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https://github.com/peterosterlund2/droidfish.git
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Update to Stockfish 16
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@@ -1,6 +1,6 @@
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/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2022 The Stockfish developers (see AUTHORS file)
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Copyright (C) 2004-2023 The Stockfish developers (see AUTHORS file)
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@@ -36,7 +36,7 @@
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#include "timeman.h"
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#include "uci.h"
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#include "incbin/incbin.h"
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#include "nnue/evaluate_nnue.h"
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// Macro to embed the default efficiently updatable neural network (NNUE) file
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// data in the engine binary (using incbin.h, by Dale Weiler).
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@@ -82,20 +82,18 @@ namespace Eval {
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eval_file = EvalFileDefaultName;
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#if defined(DEFAULT_NNUE_DIRECTORY)
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#define stringify2(x) #x
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#define stringify(x) stringify2(x)
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vector<string> dirs = { "<internal>" , "" , CommandLine::binaryDirectory , stringify(DEFAULT_NNUE_DIRECTORY) };
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#else
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vector<string> dirs = { "<internal>" , "" , CommandLine::binaryDirectory };
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#endif
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for (string directory : dirs)
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for (const string& directory : dirs)
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if (currentEvalFileName != eval_file)
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{
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if (directory != "<internal>")
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{
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ifstream stream(directory + eval_file, ios::binary);
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if (load_eval(eval_file, stream))
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if (NNUE::load_eval(eval_file, stream))
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currentEvalFileName = eval_file;
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}
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@@ -111,12 +109,10 @@ namespace Eval {
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(void) gEmbeddedNNUEEnd; // Silence warning on unused variable
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istream stream(&buffer);
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if (load_eval(eval_file, stream))
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if (NNUE::load_eval(eval_file, stream))
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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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@@ -161,24 +157,24 @@ namespace Trace {
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Score scores[TERM_NB][COLOR_NB];
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double to_cp(Value v) { return double(v) / UCI::NormalizeToPawnValue; }
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static 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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static void add(int idx, Color c, Score s) {
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scores[idx][c] = s;
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}
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void add(int idx, Score w, Score b = SCORE_ZERO) {
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static void add(int idx, Score w, Score b = SCORE_ZERO) {
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scores[idx][WHITE] = w;
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scores[idx][BLACK] = b;
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}
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std::ostream& operator<<(std::ostream& os, Score s) {
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static std::ostream& operator<<(std::ostream& os, Score s) {
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os << std::setw(5) << to_cp(mg_value(s)) << " "
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<< std::setw(5) << to_cp(eg_value(s));
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return os;
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}
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std::ostream& operator<<(std::ostream& os, Term t) {
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static std::ostream& operator<<(std::ostream& os, Term t) {
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if (t == MATERIAL || t == IMBALANCE || t == WINNABLE || t == TOTAL)
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os << " ---- ----" << " | " << " ---- ----";
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@@ -195,8 +191,8 @@ using namespace Trace;
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namespace {
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// Threshold for lazy and space evaluation
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constexpr Value LazyThreshold1 = Value(3631);
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constexpr Value LazyThreshold2 = Value(2084);
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constexpr Value LazyThreshold1 = Value(3622);
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constexpr Value LazyThreshold2 = Value(1962);
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constexpr Value SpaceThreshold = Value(11551);
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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@@ -390,10 +386,10 @@ namespace {
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template<Tracing T> template<Color Us, PieceType Pt>
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Score Evaluation<T>::pieces() {
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constexpr Color Them = ~Us;
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constexpr Direction Down = -pawn_push(Us);
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constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
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: Rank5BB | Rank4BB | Rank3BB);
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constexpr Color Them = ~Us;
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[[maybe_unused]] constexpr Direction Down = -pawn_push(Us);
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[[maybe_unused]] constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
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: Rank5BB | Rank4BB | Rank3BB);
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Bitboard b1 = pos.pieces(Us, Pt);
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Bitboard b, bb;
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Score score = SCORE_ZERO;
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@@ -432,7 +428,7 @@ namespace {
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int mob = popcount(b & mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt - 2][mob];
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if (Pt == BISHOP || Pt == KNIGHT)
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if constexpr (Pt == BISHOP || Pt == KNIGHT)
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{
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// Bonus if the piece is on an outpost square or can reach one
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// Bonus for knights (UncontestedOutpost) if few relevant targets
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@@ -1050,52 +1046,41 @@ make_v:
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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, int* complexity) {
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Value Eval::evaluate(const Position& pos) {
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assert(!pos.checkers());
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Value v;
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Value psq = pos.psq_eg_stm();
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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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// PSQ advantage is decisive. (~4 Elo at STC, 1 Elo at LTC)
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bool useClassical = !useNNUE || abs(psq) > 2048;
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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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int nnueComplexity;
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int scale = 1064 + 106 * pos.non_pawn_material() / 5120;
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int npm = pos.non_pawn_material() / 64;
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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 nnue = NNUE::evaluate(pos, true, &nnueComplexity);
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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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// Blend optimism with nnue complexity and (semi)classical complexity
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optimism += optimism * (nnueComplexity + abs(psq - nnue)) / 512;
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v = (nnue * (945 + npm) + optimism * (150 + npm)) / 1024;
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}
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// Damp down the evaluation linearly when shuffling
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v = v * (195 - pos.rule50_count()) / 211;
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v = v * (200 - pos.rule50_count()) / 214;
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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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