Small cleanups (march 2021)

With help of @BM123499, @mstembera, @gvreuls, @noobpwnftw and @Fanael
Thanks!

Closes https://github.com/official-stockfish/Stockfish/pull/3405

No functional change
This commit is contained in:
Stéphane Nicolet
2021-03-19 19:43:25 +01:00
parent ec42154ef2
commit 83eac08e75
12 changed files with 107 additions and 81 deletions

View File

@@ -54,7 +54,6 @@
using namespace std;
using namespace Stockfish::Eval::NNUE;
namespace Stockfish {
@@ -396,7 +395,8 @@ namespace {
attackedBy[Us][Pt] = 0;
while (b1) {
while (b1)
{
Square s = pop_lsb(b1);
// Find attacked squares, including x-ray attacks for bishops and rooks
@@ -1038,46 +1038,51 @@ make_v:
return v;
}
// specifically correct for cornered bishops to fix FRC with NNUE.
/// Fisher Random Chess: correction for cornered bishops, to fix chess960 play with NNUE
Value fix_FRC(const Position& pos) {
Value bAdjust = Value(0);
constexpr Bitboard Corners = 1ULL << SQ_A1 | 1ULL << SQ_H1 | 1ULL << SQ_A8 | 1ULL << SQ_H8;
constexpr Value p1=Value(209), p2=Value(136), p3=Value(148);
if (!(pos.pieces(BISHOP) & Corners))
return VALUE_ZERO;
Color Us = pos.side_to_move();
if ( (pos.pieces(Us, BISHOP) & relative_square(Us, SQ_A1))
&& (pos.pieces(Us, PAWN) & relative_square(Us, SQ_B2)))
{
bAdjust -= !pos.empty(relative_square(Us,SQ_B3)) ? p1
: pos.piece_on(relative_square(Us,SQ_C3)) == make_piece(Us, PAWN) ? p2
: p3;
}
if ( (pos.pieces(Us, BISHOP) & relative_square(Us, SQ_H1))
&& (pos.pieces(Us, PAWN) & relative_square(Us, SQ_G2)))
{
bAdjust -= !pos.empty(relative_square(Us,SQ_G3)) ? p1
: pos.piece_on(relative_square(Us,SQ_F3)) == make_piece(Us, PAWN) ? p2
: p3;
}
if ( (pos.pieces(~Us, BISHOP) & relative_square(Us, SQ_A8))
&& (pos.pieces(~Us, PAWN) & relative_square(Us, SQ_B7)))
{
bAdjust += !pos.empty(relative_square(Us,SQ_B6)) ? p1
: pos.piece_on(relative_square(Us,SQ_C6)) == make_piece(~Us, PAWN) ? p2
: p3;
}
if ( (pos.pieces(~Us, BISHOP) & relative_square(Us, SQ_H8))
&& (pos.pieces(~Us, PAWN) & relative_square(Us, SQ_G7)))
{
bAdjust += !pos.empty(relative_square(Us,SQ_G6)) ? p1
: pos.piece_on(relative_square(Us,SQ_F6)) == make_piece(~Us, PAWN) ? p2
: p3;
}
return bAdjust;
constexpr int penalty1 = -209;
constexpr int penalty2 = -136;
constexpr int penalty3 = -148;
int correction = 0;
if ( pos.piece_on(SQ_A1) == W_BISHOP
&& pos.piece_on(SQ_B2) == W_PAWN)
correction += !pos.empty(SQ_B3) ? penalty1
: pos.piece_on(SQ_C3) == W_PAWN ? penalty2
: penalty3;
if ( pos.piece_on(SQ_H1) == W_BISHOP
&& pos.piece_on(SQ_G2) == W_PAWN)
correction += !pos.empty(SQ_G3) ? penalty1
: pos.piece_on(SQ_F3) == W_PAWN ? penalty2
: penalty3;
if ( pos.piece_on(SQ_A8) == B_BISHOP
&& pos.piece_on(SQ_B7) == B_PAWN)
correction += !pos.empty(SQ_B6) ? -penalty1
: pos.piece_on(SQ_C6) == B_PAWN ? -penalty2
: -penalty3;
if ( pos.piece_on(SQ_H8) == B_BISHOP
&& pos.piece_on(SQ_G7) == B_PAWN)
correction += !pos.empty(SQ_G6) ? -penalty1
: pos.piece_on(SQ_F6) == B_PAWN ? -penalty2
: -penalty3;
return pos.side_to_move() == WHITE ? Value(correction)
: -Value(correction);
}
} // namespace
} // namespace Eval
/// evaluate() is the evaluator for the outer world. It returns a static
@@ -1092,14 +1097,19 @@ Value Eval::evaluate(const Position& pos) {
else
{
// Scale and shift NNUE for compatibility with search and classical evaluation
auto adjusted_NNUE = [&](){
int mat = pos.non_pawn_material() + 2 * PawnValueMg * pos.count<PAWN>();
Value nnueValue = NNUE::evaluate(pos) * (641 + mat / 32 - 4 * pos.rule50_count()) / 1024 + Tempo;
auto adjusted_NNUE = [&]()
{
int material = pos.non_pawn_material() + 2 * PawnValueMg * pos.count<PAWN>();
int scale = 641
+ material / 32
- 4 * pos.rule50_count();
Value nnue = NNUE::evaluate(pos) * scale / 1024 + Tempo;
if (pos.is_chess960())
nnueValue += fix_FRC(pos);
nnue += fix_FRC(pos);
return nnueValue;
return nnue;
};
// If there is PSQ imbalance use classical eval, with small probability if it is small