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https://github.com/peterosterlund2/droidfish.git
synced 2025-12-15 10:22:40 +01:00
Update to Stockfish 15.1
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@@ -115,8 +115,6 @@ namespace Eval {
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currentEvalFileName = eval_file;
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}
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}
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if (currentEvalFileName != eval_file)
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currentEvalFileName = "";
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}
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/// NNUE::verify() verifies that the last net used was loaded successfully
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@@ -161,7 +159,7 @@ namespace Trace {
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Score scores[TERM_NB][COLOR_NB];
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double to_cp(Value v) { return double(v) / PawnValueEg; }
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double to_cp(Value v) { return double(v) / UCI::NormalizeToPawnValue; }
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void add(int idx, Color c, Score s) {
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scores[idx][c] = s;
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@@ -983,7 +981,7 @@ namespace {
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// Initialize score by reading the incrementally updated scores included in
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// the position object (material + piece square tables) and the material
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// imbalance. Score is computed internally from the white point of view.
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Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->trend;
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Score score = pos.psq_score() + me->imbalance();
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// Probe the pawn hash table
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pe = Pawns::probe(pos);
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@@ -1044,74 +1042,46 @@ make_v:
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return v;
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}
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/// Fisher Random Chess: correction for cornered bishops, to fix chess960 play with NNUE
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Value fix_FRC(const Position& pos) {
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constexpr Bitboard Corners = 1ULL << SQ_A1 | 1ULL << SQ_H1 | 1ULL << SQ_A8 | 1ULL << SQ_H8;
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if (!(pos.pieces(BISHOP) & Corners))
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return VALUE_ZERO;
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int correction = 0;
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if ( pos.piece_on(SQ_A1) == W_BISHOP
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&& pos.piece_on(SQ_B2) == W_PAWN)
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correction -= CorneredBishop;
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if ( pos.piece_on(SQ_H1) == W_BISHOP
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&& pos.piece_on(SQ_G2) == W_PAWN)
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correction -= CorneredBishop;
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if ( pos.piece_on(SQ_A8) == B_BISHOP
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&& pos.piece_on(SQ_B7) == B_PAWN)
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correction += CorneredBishop;
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if ( pos.piece_on(SQ_H8) == B_BISHOP
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&& pos.piece_on(SQ_G7) == B_PAWN)
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correction += CorneredBishop;
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return pos.side_to_move() == WHITE ? Value(3 * correction)
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: -Value(3 * correction);
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}
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} // namespace Eval
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/// evaluate() is the evaluator for the outer world. It returns a static
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/// evaluation of the position from the point of view of the side to move.
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Value Eval::evaluate(const Position& pos) {
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Value Eval::evaluate(const Position& pos, int* complexity) {
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Value v;
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bool useClassical = false;
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Value psq = pos.psq_eg_stm();
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// Deciding between classical and NNUE eval (~10 Elo): for high PSQ imbalance we use classical,
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// but we switch to NNUE during long shuffling or with high material on the board.
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if ( !useNNUE
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|| ((pos.this_thread()->depth > 9 || pos.count<ALL_PIECES>() > 7) &&
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abs(eg_value(pos.psq_score())) * 5 > (856 + pos.non_pawn_material() / 64) * (10 + pos.rule50_count())))
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// We use the much less accurate but faster Classical eval when the NNUE
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// option is set to false. Otherwise we use the NNUE eval unless the
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// PSQ advantage is decisive and several pieces remain. (~3 Elo)
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bool useClassical = !useNNUE || (pos.count<ALL_PIECES>() > 7 && abs(psq) > 1760);
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if (useClassical)
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v = Evaluation<NO_TRACE>(pos).value();
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else
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{
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v = Evaluation<NO_TRACE>(pos).value(); // classical
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useClassical = abs(v) >= 297;
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}
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int nnueComplexity;
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int scale = 1064 + 106 * pos.non_pawn_material() / 5120;
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// If result of a classical evaluation is much lower than threshold fall back to NNUE
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if (useNNUE && !useClassical)
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{
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Value nnue = NNUE::evaluate(pos, true); // NNUE
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int scale = 1036 + 22 * pos.non_pawn_material() / 1024;
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Color stm = pos.side_to_move();
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Value optimism = pos.this_thread()->optimism[stm];
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Value psq = (stm == WHITE ? 1 : -1) * eg_value(pos.psq_score());
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int complexity = 35 * abs(nnue - psq) / 256;
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Color stm = pos.side_to_move();
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Value optimism = pos.this_thread()->optimism[stm];
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optimism = optimism * (44 + complexity) / 31;
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v = (nnue + optimism) * scale / 1024 - optimism;
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Value nnue = NNUE::evaluate(pos, true, &nnueComplexity);
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if (pos.is_chess960())
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v += fix_FRC(pos);
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// Blend nnue complexity with (semi)classical complexity
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nnueComplexity = ( 416 * nnueComplexity
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+ 424 * abs(psq - nnue)
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+ (optimism > 0 ? int(optimism) * int(psq - nnue) : 0)
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) / 1024;
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// Return hybrid NNUE complexity to caller
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if (complexity)
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*complexity = nnueComplexity;
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optimism = optimism * (269 + nnueComplexity) / 256;
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v = (nnue * scale + optimism * (scale - 754)) / 1024;
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}
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// Damp down the evaluation linearly when shuffling
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@@ -1120,6 +1090,10 @@ Value Eval::evaluate(const Position& pos) {
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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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// When not using NNUE, return classical complexity to caller
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if (complexity && (!useNNUE || useClassical))
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*complexity = abs(v - psq);
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return v;
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}
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@@ -1141,8 +1115,6 @@ std::string Eval::trace(Position& pos) {
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std::memset(scores, 0, sizeof(scores));
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// Reset any global variable used in eval
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pos.this_thread()->depth = 0;
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pos.this_thread()->trend = SCORE_ZERO;
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pos.this_thread()->bestValue = VALUE_ZERO;
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pos.this_thread()->optimism[WHITE] = VALUE_ZERO;
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pos.this_thread()->optimism[BLACK] = VALUE_ZERO;
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