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Tuned Values after 2 million spsa games
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Various king and pawn eval values tuned after 2 million games. Rounding
slightly adjusted.

LTC: http://tests.stockfishchess.org/tests/view/5b477a260ebc5978f4be3ed4
LLR: 2.95 (-2.94,2.94) [0.00,4.00]
Total: 32783 W: 5852 L: 5588 D: 21343

STC: http://tests.stockfishchess.org/tests/view/5b472d420ebc5978f4be3e4d
LLR: 3.23 (-2.94,2.94) [0.00,4.00]
Total: 44380 W: 10201 L: 9841 D: 24338

I think I reached the limit of the fishtest framework. It frequently
crashed at 2 million games already. The small values also moved a lot
throughout the entire tuning session though with smaller margin. The
passed danger and close enemies values seems the most sensitive (changing
close enemies alone to 6 failed before but now it passes), whether or not
they are close to optimal I don't know, but it seems some parameters are
also correlated to others.

Closes #1670

bench: 5103722
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candirufish authored and snicolet committed Jul 14, 2018
1 parent d2752fd commit d2d4e85
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Showing 2 changed files with 31 additions and 31 deletions.
36 changes: 18 additions & 18 deletions src/evaluate.cpp
Expand Up @@ -142,42 +142,42 @@ namespace {

// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
S(0, 0), S(4, 17), S(7, 20), S(14, 36), S(42, 62), S(165, 171), S(279, 252)
S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250)
};

// PassedFile[File] contains a bonus according to the file of a passed pawn
constexpr Score PassedFile[FILE_NB] = {
S( 11, 14), S( 0, -5), S(-2, -8), S(-25,-13),
S(-25,-13), S(-2, -8), S( 0, -5), S( 11, 14)
S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14),
S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7)
};

// PassedDanger[Rank] contains a term to weight the passed score
constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 };

// KingProtector[knight/bishop] contains a penalty according to distance from king
constexpr Score KingProtector[] = { S(4, 6), S(6, 3) };
constexpr Score KingProtector[] = { S(5, 6), S(6, 5) };

// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 5);
constexpr Score CloseEnemies = S( 8, 0);
constexpr Score BishopPawns = S( 3, 7);
constexpr Score CloseEnemies = S( 6, 0);
constexpr Score Connectivity = S( 3, 1);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score Hanging = S( 52, 30);
constexpr Score HinderPassedPawn = S( 5, -1);
constexpr Score HinderPassedPawn = S( 4, 0);
constexpr Score KnightOnQueen = S( 21, 11);
constexpr Score LongDiagonalBishop = S( 22, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
constexpr Score Overload = S( 10, 5);
constexpr Score PawnlessFlank = S( 20, 80);
constexpr Score RookOnPawn = S( 8, 24);
constexpr Score SliderOnQueen = S( 42, 21);
constexpr Score ThreatByKing = S( 31, 75);
constexpr Score ThreatByPawnPush = S( 49, 30);
constexpr Score ThreatByKing = S( 23, 76);
constexpr Score ThreatByPawnPush = S( 45, 40);
constexpr Score ThreatByRank = S( 16, 3);
constexpr Score ThreatBySafePawn = S(165,133);
constexpr Score ThreatBySafePawn = S(173,102);
constexpr Score TrappedRook = S( 92, 0);
constexpr Score WeakQueen = S( 50, 10);
constexpr Score WeakUnopposedPawn = S( 5, 26);
constexpr Score WeakUnopposedPawn = S( 5, 29);

#undef S

Expand Down Expand Up @@ -471,12 +471,12 @@ namespace {
unsafeChecks &= mobilityArea[Them];

kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 64 * kingAttacksCount[Them]
+ 183 * popcount(kingRing[Us] & weak)
+ 122 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
- 860 * !pos.count<QUEEN>(Them)
- 7 * mg_value(score) / 8
+ 17 ;
+ 69 * kingAttacksCount[Them]
+ 185 * popcount(kingRing[Us] & weak)
+ 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
- 873 * !pos.count<QUEEN>(Them)
- 6 * mg_value(score) / 8
- 2 ;

// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 0)
Expand Down
26 changes: 13 additions & 13 deletions src/pawns.cpp
Expand Up @@ -32,35 +32,35 @@ namespace {
#define S(mg, eg) make_score(mg, eg)

// Pawn penalties
constexpr Score Isolated = S( 4, 20);
constexpr Score Backward = S(21, 22);
constexpr Score Doubled = S(12, 54);
constexpr Score Isolated = S( 5, 15);
constexpr Score Backward = S(9, 24);
constexpr Score Doubled = S(11, 56);

// Connected pawn bonus by opposed, phalanx, #support and rank
Score Connected[2][2][3][RANK_NB];

// Strength of pawn shelter for our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
{ V( 16), V(82), V( 83), V( 47), V( 19), V( 44), V( 4) },
{ V(-51), V(56), V( 33), V(-58), V(-57), V(-50), V(-39) },
{ V(-20), V(71), V( 16), V(-10), V( 13), V( 19), V(-30) },
{ V(-29), V(12), V(-21), V(-40), V(-15), V(-77), V(-91) }
constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
{ V( -3), V(81), V( 93), V( 58), V( 39), V( 18), V( 25) },
{ V(-40), V(61), V( 35), V(-49), V(-29), V(-11), V(-63) },
{ V(-7), V(75), V( 23), V(-2), V( 32), V( 3), V(-45) },
{ V(-36), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) }
};

// Danger of enemy pawns moving toward our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
// is behind our king.
constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
{ V(54), V( 48), V( 99), V(91), V(42), V( 32), V( 31) },
{ V(34), V( 27), V(105), V(38), V(32), V(-19), V( 3) },
{ V(-4), V( 28), V( 87), V(18), V(-3), V(-14), V(-11) },
{ V(-5), V( 22), V( 75), V(14), V( 2), V( -5), V(-19) }
{ V(89), V( 107), V( 123), V(93), V(57), V( 45), V( 51) },
{ V(44), V( -18), V(123), V(46), V(39), V(-7), V( 23) },
{ V(4), V( 52), V( 162), V(37), V(7), V(-14), V(-2) },
{ V(-10), V( -14), V( 90), V(15), V( 2), V( -7), V(-16) }
};

// Danger of blocked enemy pawns storming our king, by rank
constexpr Value BlockedStorm[RANK_NB] =
{ V(0), V(0), V( 81), V(-9), V(-5), V(-1), V(26) };
{ V(0), V(0), V( 66), V(6), V(5), V(1), V(15) };

#undef S
#undef V
Expand Down

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