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Tuned Values after 2 million spsa games
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 https://github.com/official-stockfish/Stockfish/pull/1670 bench: 5103722
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committed by
Stéphane Nicolet
parent
d2752fdc15
commit
d2d4e85f25
@@ -32,35 +32,35 @@ namespace {
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#define S(mg, eg) make_score(mg, eg)
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// Pawn penalties
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constexpr Score Isolated = S( 4, 20);
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constexpr Score Backward = S(21, 22);
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constexpr Score Doubled = S(12, 54);
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constexpr Score Isolated = S( 5, 15);
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constexpr Score Backward = S(9, 24);
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constexpr Score Doubled = S(11, 56);
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// Connected pawn bonus by opposed, phalanx, #support and rank
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Score Connected[2][2][3][RANK_NB];
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// Strength of pawn shelter for our king by [distance from edge][rank].
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// RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
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constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
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{ V( 16), V(82), V( 83), V( 47), V( 19), V( 44), V( 4) },
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{ V(-51), V(56), V( 33), V(-58), V(-57), V(-50), V(-39) },
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{ V(-20), V(71), V( 16), V(-10), V( 13), V( 19), V(-30) },
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{ V(-29), V(12), V(-21), V(-40), V(-15), V(-77), V(-91) }
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constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
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{ V( -3), V(81), V( 93), V( 58), V( 39), V( 18), V( 25) },
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{ V(-40), V(61), V( 35), V(-49), V(-29), V(-11), V(-63) },
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{ V(-7), V(75), V( 23), V(-2), V( 32), V( 3), V(-45) },
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{ V(-36), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) }
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};
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// Danger of enemy pawns moving toward our king by [distance from edge][rank].
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// RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
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// is behind our king.
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constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
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{ V(54), V( 48), V( 99), V(91), V(42), V( 32), V( 31) },
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{ V(34), V( 27), V(105), V(38), V(32), V(-19), V( 3) },
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{ V(-4), V( 28), V( 87), V(18), V(-3), V(-14), V(-11) },
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{ V(-5), V( 22), V( 75), V(14), V( 2), V( -5), V(-19) }
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{ V(89), V( 107), V( 123), V(93), V(57), V( 45), V( 51) },
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{ V(44), V( -18), V(123), V(46), V(39), V(-7), V( 23) },
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{ V(4), V( 52), V( 162), V(37), V(7), V(-14), V(-2) },
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{ V(-10), V( -14), V( 90), V(15), V( 2), V( -7), V(-16) }
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};
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// Danger of blocked enemy pawns storming our king, by rank
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constexpr Value BlockedStorm[RANK_NB] =
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{ V(0), V(0), V( 81), V(-9), V(-5), V(-1), V(26) };
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{ V(0), V(0), V( 66), V(6), V(5), V(1), V(15) };
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#undef S
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#undef V
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