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Multiple lazy stages.
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An extension of the lazy eval idea: when the score is sufficiently large
we now skip more granular parts of the eval.

Inspired by an original patch by Moez Jellouli
https://tests.stockfishchess.org/tests/view/5f03b2a159f6f03532894529
Credit to him!

STC https://tests.stockfishchess.org/tests/view/5f0a862c59f6f03532894924
LLR: 2.95 (-2.94,2.94) {-0.50,1.50}
Total: 13504 W: 2684 L: 2472 D: 8348
Ptnml(0-2): 229, 1496, 3111, 1666, 250

LTC https://tests.stockfishchess.org/tests/view/5f0ac0e159f6f0353289495b
LLR: 2.94 (-2.94,2.94) {0.25,1.75}
Total: 31312 W: 3926 L: 3677 D: 23709
Ptnml(0-2): 185, 2773, 9509, 2986, 203

closes #2814

bench: 4541608
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mstembera authored and vondele committed Jul 17, 2020
1 parent 6c197c3 commit c3092c5
Showing 1 changed file with 17 additions and 8 deletions.
25 changes: 17 additions & 8 deletions src/evaluate.cpp
Expand Up @@ -74,7 +74,8 @@ using namespace Trace;
namespace {

// Threshold for lazy and space evaluation
constexpr Value LazyThreshold = Value(1400);
constexpr Value LazyThreshold1 = Value(1400);
constexpr Value LazyThreshold2 = Value(1300);
constexpr Value SpaceThreshold = Value(12222);

// KingAttackWeights[PieceType] contains king attack weights by piece type
Expand Down Expand Up @@ -786,7 +787,7 @@ namespace {
&& pos.non_pawn_material(BLACK) == RookValueMg
&& pos.count<PAWN>(strongSide) - pos.count<PAWN>(~strongSide) <= 1
&& bool(KingSide & pos.pieces(strongSide, PAWN)) != bool(QueenSide & pos.pieces(strongSide, PAWN))
&& (attackedBy[~strongSide][KING] & pos.pieces(~strongSide, PAWN)))
&& (attacks_bb<KING>(pos.square<KING>(~strongSide)) & pos.pieces(~strongSide, PAWN)))
sf = 36;
else if (pos.count<QUEEN>() == 1)
sf = 37 + 3 * (pos.count<QUEEN>(WHITE) == 1 ? pos.count<BISHOP>(BLACK) + pos.count<KNIGHT>(BLACK)
Expand Down Expand Up @@ -837,9 +838,12 @@ namespace {
score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);

// Early exit if score is high
Value v = (mg_value(score) + eg_value(score)) / 2;
if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64)
return pos.side_to_move() == WHITE ? v : -v;
auto lazy_skip = [&](Value lazyThreshold) {
return abs(mg_value(score) + eg_value(score)) / 2 > lazyThreshold + pos.non_pawn_material() / 64;
};

if (lazy_skip(LazyThreshold1))
goto make_v;

// Main evaluation begins here
initialize<WHITE>();
Expand All @@ -856,12 +860,17 @@ namespace {

// More complex interactions that require fully populated attack bitboards
score += king< WHITE>() - king< BLACK>()
+ threats<WHITE>() - threats<BLACK>()
+ passed< WHITE>() - passed< BLACK>()
+ passed< WHITE>() - passed< BLACK>();

if (lazy_skip(LazyThreshold2))
goto make_v;

score += threats<WHITE>() - threats<BLACK>()
+ space< WHITE>() - space< BLACK>();

make_v:
// Derive single value from mg and eg parts of score
v = winnable(score);
Value v = winnable(score);

// In case of tracing add all remaining individual evaluation terms
if (T)
Expand Down

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