate<true>(pos, margin);
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do_evaluate<true>(pos);
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std::string totals = stream.str();
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stream.str("");
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